#pragma once #include <functional> #include <vector> #include <memory> #include <boost/optional.hpp> #include "storm/abstraction/RefinementCommand.h" #include "storm/abstraction/QualitativeResultMinMax.h" #include "storm/abstraction/QuantitativeResultMinMax.h" #include "storm/storage/expressions/Expression.h" #include "storm/storage/expressions/PredicateSplitter.h" #include "storm/storage/expressions/EquivalenceChecker.h" #include "storm/storage/dd/DdType.h" #include "storm/settings/modules/AbstractionSettings.h" #include "storm/utility/solver.h" namespace storm { namespace abstraction { template <storm::dd::DdType Type, typename ValueType> class MenuGameAbstractor; template <storm::dd::DdType Type, typename ValueType> class MenuGame; class RefinementPredicates { public: enum class Source { WeakestPrecondition, InitialGuard, Guard, Interpolation }; RefinementPredicates() = default; RefinementPredicates(Source const& source, std::vector<storm::expressions::Expression> const& predicates); Source getSource() const; std::vector<storm::expressions::Expression> const& getPredicates() const; void addPredicates(std::vector<storm::expressions::Expression> const& newPredicates); private: Source source; std::vector<storm::expressions::Expression> predicates; }; template<storm::dd::DdType Type, typename ValueType> struct MostProbablePathsResult { MostProbablePathsResult() = default; MostProbablePathsResult(storm::dd::Add<Type, ValueType> const& maxProbabilities, storm::dd::Bdd<Type> const& spanningTree); storm::dd::Add<Type, ValueType> maxProbabilities; storm::dd::Bdd<Type> spanningTree; }; template<storm::dd::DdType Type, typename ValueType> struct PivotStateResult { PivotStateResult(storm::dd::Bdd<Type> const& pivotState, storm::OptimizationDirection fromDirection, boost::optional<MostProbablePathsResult<Type, ValueType>> const& mostProbablePathsResult = boost::none); storm::dd::Bdd<Type> pivotState; storm::OptimizationDirection fromDirection; boost::optional<MostProbablePathsResult<Type, ValueType>> mostProbablePathsResult; }; template<storm::dd::DdType Type, typename ValueType> class MenuGameRefiner { public: /*! * Creates a refiner for the provided abstractor. */ MenuGameRefiner(MenuGameAbstractor<Type, ValueType>& abstractor, std::unique_ptr<storm::solver::SmtSolver>&& smtSolver); /*! * Refines the abstractor with the given predicates. * * @param predicates The predicates to use for refinement. */ void refine(std::vector<storm::expressions::Expression> const& predicates) const; /*! * Refines the abstractor based on the qualitative result by trying to derive suitable predicates. * * @param True if predicates for refinement could be derived, false otherwise. */ bool refine(storm::abstraction::MenuGame<Type, ValueType> const& game, storm::dd::Bdd<Type> const& transitionMatrixBdd, QualitativeResultMinMax<Type> const& qualitativeResult) const; /*! * Refines the abstractor based on the quantitative result by trying to derive suitable predicates. * * @param True if predicates for refinement could be derived, false otherwise. */ bool refine(storm::abstraction::MenuGame<Type, ValueType> const& game, storm::dd::Bdd<Type> const& transitionMatrixBdd, QuantitativeResultMinMax<Type, ValueType> const& quantitativeResult) const; private: RefinementPredicates derivePredicatesFromDifferingChoices(storm::dd::Bdd<Type> const& pivotState, storm::dd::Bdd<Type> const& player1Choice, storm::dd::Bdd<Type> const& lowerChoice, storm::dd::Bdd<Type> const& upperChoice) const; RefinementPredicates derivePredicatesFromPivotState(storm::abstraction::MenuGame<Type, ValueType> const& game, storm::dd::Bdd<Type> const& pivotState, storm::dd::Bdd<Type> const& minPlayer1Strategy, storm::dd::Bdd<Type> const& minPlayer2Strategy, storm::dd::Bdd<Type> const& maxPlayer1Strategy, storm::dd::Bdd<Type> const& maxPlayer2Strategy) const; /*! * Preprocesses the predicates. */ std::vector<storm::expressions::Expression> preprocessPredicates(std::vector<storm::expressions::Expression> const& predicates, RefinementPredicates::Source const& source) const; /*! * Creates a set of refinement commands that amounts to splitting all player 1 choices with the given set of predicates. */ std::vector<RefinementCommand> createGlobalRefinement(std::vector<storm::expressions::Expression> const& predicates) const; boost::optional<RefinementPredicates> derivePredicatesFromInterpolation(storm::abstraction::MenuGame<Type, ValueType> const& game, PivotStateResult<Type, ValueType> const& pivotStateResult, storm::dd::Bdd<Type> const& minPlayer1Strategy, storm::dd::Bdd<Type> const& minPlayer2Strategy, storm::dd::Bdd<Type> const& maxPlayer1Strategy, storm::dd::Bdd<Type> const& maxPlayer2Strategy) const; std::pair<std::vector<std::vector<storm::expressions::Expression>>, std::map<storm::expressions::Variable, storm::expressions::Expression>> buildTrace(storm::expressions::ExpressionManager& expressionManager, storm::abstraction::MenuGame<Type, ValueType> const& game, storm::dd::Bdd<Type> const& spanningTree, storm::dd::Bdd<Type> const& pivotState) const; void performRefinement(std::vector<RefinementCommand> const& refinementCommands) const; /// The underlying abstractor to refine. std::reference_wrapper<MenuGameAbstractor<Type, ValueType>> abstractor; /// A flag indicating whether interpolation shall be used to rule out spurious pivot blocks. bool useInterpolation; /// A flag indicating whether all predicates shall be split before using them for refinement. bool splitAll; /// A flag indicating whether predicates derived from weakest preconditions shall be split before using them for refinement. bool splitPredicates; /// A flag indicating whether guards shall be split before using them for refinement. bool splitGuards; /// A flag indicating whether the initially added guards shall be split before using them for refinement. bool splitInitialGuards; /// The heuristic to use for pivot block selection. storm::settings::modules::AbstractionSettings::PivotSelectionHeuristic pivotSelectionHeuristic; /// An object that can be used for splitting predicates. mutable storm::expressions::PredicateSplitter splitter; /// An object that can be used to determine whether predicates are equivalent. mutable storm::expressions::EquivalenceChecker equivalenceChecker; }; } }