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#include "storm/abstraction/prism/PrismMenuGameAbstractor.h"
#include "storm/abstraction/BottomStateResult.h"
#include "storm/abstraction/GameBddResult.h"
#include "storm/abstraction/ExpressionTranslator.h"
#include "storm/storage/BitVector.h"
#include "storm/storage/prism/Program.h"
#include "storm/storage/dd/DdManager.h"
#include "storm/storage/dd/Add.h"
#include "storm/models/symbolic/StandardRewardModel.h"
#include "storm/settings/SettingsManager.h"
#include "storm/utility/Stopwatch.h"
#include "storm/utility/dd.h"
#include "storm/utility/macros.h"
#include "storm/utility/solver.h"
#include "storm/exceptions/WrongFormatException.h"
#include "storm/exceptions/InvalidArgumentException.h"
#include "storm/exceptions/NotSupportedException.h"
#include "storm-config.h"
#include "storm/adapters/RationalFunctionAdapter.h"
namespace storm {
namespace abstraction {
namespace prism {
using storm::settings::modules::AbstractionSettings;
template <storm::dd::DdType DdType, typename ValueType>
PrismMenuGameAbstractor<DdType, ValueType>::PrismMenuGameAbstractor(storm::prism::Program const& program, std::shared_ptr<storm::utility::solver::SmtSolverFactory> const& smtSolverFactory, MenuGameAbstractorOptions const& options)
: program(program), smtSolverFactory(smtSolverFactory), abstractionInformation(program.getManager(), program.getAllExpressionVariables(), smtSolverFactory->create(program.getManager()), AbstractionInformationOptions(options.constraints)), modules(), initialStateAbstractor(abstractionInformation, {program.getInitialStatesExpression()}, this->smtSolverFactory), validBlockAbstractor(abstractionInformation, smtSolverFactory), currentGame(nullptr), refinementPerformed(false) {
// For now, we assume that there is a single module. If the program has more than one module, it needs
// to be flattened before the procedure.
STORM_LOG_THROW(program.getNumberOfModules() == 1, storm::exceptions::WrongFormatException, "Cannot create abstract program from program containing too many modules.");
// Add all variables range expressions to the information object.
for (auto const& range : this->program.get().getAllRangeExpressions()) {
abstractionInformation.addConstraint(range);
initialStateAbstractor.constrain(range);
validBlockAbstractor.constrain(range);
}
uint_fast64_t totalNumberOfCommands = 0;
uint_fast64_t maximalUpdateCount = 0;
std::vector<storm::expressions::Expression> allGuards;
for (auto const& module : program.getModules()) {
for (auto const& command : module.getCommands()) {
maximalUpdateCount = std::max(maximalUpdateCount, static_cast<uint_fast64_t>(command.getNumberOfUpdates()));
}
totalNumberOfCommands += module.getNumberOfCommands();
}
// NOTE: currently we assume that 64 player 2 variables suffice, which corresponds to 2^64 possible
// choices. If for some reason this should not be enough, we could grow this vector dynamically, but
// odds are that it's impossible to treat such models in any event.
abstractionInformation.createEncodingVariables(static_cast<uint_fast64_t>(std::ceil(std::log2(totalNumberOfCommands))), 64, static_cast<uint_fast64_t>(std::ceil(std::log2(maximalUpdateCount))));
// For each module of the concrete program, we create an abstract counterpart.
auto const& settings = storm::settings::getModule<storm::settings::modules::AbstractionSettings>();
bool useDecomposition = settings.isUseDecompositionSet();
restrictToValidBlocks = settings.getValidBlockMode() == storm::settings::modules::AbstractionSettings::ValidBlockMode::BlockEnumeration;
bool addPredicatesForValidBlocks = !restrictToValidBlocks;
bool debug = settings.isDebugSet();
for (auto const& module : program.getModules()) {
this->modules.emplace_back(module, abstractionInformation, this->smtSolverFactory, useDecomposition, addPredicatesForValidBlocks, debug);
}
// Retrieve the command-update probability ADD, so we can multiply it with the abstraction BDD later.
commandUpdateProbabilitiesAdd = modules.front().getCommandUpdateProbabilitiesAdd();
}
template <storm::dd::DdType DdType, typename ValueType>
void PrismMenuGameAbstractor<DdType, ValueType>::refine(RefinementCommand const& command) {
// Add the predicates to the global list of predicates and gather their indices.
std::vector<uint_fast64_t> predicateIndices;
for (auto const& predicate : command.getPredicates()) {
STORM_LOG_THROW(predicate.hasBooleanType(), storm::exceptions::InvalidArgumentException, "Expecting a predicate of type bool.");
predicateIndices.push_back(abstractionInformation.getOrAddPredicate(predicate));
}
// Refine all abstract modules.
for (auto& module : modules) {
module.refine(predicateIndices);
}
// Refine initial state abstractor.
initialStateAbstractor.refine(predicateIndices);
if (restrictToValidBlocks) {
// Refine the valid blocks.
validBlockAbstractor.refine(predicateIndices);
}
refinementPerformed |= !command.getPredicates().empty();
}
template <storm::dd::DdType DdType, typename ValueType>
MenuGame<DdType, ValueType> PrismMenuGameAbstractor<DdType, ValueType>::abstract() {
if (refinementPerformed) {
currentGame = buildGame();
refinementPerformed = false;
}
return *currentGame;
}
template <storm::dd::DdType DdType, typename ValueType>
AbstractionInformation<DdType> const& PrismMenuGameAbstractor<DdType, ValueType>::getAbstractionInformation() const {
return abstractionInformation;
}
template <storm::dd::DdType DdType, typename ValueType>
storm::expressions::Expression const& PrismMenuGameAbstractor<DdType, ValueType>::getGuard(uint64_t player1Choice) const {
return modules.front().getGuard(player1Choice);
}
template <storm::dd::DdType DdType, typename ValueType>
uint64_t PrismMenuGameAbstractor<DdType, ValueType>::getNumberOfUpdates(uint64_t player1Choice) const {
return modules.front().getNumberOfUpdates(player1Choice);
}
template <storm::dd::DdType DdType, typename ValueType>
std::map<storm::expressions::Variable, storm::expressions::Expression> PrismMenuGameAbstractor<DdType, ValueType>::getVariableUpdates(uint64_t player1Choice, uint64_t auxiliaryChoice) const {
return modules.front().getVariableUpdates(player1Choice, auxiliaryChoice);
}
template <storm::dd::DdType DdType, typename ValueType>
std::set<storm::expressions::Variable> const& PrismMenuGameAbstractor<DdType, ValueType>::getAssignedVariables(uint64_t player1Choice) const {
return modules.front().getAssignedVariables(player1Choice);
}
template <storm::dd::DdType DdType, typename ValueType>
std::pair<uint64_t, uint64_t> PrismMenuGameAbstractor<DdType, ValueType>::getPlayer1ChoiceRange() const {
return std::make_pair(0, modules.front().getCommands().size());
}
template <storm::dd::DdType DdType, typename ValueType>
storm::expressions::Expression PrismMenuGameAbstractor<DdType, ValueType>::getInitialExpression() const {
return program.get().getInitialStatesExpression();
}
template <storm::dd::DdType DdType, typename ValueType>
storm::dd::Bdd<DdType> PrismMenuGameAbstractor<DdType, ValueType>::getStates(storm::expressions::Expression const& expression) {
storm::abstraction::ExpressionTranslator<DdType> translator(abstractionInformation, smtSolverFactory->create(abstractionInformation.getExpressionManager()));
return translator.translate(expression);
}
template <storm::dd::DdType DdType, typename ValueType>
std::unique_ptr<MenuGame<DdType, ValueType>> PrismMenuGameAbstractor<DdType, ValueType>::buildGame() {
// As long as there is only one module, we only build its game representation.
GameBddResult<DdType> game = modules.front().abstract();
// Construct a set of all unnecessary variables, so we can abstract from it.
std::set<storm::expressions::Variable> variablesToAbstract(abstractionInformation.getPlayer1VariableSet(abstractionInformation.getPlayer1VariableCount()));
std::set<storm::expressions::Variable> successorAndAuxVariables(abstractionInformation.getSuccessorVariables());
auto player2Variables = abstractionInformation.getPlayer2VariableSet(game.numberOfPlayer2Variables);
variablesToAbstract.insert(player2Variables.begin(), player2Variables.end());
auto auxVariables = abstractionInformation.getAuxVariableSet(0, abstractionInformation.getAuxVariableCount());
variablesToAbstract.insert(auxVariables.begin(), auxVariables.end());
successorAndAuxVariables.insert(auxVariables.begin(), auxVariables.end());
storm::utility::Stopwatch relevantStatesWatch(true);
storm::dd::Bdd<DdType> nonTerminalStates = this->abstractionInformation.getDdManager().getBddOne();
if (this->isRestrictToRelevantStatesSet()) {
// Compute which states are non-terminal.
for (auto const& expression : this->terminalStateExpressions) {
nonTerminalStates &= !this->getStates(expression);
}
if (this->hasTargetStateExpression()) {
nonTerminalStates &= !this->getStates(this->getTargetStateExpression());
}
}
relevantStatesWatch.stop();
storm::dd::Bdd<DdType> extendedTransitionRelation = nonTerminalStates && game.bdd;
storm::dd::Bdd<DdType> initialStates = initialStateAbstractor.getAbstractStates();
if (restrictToValidBlocks) {
STORM_LOG_DEBUG("Restricting to valid blocks.");
storm::dd::Bdd<DdType> validBlocks = validBlockAbstractor.getValidBlocks();
// Compute the choices with only valid successors so we can restrict the game to these.
auto choicesWithOnlyValidSuccessors = !game.bdd.andExists(!validBlocks.swapVariables(abstractionInformation.getSourceSuccessorVariablePairs()), successorAndAuxVariables) && game.bdd.existsAbstract(successorAndAuxVariables);
// Restrict the proper parts.
extendedTransitionRelation &= validBlocks && choicesWithOnlyValidSuccessors;
initialStates &= validBlocks;
}
// Do a reachability analysis on the raw transition relation.
storm::dd::Bdd<DdType> transitionRelation = extendedTransitionRelation.existsAbstract(variablesToAbstract);
initialStates.addMetaVariables(abstractionInformation.getSourcePredicateVariables());
storm::dd::Bdd<DdType> reachableStates = storm::utility::dd::computeReachableStates(initialStates, transitionRelation, abstractionInformation.getSourceVariables(), abstractionInformation.getSuccessorVariables()).first;
relevantStatesWatch.start();
if (this->isRestrictToRelevantStatesSet() && this->hasTargetStateExpression()) {
// Get the target state BDD.
storm::dd::Bdd<DdType> targetStates = reachableStates && this->getStates(this->getTargetStateExpression());
// In the presence of target states, we keep only states that can reach the target states.
reachableStates = storm::utility::dd::computeBackwardsReachableStates(targetStates, reachableStates, transitionRelation, abstractionInformation.getSourceVariables(), abstractionInformation.getSuccessorVariables());
// Include all successors of reachable states, because the backward search otherwise potentially
// cuts probability 0 choices of these states.
reachableStates |= (reachableStates && !targetStates).relationalProduct(transitionRelation, abstractionInformation.getSourceVariables(), abstractionInformation.getSuccessorVariables());
// Restrict transition relation to relevant fragment for computation of deadlock states.
transitionRelation &= reachableStates && reachableStates.swapVariables(abstractionInformation.getExtendedSourceSuccessorVariablePairs());
relevantStatesWatch.stop();
STORM_LOG_TRACE("Restricting to relevant states took " << relevantStatesWatch.getTimeInMilliseconds() << "ms.");
}
// Find the deadlock states in the model. Note that this does not find the 'deadlocks' in bottom states,
// as the bottom states are not contained in the reachable states.
storm::dd::Bdd<DdType> deadlockStates = transitionRelation.existsAbstract(abstractionInformation.getSuccessorVariables());
deadlockStates = reachableStates && !deadlockStates;
// If there are deadlock states, we fix them now.
storm::dd::Add<DdType, ValueType> deadlockTransitions = abstractionInformation.getDdManager().template getAddZero<ValueType>();
if (!deadlockStates.isZero()) {
deadlockTransitions = (deadlockStates && abstractionInformation.getAllPredicateIdentities() && abstractionInformation.encodePlayer1Choice(0, abstractionInformation.getPlayer1VariableCount()) && abstractionInformation.encodePlayer2Choice(0, 0, game.numberOfPlayer2Variables) && abstractionInformation.encodeAux(0, 0, abstractionInformation.getAuxVariableCount())).template toAdd<ValueType>();
}
// Compute bottom states and the appropriate transitions if necessary.
BottomStateResult<DdType> bottomStateResult(abstractionInformation.getDdManager().getBddZero(), abstractionInformation.getDdManager().getBddZero());
bottomStateResult = modules.front().getBottomStateTransitions(reachableStates, game.numberOfPlayer2Variables);
bool hasBottomStates = !bottomStateResult.states.isZero();
// Construct the transition matrix by cutting away the transitions of unreachable states.
// Note that we also restrict the successor states of transitions, because there might be successors
// that are not in the set of relevant states we restrict to.
storm::dd::Add<DdType, ValueType> transitionMatrix = (extendedTransitionRelation && reachableStates && reachableStates.swapVariables(abstractionInformation.getSourceSuccessorVariablePairs())).template toAdd<ValueType>();
transitionMatrix *= commandUpdateProbabilitiesAdd;
transitionMatrix += deadlockTransitions;
// Extend the current game information with the 'non-bottom' tag before potentially adding bottom state transitions.
transitionMatrix *= (abstractionInformation.getBottomStateBdd(true, true) && abstractionInformation.getBottomStateBdd(false, true)).template toAdd<ValueType>();
reachableStates &= abstractionInformation.getBottomStateBdd(true, true);
initialStates &= abstractionInformation.getBottomStateBdd(true, true);
// If there are bottom transitions, exnted the transition matrix and reachable states now.
if (hasBottomStates) {
transitionMatrix += bottomStateResult.transitions.template toAdd<ValueType>();
reachableStates |= bottomStateResult.states;
}
std::set<storm::expressions::Variable> allNondeterminismVariables = player2Variables;
allNondeterminismVariables.insert(abstractionInformation.getPlayer1Variables().begin(), abstractionInformation.getPlayer1Variables().end());
std::set<storm::expressions::Variable> allSourceVariables(abstractionInformation.getSourceVariables());
allSourceVariables.insert(abstractionInformation.getBottomStateVariable(true));
std::set<storm::expressions::Variable> allSuccessorVariables(abstractionInformation.getSuccessorVariables());
allSuccessorVariables.insert(abstractionInformation.getBottomStateVariable(false));
return std::make_unique<MenuGame<DdType, ValueType>>(abstractionInformation.getDdManagerAsSharedPointer(), reachableStates, initialStates, abstractionInformation.getDdManager().getBddZero(), transitionMatrix, bottomStateResult.states, allSourceVariables, allSuccessorVariables, abstractionInformation.getExtendedSourceSuccessorVariablePairs(), std::set<storm::expressions::Variable>(abstractionInformation.getPlayer1Variables().begin(), abstractionInformation.getPlayer1Variables().end()), player2Variables, allNondeterminismVariables, auxVariables, abstractionInformation.getPredicateToBddMap());
}
template <storm::dd::DdType DdType, typename ValueType>
void PrismMenuGameAbstractor<DdType, ValueType>::exportToDot(std::string const& filename, storm::dd::Bdd<DdType> const& highlightStates, storm::dd::Bdd<DdType> const& filter) const {
this->exportToDot(*currentGame, filename, highlightStates, filter);
}
template <storm::dd::DdType DdType, typename ValueType>
uint64_t PrismMenuGameAbstractor<DdType, ValueType>::getNumberOfPredicates() const {
return abstractionInformation.getNumberOfPredicates();
}
template <storm::dd::DdType DdType, typename ValueType>
void PrismMenuGameAbstractor<DdType, ValueType>::addTerminalStates(storm::expressions::Expression const& expression) {
terminalStateExpressions.emplace_back(expression);
}
template <storm::dd::DdType DdType, typename ValueType>
void PrismMenuGameAbstractor<DdType, ValueType>::notifyGuardsArePredicates() {
for (auto& module : modules) {
module.notifyGuardsArePredicates();
}
}
// Explicitly instantiate the class.
template class PrismMenuGameAbstractor<storm::dd::DdType::CUDD, double>;
template class PrismMenuGameAbstractor<storm::dd::DdType::Sylvan, double>;
#ifdef STORM_HAVE_CARL
template class PrismMenuGameAbstractor<storm::dd::DdType::Sylvan, storm::RationalNumber>;
#endif
}
}
}