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#pragma once
#include <map>
#include <vector>
#include "storm/storage/dd/DdType.h"
#include "storm/abstraction/MenuGame.h"
#include "storm/abstraction/RefinementCommand.h"
#include "storm/storage/expressions/Expression.h"
namespace storm {
namespace dd {
template <storm::dd::DdType DdType>
class Bdd;
}
namespace abstraction {
template <storm::dd::DdType DdType>
class AbstractionInformation;
struct MenuGameAbstractorOptions {
MenuGameAbstractorOptions() = default;
MenuGameAbstractorOptions(std::vector<storm::expressions::Expression>&& constraints) : constraints(std::move(constraints)) {
// Intentionally left empty.
}
std::vector<storm::expressions::Expression> constraints;
};
template <storm::dd::DdType DdType, typename ValueType>
class MenuGameAbstractor {
public:
MenuGameAbstractor();
virtual ~MenuGameAbstractor() = default;
/// Retrieves the abstraction.
virtual MenuGame<DdType, ValueType> abstract() = 0;
/// Retrieves information about the abstraction.
virtual AbstractionInformation<DdType> const& getAbstractionInformation() const = 0;
virtual storm::expressions::Expression const& getGuard(uint64_t player1Choice) const = 0;
virtual std::pair<uint64_t, uint64_t> getPlayer1ChoiceRange() const = 0;
virtual uint64_t getNumberOfUpdates(uint64_t player1Choice) const = 0;
std::vector<std::map<storm::expressions::Variable, storm::expressions::Expression>> getVariableUpdates(uint64_t player1Choice) const;
virtual std::map<storm::expressions::Variable, storm::expressions::Expression> getVariableUpdates(uint64_t player1Choice, uint64_t auxiliaryChoice) const = 0;
virtual std::set<storm::expressions::Variable> const& getAssignedVariables(uint64_t player1Choice) const = 0;
virtual storm::expressions::Expression getInitialExpression() const = 0;
/*!
* Retrieves a BDD that characterizes the states corresponding to the given expression. For this to work,
* appropriate predicates must have been used to refine the abstraction, otherwise this will fail.
*/
virtual storm::dd::Bdd<DdType> getStates(storm::expressions::Expression const& expression) = 0;
/// Methods to refine the abstraction.
virtual void refine(RefinementCommand const& command) = 0;
/// Exports a representation of the current abstraction state in the dot format.
virtual void exportToDot(std::string const& filename, storm::dd::Bdd<DdType> const& highlightStatesBdd, storm::dd::Bdd<DdType> const& filter) const = 0;
/// Retrieves the number of predicates currently in use.
virtual uint64_t getNumberOfPredicates() const = 0;
/*!
* Adds the expression to the ones characterizing terminal states, i.e. states whose transitions are not
* explored. For this to work, appropriate predicates must have been used to refine the abstraction,
* otherwise this will fail.
*/
virtual void addTerminalStates(storm::expressions::Expression const& expression) = 0;
/*!
* Sets the expression characterizing the target states. For this to work, appropriate predicates must have
* been used to refine the abstraction, otherwise this will fail.
*/
void setTargetStates(storm::expressions::Expression const& targetStateExpression);
storm::expressions::Expression const& getTargetStateExpression() const;
bool hasTargetStateExpression() const;
/*!
* Notifies the abstractor that the guards are predicates, which may be used to improve the bottom state
* computation.
*/
virtual void notifyGuardsArePredicates() = 0;
protected:
bool isRestrictToRelevantStatesSet() const;
void exportToDot(storm::abstraction::MenuGame<DdType, ValueType> const& currentGame, std::string const& filename, storm::dd::Bdd<DdType> const& highlightStatesBdd, storm::dd::Bdd<DdType> const& filter) const;
private:
bool restrictToRelevantStates;
// An expression characterizing the target states.
storm::expressions::Expression targetStateExpression;
};
}
}