63 lines
3.4 KiB

#pragma once
#include <vector>
#include <memory>
#include <boost/optional.hpp>
#include "storm/modelchecker/parametric/SparseParameterLiftingModelChecker.h"
#include "storm/storage/BitVector.h"
#include "storm/storage/SparseMatrix.h"
#include "storm/storage/sparse/StateType.h"
#include "storm/utility/solver.h"
#include "storm/transformer/ParameterLifter.h"
#include "storm/storage/TotalScheduler.h"
namespace storm {
namespace modelchecker {
namespace parametric {
template <typename SparseModelType, typename ConstantType>
class SparseMdpParameterLiftingModelChecker : public SparseParameterLiftingModelChecker<SparseModelType, ConstantType> {
public:
SparseMdpParameterLiftingModelChecker(SparseModelType const& parametricModel);
SparseMdpParameterLiftingModelChecker(SparseModelType const& parametricModel, std::unique_ptr<storm::utility::solver::GameSolverFactory<ConstantType>>&& solverFactory);
virtual bool canHandle(CheckTask<storm::logic::Formula, typename SparseModelType::ValueType> const& checkTask) const override;
boost::optional<storm::storage::TotalScheduler>& getCurrentMinScheduler();
boost::optional<storm::storage::TotalScheduler>& getCurrentMaxScheduler();
boost::optional<storm::storage::TotalScheduler>& getCurrentPlayer1Scheduler();
protected:
virtual void specifyBoundedUntilFormula(CheckTask<storm::logic::BoundedUntilFormula, ConstantType> const& checkTask) override;
virtual void specifyUntilFormula(CheckTask<storm::logic::UntilFormula, ConstantType> const& checkTask) override;
virtual void specifyReachabilityRewardFormula(CheckTask<storm::logic::EventuallyFormula, ConstantType> const& checkTask) override;
virtual void specifyCumulativeRewardFormula(CheckTask<storm::logic::CumulativeRewardFormula, ConstantType> const& checkTask) override;
virtual std::unique_ptr<CheckResult> computeQuantitativeValues(storm::storage::ParameterRegion<typename SparseModelType::ValueType> const& region, storm::solver::OptimizationDirection const& dirForParameters) override;
virtual void reset() override;
private:
void computePlayer1Matrix();
storm::storage::BitVector maybeStates;
std::vector<ConstantType> resultsForNonMaybeStates;
boost::optional<uint_fast64_t> stepBound;
storm::storage::SparseMatrix<storm::storage::sparse::state_type> player1Matrix;
std::unique_ptr<storm::transformer::ParameterLifter<typename SparseModelType::ValueType, ConstantType>> parameterLifter;
std::unique_ptr<storm::utility::solver::GameSolverFactory<ConstantType>> solverFactory;
// Results from the most recent solver call.
boost::optional<storm::storage::TotalScheduler> minSched, maxSched;
boost::optional<storm::storage::TotalScheduler> player1Sched;
std::vector<ConstantType> x;
boost::optional<ConstantType> lowerResultBound, upperResultBound;
bool applyPreviousResultAsHint;
};
}
}
}