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4.9 KiB

#include "src/abstraction/prism/AbstractModule.h"
#include "src/abstraction/AbstractionInformation.h"
#include "src/abstraction/BottomStateResult.h"
#include "src/abstraction/prism/GameBddResult.h"
#include "src/storage/dd/DdManager.h"
#include "src/storage/dd/Add.h"
#include "src/storage/prism/Module.h"
namespace storm {
namespace abstraction {
namespace prism {
template <storm::dd::DdType DdType, typename ValueType>
AbstractModule<DdType, ValueType>::AbstractModule(storm::prism::Module const& module, AbstractionInformation<DdType>& abstractionInformation, std::shared_ptr<storm::utility::solver::SmtSolverFactory> const& smtSolverFactory, bool allGuardsAdded) : smtSolverFactory(smtSolverFactory), abstractionInformation(abstractionInformation), commands(), module(module) {
// For each concrete command, we create an abstract counterpart.
for (auto const& command : module.getCommands()) {
commands.emplace_back(command, abstractionInformation, smtSolverFactory, allGuardsAdded);
}
}
template <storm::dd::DdType DdType, typename ValueType>
void AbstractModule<DdType, ValueType>::refine(std::vector<uint_fast64_t> const& predicates) {
for (auto& command : commands) {
command.refine(predicates);
}
}
template <storm::dd::DdType DdType, typename ValueType>
GameBddResult<DdType> AbstractModule<DdType, ValueType>::getAbstractBdd() {
// First, we retrieve the abstractions of all commands.
std::vector<GameBddResult<DdType>> commandDdsAndUsedOptionVariableCounts;
uint_fast64_t maximalNumberOfUsedOptionVariables = 0;
uint_fast64_t nextFreePlayer2Index = 0;
for (auto& command : commands) {
commandDdsAndUsedOptionVariableCounts.push_back(command.getAbstractBdd());
maximalNumberOfUsedOptionVariables = std::max(maximalNumberOfUsedOptionVariables, commandDdsAndUsedOptionVariableCounts.back().numberOfPlayer2Variables);
nextFreePlayer2Index = std::max(nextFreePlayer2Index, commandDdsAndUsedOptionVariableCounts.back().nextFreePlayer2Index);
}
// Then, we build the module BDD by adding the single command DDs. We need to make sure that all command
// DDs use the same amount DD variable encoding the choices of player 2.
storm::dd::Bdd<DdType> result = this->getAbstractionInformation().getDdManager().getBddZero();
for (auto const& commandDd : commandDdsAndUsedOptionVariableCounts) {
result |= commandDd.bdd && this->getAbstractionInformation().getPlayer2ZeroCube(commandDd.numberOfPlayer2Variables, maximalNumberOfUsedOptionVariables);
}
return GameBddResult<DdType>(result, maximalNumberOfUsedOptionVariables, nextFreePlayer2Index);
}
template <storm::dd::DdType DdType, typename ValueType>
BottomStateResult<DdType> AbstractModule<DdType, ValueType>::getBottomStateTransitions(storm::dd::Bdd<DdType> const& reachableStates, uint_fast64_t numberOfPlayer2Variables) {
BottomStateResult<DdType> result(this->getAbstractionInformation().getDdManager().getBddZero(), this->getAbstractionInformation().getDdManager().getBddZero());
for (auto& command : commands) {
BottomStateResult<DdType> commandBottomStateResult = command.getBottomStateTransitions(reachableStates, numberOfPlayer2Variables);
result.states |= commandBottomStateResult.states;
result.transitions |= commandBottomStateResult.transitions;
}
return result;
}
template <storm::dd::DdType DdType, typename ValueType>
storm::dd::Add<DdType, ValueType> AbstractModule<DdType, ValueType>::getCommandUpdateProbabilitiesAdd() const {
storm::dd::Add<DdType, ValueType> result = this->getAbstractionInformation().getDdManager().template getAddZero<ValueType>();
for (auto const& command : commands) {
result += command.getCommandUpdateProbabilitiesAdd();
}
return result;
}
template <storm::dd::DdType DdType, typename ValueType>
AbstractionInformation<DdType> const& AbstractModule<DdType, ValueType>::getAbstractionInformation() const {
return abstractionInformation.get();
}
template class AbstractModule<storm::dd::DdType::CUDD, double>;
template class AbstractModule<storm::dd::DdType::Sylvan, double>;
}
}
}