ltlsynt: improve construction of turn-based games

Improve the way transitions are duplicated when preparing the turn-based
game for synthesis. The resulting arena should now be deterministic on
nodes owned by the environment. Also move the code to another file, so
that it is easier to test (e.g. in Python).

* bin/ltlsynt.cc: move the code
* spot/twaalgos/split.cc, spot/twaalgos/split.hh: move the code and
  implement the improvements
* tests/Makefile.am, tests/python/split.py: test it
* tests/core/ltlsynt.test: update existing tests to reflect the changes
This commit is contained in:
Maximilien Colange 2018-04-23 10:51:17 +02:00
parent 4fbcdaca91
commit 1fdc32f9bb
6 changed files with 289 additions and 62 deletions

View file

@ -34,17 +34,18 @@
#include <spot/misc/bddlt.hh>
#include <spot/misc/game.hh>
#include <spot/misc/minato.hh>
#include <spot/tl/formula.hh>
#include <spot/twa/twagraph.hh>
#include <spot/twaalgos/aiger.hh>
#include <spot/twaalgos/complete.hh>
#include <spot/twaalgos/degen.hh>
#include <spot/twaalgos/determinize.hh>
#include <spot/twaalgos/parity.hh>
#include <spot/twaalgos/sbacc.hh>
#include <spot/twaalgos/totgba.hh>
#include <spot/twaalgos/translate.hh>
#include <spot/twa/twagraph.hh>
#include <spot/twaalgos/simulation.hh>
#include <spot/twaalgos/split.hh>
enum
{
@ -136,54 +137,6 @@ static bool verbose = false;
namespace
{
// Take an automaton and a set of atomic propositions I, and split each
// transition
//
// p -- cond --> q cond in 2^2^AP
//
// into a set of transitions of the form
//
// p -- i1 --> r1 -- o1 --> q i1 in 2^I
// o1 in 2^O
//
// p -- i2 --> r2 -- o2 --> q i2 in 2^I
// o2 in 2^O
// ...
//
// where O = AP\I, and such that cond = (i1 & o1) | (i2 & o2) | ...
//
// When determinized, this encodes a game automaton that has a winning
// strategy iff aut has an accepting run for any valuation of atomic
// propositions in I.
static spot::twa_graph_ptr
split_automaton(const spot::twa_graph_ptr& aut,
bdd input_bdd)
{
auto tgba = spot::to_generalized_buchi(aut);
auto split = spot::make_twa_graph(tgba->get_dict());
split->copy_ap_of(tgba);
split->copy_acceptance_of(tgba);
split->new_states(tgba->num_states());
split->set_init_state(tgba->get_init_state_number());
for (unsigned src = 0; src < tgba->num_states(); ++src)
for (const auto& e: tgba->out(src))
{
spot::minato_isop isop(e.cond);
bdd cube;
while ((cube = isop.next()) != bddfalse)
{
unsigned q = split->new_state();
bdd in = bdd_existcomp(cube, input_bdd);
bdd out = bdd_exist(cube, input_bdd);
split->new_edge(src, q, in, {});
split->new_edge(q, e.dst, out, e.acc);
}
}
split->prop_universal(spot::trival::maybe());
return split;
}
// Ensures that the game is complete for player 0.
// Also computes the owner of each state (false for player 0, i.e. env).
@ -232,7 +185,9 @@ namespace
static spot::twa_graph_ptr
to_dpa(const spot::twa_graph_ptr& split)
{
auto dpa = spot::tgba_determinize(split);
// if the input automaton is deterministic, degeneralize it to be sure to
// end up with a parity automaton
auto dpa = spot::tgba_determinize(spot::degeneralize_tba(split));
dpa->merge_edges();
if (opt_print_pg)
dpa = spot::sbacc(dpa);
@ -338,7 +293,7 @@ namespace
all_outputs &= bdd_ithvar(v);
}
auto split = split_automaton(aut, all_inputs);
auto split = split_2step(aut, all_inputs);
if (verbose)
std::cerr << "split inputs and outputs done" << std::endl;
auto dpa = to_dpa(split);