ltlsynt: rework synthesis algorithms
ltlsynt now offers two algorithms: one where splitting occurs before determinization (the historical one) and one where determinization occurs before splitting. * bin/ltlsynt.cc: here * tests/core/ltlsynt.test: test it and refactor test file * NEWS: document it * spot/misc/game.hh, spot/misc/game.cc: remove Calude's algorithm
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5 changed files with 101 additions and 423 deletions
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@ -108,31 +108,6 @@ public:
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\endverbatim */
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void solve(region_t (&w)[2], strategy_t (&s)[2]) const;
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/// Whether player 1 has a winning strategy from the initial state.
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/// Implements Calude et al.'s quasipolynomial time algorithm.
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/** \verbatim
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@inproceedings{calude.17.stoc,
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author = {Calude, Cristian S. and Jain, Sanjay and Khoussainov,
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Bakhadyr and Li, Wei and Stephan, Frank},
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title = {Deciding Parity Games in Quasipolynomial Time},
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booktitle = {Proceedings of the 49th Annual ACM SIGACT Symposium on
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Theory of Computing},
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series = {STOC 2017},
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year = {2017},
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isbn = {978-1-4503-4528-6},
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location = {Montreal, Canada},
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pages = {252--263},
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numpages = {12},
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url = {http://doi.acm.org/10.1145/3055399.3055409},
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doi = {10.1145/3055399.3055409},
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acmid = {3055409},
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publisher = {ACM},
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address = {New York, NY, USA},
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keywords = {Muller Games, Parity Games, Quasipolynomial Time Algorithm},
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}
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\endverbatim */
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bool solve_qp() const;
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private:
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typedef twa_graph::graph_t::edge_storage_t edge_t;
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@ -149,159 +124,4 @@ private:
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region_t (&w)[2], strategy_t (&s)[2]) const;
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};
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class reachability_state: public state
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{
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private:
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unsigned num_;
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std::vector<unsigned> b_;
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bool anke_;
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public:
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reachability_state(unsigned state, const std::vector<unsigned>& b,
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bool anke)
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: num_(state), b_(b), anke_(anke)
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{
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}
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int compare(const state* other) const override;
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bool operator==(const reachability_state& o) const
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{
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return compare(&o) == 0;
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}
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bool operator!=(const reachability_state& o) const
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{
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return compare(&o) != 0;
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}
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bool operator<(const reachability_state& o) const;
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size_t hash() const override
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{
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size_t hash = wang32_hash(num_);
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for (unsigned i = 0; i < b_.size(); ++i)
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hash ^= wang32_hash(b_[i]) ^ wang32_hash(i);
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return hash;
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}
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reachability_state* clone() const override
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{
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return new reachability_state(*this);
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}
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std::vector<unsigned> b() const
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{
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return b_;
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}
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unsigned num() const
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{
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return num_;
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}
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bool anke() const
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{
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return anke_;
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}
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};
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typedef std::shared_ptr<const reachability_state>
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const_reachability_state_ptr;
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struct reachability_state_hash
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{
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size_t operator()(const reachability_state& state) const
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{
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return state.hash();
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}
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};
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class reachability_game_succ_iterator final: public twa_succ_iterator
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{
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private:
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const parity_game& pg_;
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const reachability_state& state_;
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internal::edge_iterator<const twa_graph::graph_t> it_;
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public:
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reachability_game_succ_iterator(const parity_game& pg,
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const reachability_state& s)
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: pg_(pg), state_(s)
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{
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}
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bool first() override
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{
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it_ = pg_.out(state_.num()).begin();
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return it_ != pg_.out(state_.num()).end();
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}
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bool next() override
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{
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++it_;
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return it_ != pg_.out(state_.num()).end();
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}
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bool done() const override
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{
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return it_ == pg_.out(state_.num()).end();
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}
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const reachability_state* dst() const override;
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bdd cond() const override
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{
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return bddtrue;
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}
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acc_cond::mark_t acc() const override
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{
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return {};
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}
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};
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// On-the-fly reachability game interface for a max even parity game such
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// that a target is reachable iff there is a memoryless winning strategy
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// in the parity game for player 1.
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class reachability_game final: public twa
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{
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private:
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typedef std::unordered_map<spot::reachability_state, unsigned,
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spot::reachability_state_hash> wincount_t;
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typedef std::unordered_map<spot::reachability_state,
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std::vector<spot::reachability_state>,
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spot::reachability_state_hash> parents_t;
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const parity_game& pg_;
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// number of successors that need to have a winning strategy in order for
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// a given node to have a winning strategy.
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wincount_t c_;
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parents_t parents_;
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const_reachability_state_ptr init_state_; // cache
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public:
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reachability_game(const parity_game& pg)
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: twa(std::make_shared<bdd_dict>()), pg_(pg)
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{
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init_state_ = std::shared_ptr<const reachability_state>(get_init_state());
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}
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const reachability_state* get_init_state() const override;
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reachability_game_succ_iterator* succ_iter(const state* s) const override;
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std::string format_state(const state* s) const override;
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bool is_reachable();
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private:
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bool mark(const spot::reachability_state& s);
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bool is_target(const reachability_state& s);
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};
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}
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