* spot/twaalgos/synthesis.cc, spot/twaalgos/synthesis.hh: New files regrouping the functionnalities split and apply_strategy for synthesis * python/spot/impl.i, spot/twaalgos/Makefile.am: Add them. * spot/twaalgos/split.cc, spot/twaalgos/split.hh: No longer contains the splits necessary for for synthesis, moved to spot/twaalgos/synthesis.cc, spot/twaalgos/split.hh Split is now faster and reduces the number of intermediate states, reducing the overall size of the arena * spot/misc/game.cc, spot/misc/game.hh: Renaming propagate_players to alternate_players. * tests/core/ltlsynt.test, tests/python/split.py: Update tests. * bin/ltlsynt.cc: Adjust to new split. Swap order of split and to_parity for lar.
960 lines
33 KiB
C++
960 lines
33 KiB
C++
// -*- coding: utf-8 -*-
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// Copyright (C) 2017, 2018, 2020 Laboratoire de Recherche et Développement
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// de l'Epita (LRDE).
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//
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// This file is part of Spot, a model checking library.
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//
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// Spot is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 3 of the License, or
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// (at your option) any later version.
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//
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// Spot is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public
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// License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "config.h"
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#include <cmath>
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#include <spot/misc/game.hh>
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#include <spot/misc/bddlt.hh>
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#include <spot/twaalgos/sccinfo.hh>
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namespace spot
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{
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namespace
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{
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static const std::vector<bool>*
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ensure_game(const const_twa_graph_ptr& arena, const char* fnname)
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{
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auto owner = arena->get_named_prop<std::vector<bool>>("state-player");
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if (!owner)
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throw std::runtime_error
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(std::string(fnname) + ": automaton should define \"state-player\"");
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if (owner->size() != arena->num_states())
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throw std::runtime_error
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(std::string(fnname) + ": \"state-player\" should have "
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"as many states as the automaton");
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return owner;
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}
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static const std::vector<bool>*
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ensure_parity_game(const const_twa_graph_ptr& arena, const char* fnname)
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{
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bool max, odd;
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arena->acc().is_parity(max, odd, true);
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if (!(max && odd))
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throw std::runtime_error
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(std::string(fnname) +
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": arena must have max-odd acceptance condition");
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for (const auto& e : arena->edges())
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if (!e.acc)
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throw std::runtime_error
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(std::string(fnname) + ": arena must be colorized");
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return ensure_game(arena, fnname);
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}
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// Internal structs
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// winning regions for env and player
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struct winner_t
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{
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std::vector<bool> has_winner_;
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std::vector<bool> winner_;
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inline bool operator()(unsigned v, bool p)
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{
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// returns true if player p wins v
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// false otherwise
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if (!has_winner_[v])
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return false;
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return winner_[v] == p;
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}
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inline void set(unsigned v, bool p)
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{
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has_winner_[v] = true;
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winner_[v] = p;
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}
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inline void unset(unsigned v)
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{
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has_winner_[v] = false;
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}
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inline bool winner(unsigned v)
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{
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assert(has_winner_.at(v));
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return winner_[v];
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}
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}; // winner_t
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// When using scc decomposition we need to track the
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// changes made to the graph
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struct edge_stash_t
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{
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edge_stash_t(unsigned num, unsigned dst, acc_cond::mark_t acc) noexcept
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: e_num(num),
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e_dst(dst),
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e_acc(acc)
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{
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}
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const unsigned e_num, e_dst;
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const acc_cond::mark_t e_acc;
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}; // edge_stash_t
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// Internal structs used by parity_game
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// Struct to change recursive calls to stack
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struct work_t
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{
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work_t(unsigned wstep_, unsigned rd_, unsigned min_par_,
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unsigned max_par_) noexcept
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: wstep(wstep_),
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rd(rd_),
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min_par(min_par_),
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max_par(max_par_)
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{
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}
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const unsigned wstep, rd, min_par, max_par;
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}; // work_t
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// Collects information about an scc
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// Used to detect special cases
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struct subgame_info_t
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{
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typedef std::set<unsigned, std::greater<unsigned>> all_parities_t;
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subgame_info_t() noexcept
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{
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}
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subgame_info_t(bool empty, bool one_parity, bool one_player0,
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bool one_player1, all_parities_t parities) noexcept
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: is_empty(empty),
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is_one_parity(one_parity),
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is_one_player0(one_player0),
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is_one_player1(one_player1),
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all_parities(parities)
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{};
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bool is_empty; // empty subgame
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bool is_one_parity; // only one parity appears in the subgame
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// todo : Not used yet
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bool is_one_player0; // one player subgame for player0 <-> p==false
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bool is_one_player1; // one player subgame for player1 <-> p==true
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all_parities_t all_parities;
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}; // subgame_info_t
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// A class to solve parity games
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// The current implementation is inspired by
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// by oink however without multicore and adapted to transition based
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// acceptance
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class parity_game
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{
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public:
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bool solve(const twa_graph_ptr &arena)
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{
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// todo check if reordering states according to scc is worth it
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set_up(arena);
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// Start recursive zielonka in a bottom-up fashion on each scc
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subgame_info_t subgame_info;
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for (c_scc_idx_ = 0; c_scc_idx_ < info_->scc_count(); ++c_scc_idx_)
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{
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// Useless SCCs are winning for player 0.
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if (!info_->is_useful_scc(c_scc_idx_))
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{
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for (unsigned v: c_states())
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{
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w_.set(v, false);
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// The strategy for player 0 is to take the first
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// available edge.
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if ((*owner_ptr_)[v] == false)
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for (const auto &e : arena_->out(v))
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{
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s_[v] = arena_->edge_number(e);
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break;
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}
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}
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continue;
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}
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// Convert transitions leaving edges to self-loops
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// and check if trivially solvable
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subgame_info = fix_scc();
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// If empty, the scc was trivially solved
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if (!subgame_info.is_empty)
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{
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// Check for special cases
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if (subgame_info.is_one_parity)
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one_par_subgame_solver(subgame_info, max_abs_par_);
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else
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{
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// "Regular" solver
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max_abs_par_ = *subgame_info.all_parities.begin();
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w_stack_.emplace_back(0, 0, 0, max_abs_par_);
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zielonka();
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}
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}
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}
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// All done -> restore graph, i.e. undo self-looping
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restore();
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assert(std::all_of(w_.has_winner_.cbegin(), w_.has_winner_.cend(),
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[](bool b)
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{ return b; }));
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assert(std::all_of(s_.cbegin(), s_.cend(),
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[](unsigned e_idx)
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{ return e_idx > 0; }));
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// Put the solution as named property
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region_t &w = *arena->get_or_set_named_prop<region_t>("state-winner");
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strategy_t &s = *arena->get_or_set_named_prop<strategy_t>("strategy");
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w.swap(w_.winner_);
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s.resize(s_.size());
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std::copy(s_.begin(), s_.end(), s.begin());
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clean_up();
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return w[arena->get_init_state_number()];
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}
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private:
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// Returns the vector of states currently considered
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// i.e. the states of the current scc
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// c_scc_idx_ is set in the 'main' loop
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inline const std::vector<unsigned> &c_states()
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{
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assert(info_);
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return info_->states_of(c_scc_idx_);
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}
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void set_up(const twa_graph_ptr &arena)
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{
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owner_ptr_ = ensure_parity_game(arena, "solve_parity_game()");
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arena_ = arena;
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unsigned n_states = arena_->num_states();
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// Resize data structures
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subgame_.clear();
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subgame_.resize(n_states, unseen_mark);
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w_.has_winner_.clear();
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w_.has_winner_.resize(n_states, 0);
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w_.winner_.clear();
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w_.winner_.resize(n_states, 0);
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s_.clear();
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s_.resize(n_states, -1);
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// Init
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rd_ = 0;
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max_abs_par_ = arena_->get_acceptance().used_sets().max_set() - 1;
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info_ = std::make_unique<scc_info>(arena_);
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// Every edge leaving an scc needs to be "fixed"
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// at some point.
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// We store: number of edge fixed, original dst, original acc
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change_stash_.clear();
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change_stash_.reserve(info_->scc_count() * 2);
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}
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// Checks if an scc is empty and reports the occurring parities
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// or special cases
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inline subgame_info_t
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inspect_scc(unsigned max_par)
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{
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subgame_info_t info;
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info.is_empty = true;
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info.is_one_player0 = true;
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info.is_one_player1 = true;
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for (unsigned v : c_states())
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{
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if (subgame_[v] != unseen_mark)
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continue;
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bool multi_edge = false;
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for (const auto &e : arena_->out(v))
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if (subgame_[e.dst] == unseen_mark)
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{
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info.is_empty = false;
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unsigned this_par = e.acc.max_set() - 1;
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if (this_par <= max_par)
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{
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info.all_parities.insert(this_par);
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multi_edge = true;
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}
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}
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if (multi_edge)
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{
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// This state has multiple edges, so it is not
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// a one player subgame for !owner
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if ((*owner_ptr_)[v])
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info.is_one_player1 = false;
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else
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info.is_one_player0 = false;
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}
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} // v
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assert(info.all_parities.size() || info.is_empty);
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info.is_one_parity = info.all_parities.size() == 1;
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// Done
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return info;
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}
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// Checks if an scc can be trivially solved,
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// that is, all vertices of the scc belong to the
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// attractor of a transition leaving the scc
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inline subgame_info_t
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fix_scc()
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{
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auto scc_acc = info_->acc_sets_of(c_scc_idx_);
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// We will override all parities of edges leaving the scc
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bool added[] = {false, false};
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unsigned par_pair[2];
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unsigned scc_new_par = std::max(scc_acc.max_set(), 1u);
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if (scc_new_par&1)
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{
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par_pair[1] = scc_new_par;
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par_pair[0] = scc_new_par+1;
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}
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else
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{
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par_pair[1] = scc_new_par+1;
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par_pair[0] = scc_new_par;
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}
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acc_cond::mark_t even_mark({par_pair[0]});
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acc_cond::mark_t odd_mark({par_pair[1]});
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// Only necessary to pass tests
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max_abs_par_ = std::max(par_pair[0], par_pair[1]);
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for (unsigned v : c_states())
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{
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assert(subgame_[v] == unseen_mark);
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for (auto &e : arena_->out(v))
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{
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// The outgoing edges are taken finitely often
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// -> disregard parity
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if (info_->scc_of(e.dst) != c_scc_idx_)
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{
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// Edge leaving the scc
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change_stash_.emplace_back(arena_->edge_number(e),
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e.dst, e.acc);
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if (w_.winner(e.dst))
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{
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// Winning region of player -> odd
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e.acc = odd_mark;
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added[1] = true;
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}
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else
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{
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// Winning region of env -> even
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e.acc = even_mark;
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added[0] = true;
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}
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// Replace with self-loop
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e.dst = e.src;
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}
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} // e
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} // v
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// Compute the attractors of the self-loops/transitions leaving scc
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// These can be directly added to the winning states
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// Note: attractors can not intersect therefore the order in which
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// they are computed does not matter
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unsigned dummy_rd;
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for (bool p : {false, true})
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if (added[p])
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attr(dummy_rd, p, par_pair[p], true, par_pair[p]);
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if (added[0] || added[1])
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// Fix "negative" strategy
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for (unsigned v : c_states())
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if (subgame_[v] != unseen_mark)
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s_[v] = std::abs(s_[v]);
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return inspect_scc(unseen_mark);
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} // fix_scc
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inline bool
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attr(unsigned &rd, bool p, unsigned max_par,
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bool acc_par, unsigned min_win_par)
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{
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// Computes the attractor of the winning set of player p within a
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// subgame given as rd.
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// If acc_par is true, max_par transitions are also accepting and
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// the subgame count will be increased
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// The attracted vertices are directly added to the set
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// Increase rd meaning we create a new subgame
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if (acc_par)
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rd = ++rd_;
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// todo replace with a variant of topo sort ?
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// As proposed in Oink! / PGSolver
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// Needs the transposed graph however
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assert((!acc_par) || (acc_par && (max_par&1) == p));
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assert(!acc_par || (0 < min_win_par));
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assert((min_win_par <= max_par) && (max_par <= max_abs_par_));
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bool grown = false;
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// We could also directly mark states as owned,
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// instead of adding them to to_add first,
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// possibly reducing the number of iterations.
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// However by making the algorithm complete a loop
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// before adding it is like a backward bfs and (generally) reduces
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// the size of the strategy
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static std::vector<unsigned> to_add;
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assert(to_add.empty());
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do
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{
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if (!to_add.empty())
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{
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grown = true;
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for (unsigned v : to_add)
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{
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// v is winning
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w_.set(v, p);
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// Mark if demanded
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if (acc_par)
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{
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assert(subgame_[v] == unseen_mark);
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subgame_[v] = rd;
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}
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}
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}
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to_add.clear();
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for (unsigned v : c_states())
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{
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if ((subgame_[v] < rd) || (w_(v, p)))
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// Not in subgame or winning
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continue;
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bool is_owned = (*owner_ptr_)[v] == p;
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bool wins = !is_owned;
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// Loop over out-going
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// Optim: If given the choice,
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// we seek to go to the "oldest" subgame
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// That is the subgame with the lowest rd value
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unsigned min_subgame_idx = -1u;
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for (const auto &e: arena_->out(v))
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{
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unsigned this_par = e.acc.max_set() - 1;
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if ((subgame_[e.dst] >= rd) && (this_par <= max_par))
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{
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// Check if winning
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if (w_(e.dst, p)
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|| (acc_par && (min_win_par <= this_par)))
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{
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assert(!acc_par || (this_par < min_win_par) ||
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(acc_par && (min_win_par <= this_par) &&
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((this_par&1) == p)));
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if (is_owned)
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{
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wins = true;
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if (acc_par)
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{
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s_[v] = arena_->edge_number(e);
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if (min_win_par <= this_par)
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// max par edge
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// change sign -> mark as needs
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// to be possibly fixed
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s_[v] = -s_[v];
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break;
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}
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else
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{
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//snapping
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if (subgame_[e.dst] < min_subgame_idx)
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{
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s_[v] = arena_->edge_number(e);
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min_subgame_idx = subgame_[e.dst];
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if (!p)
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// No optim for env
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break;
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}
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}
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}// owned
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}
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else
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{
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if (!is_owned)
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{
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wins = false;
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break;
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}
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} // winning
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} // subgame
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}// for edges
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if (wins)
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to_add.push_back(v);
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} // for v
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} while (!to_add.empty());
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// done
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assert(to_add.empty());
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return grown;
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}
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// We need to check if transitions that are accepted due
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// to their parity remain in the winning region of p
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inline bool
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fix_strat_acc(unsigned rd, bool p, unsigned min_win_par, unsigned max_par)
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{
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for (unsigned v : c_states())
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{
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// Only current attractor and owned
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// and winning vertices are concerned
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if ((subgame_[v] != rd) || !w_(v, p)
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|| ((*owner_ptr_)[v] != p) || (s_[v] > 0))
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continue;
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// owned winning vertex of attractor
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// Get the strategy edge
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s_[v] = -s_[v];
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const auto &e_s = arena_->edge_storage(s_[v]);
|
|
// Optimization only for player
|
|
if (!p && w_(e_s.dst, p))
|
|
// If current strat is admissible -> nothing to do
|
|
// for env
|
|
continue;
|
|
|
|
// This is an accepting edge that is no longer admissible
|
|
// or we seek a more desirable edge (for player)
|
|
assert(min_win_par <= e_s.acc.max_set() - 1);
|
|
assert(e_s.acc.max_set() - 1 <= max_par);
|
|
|
|
// Strategy heuristic : go to the oldest subgame
|
|
unsigned min_subgame_idx = -1u;
|
|
|
|
s_[v] = -1;
|
|
for (const auto &e_fix : arena_->out(v))
|
|
{
|
|
if (subgame_[e_fix.dst] >= rd)
|
|
{
|
|
unsigned this_par = e_fix.acc.max_set() - 1;
|
|
// This edge must have less than max_par,
|
|
// otherwise it would have already been attracted
|
|
assert((this_par <= max_par)
|
|
|| ((this_par&1) != (max_par&1)));
|
|
// if it is accepting and leads to the winning region
|
|
// -> valid fix
|
|
if ((min_win_par <= this_par)
|
|
&& (this_par <= max_par)
|
|
&& w_(e_fix.dst, p)
|
|
&& (subgame_[e_fix.dst] < min_subgame_idx))
|
|
{
|
|
// Max par edge to older subgame found
|
|
s_[v] = arena_->edge_number(e_fix);
|
|
min_subgame_idx = subgame_[e_fix.dst];
|
|
}
|
|
}
|
|
}
|
|
if (s_[v] == -1)
|
|
// NO fix found
|
|
// This state is NOT won by p due to any accepting edges
|
|
return true; // true -> grown
|
|
}
|
|
// Nothing to fix or all fixed
|
|
return false; // false -> not grown == all good
|
|
}
|
|
|
|
inline void zielonka()
|
|
{
|
|
while (!w_stack_.empty())
|
|
{
|
|
auto this_work = w_stack_.back();
|
|
w_stack_.pop_back();
|
|
|
|
switch (this_work.wstep)
|
|
{
|
|
case (0):
|
|
{
|
|
assert(this_work.rd == 0);
|
|
assert(this_work.min_par == 0);
|
|
|
|
unsigned rd;
|
|
assert(this_work.max_par <= max_abs_par_);
|
|
|
|
// Check if empty and get parities
|
|
subgame_info_t subgame_info =
|
|
inspect_scc(this_work.max_par);
|
|
|
|
if (subgame_info.is_empty)
|
|
// Nothing to do
|
|
break;
|
|
if (subgame_info.is_one_parity)
|
|
{
|
|
// Can be trivially solved
|
|
one_par_subgame_solver(subgame_info, this_work.max_par);
|
|
break;
|
|
}
|
|
|
|
// Compute the winning parity boundaries
|
|
// -> Priority compression
|
|
// Optional, improves performance
|
|
// Highest actually occurring
|
|
unsigned max_par = *subgame_info.all_parities.begin();
|
|
unsigned min_win_par = max_par;
|
|
while ((min_win_par > 2) &&
|
|
(!subgame_info.all_parities.count(min_win_par-1)))
|
|
min_win_par -= 2;
|
|
assert(max_par > 0);
|
|
assert(!subgame_info.all_parities.empty());
|
|
assert(min_win_par > 0);
|
|
|
|
// Get the player
|
|
bool p = min_win_par&1;
|
|
assert((max_par&1) == (min_win_par&1));
|
|
// Attraction to highest par
|
|
// This increases rd_ and passes it to rd
|
|
attr(rd, p, max_par, true, min_win_par);
|
|
// All those attracted get subgame_[v] <- rd
|
|
|
|
// Continuation
|
|
w_stack_.emplace_back(1, rd, min_win_par, max_par);
|
|
// Recursion
|
|
w_stack_.emplace_back(0, 0, 0, min_win_par-1);
|
|
// Others attracted will have higher counts in subgame
|
|
break;
|
|
}
|
|
case (1):
|
|
{
|
|
unsigned rd = this_work.rd;
|
|
unsigned min_win_par = this_work.min_par;
|
|
unsigned max_par = this_work.max_par;
|
|
assert((min_win_par&1) == (max_par&1));
|
|
bool p = min_win_par&1;
|
|
// Check if the attractor of w_[!p] is equal to w_[!p]
|
|
// if so, player wins if there remain accepting transitions
|
|
// for max_par (see fix_strat_acc)
|
|
// This does not increase but reuse rd
|
|
bool grown = attr(rd, !p, max_par, false, min_win_par);
|
|
// todo investigate: A is an attractor, so the only way that
|
|
// attr(w[!p]) != w[!p] is if the max par "exit" edges lead
|
|
// to a trap for player/ exit the winning region of the
|
|
// player so we can do a fast check instead of the
|
|
// generic attr computation which only needs to be done
|
|
// if the fast check is positive
|
|
|
|
// Check if strategy needs to be fixed / is fixable
|
|
if (!grown)
|
|
// this only concerns parity accepting edges
|
|
grown = fix_strat_acc(rd, p, min_win_par, max_par);
|
|
// If !grown we are done, and the partitions are valid
|
|
|
|
if (grown)
|
|
{
|
|
// Reset current game without !p attractor
|
|
for (unsigned v : c_states())
|
|
if (!w_(v, !p) && (subgame_[v] >= rd))
|
|
{
|
|
// delete ownership
|
|
w_.unset(v);
|
|
// Mark as unseen
|
|
subgame_[v] = unseen_mark;
|
|
// Unset strat for testing
|
|
s_[v] = -1;
|
|
}
|
|
w_stack_.emplace_back(0, 0, 0, max_par);
|
|
// No need to do anything else
|
|
// the attractor of !p of this level is not changed
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
throw std::runtime_error("No valid workstep");
|
|
} // switch
|
|
} // while
|
|
} // zielonka
|
|
|
|
// Undo change to the graph made along the way
|
|
inline void restore()
|
|
{
|
|
// "Unfix" the edges leaving the sccs
|
|
// This is called once the game has been solved
|
|
for (auto &e_stash : change_stash_)
|
|
{
|
|
auto &e = arena_->edge_storage(e_stash.e_num);
|
|
e.dst = e_stash.e_dst;
|
|
e.acc = e_stash.e_acc;
|
|
}
|
|
// Done
|
|
}
|
|
|
|
// Empty all internal variables
|
|
inline void clean_up()
|
|
{
|
|
info_ = nullptr;
|
|
subgame_.clear();
|
|
w_.has_winner_.clear();
|
|
w_.winner_.clear();
|
|
s_.clear();
|
|
rd_ = 0;
|
|
max_abs_par_ = 0;
|
|
change_stash_.clear();
|
|
}
|
|
|
|
// Dedicated solver for special cases
|
|
inline void one_par_subgame_solver(const subgame_info_t &info,
|
|
unsigned max_par)
|
|
{
|
|
assert(info.all_parities.size() == 1);
|
|
// The entire subgame is won by the player of the only parity
|
|
// Any edge will do
|
|
// todo optim for smaller circuit
|
|
// This subgame gets its own counter
|
|
++rd_;
|
|
unsigned rd = rd_;
|
|
unsigned one_par = *info.all_parities.begin();
|
|
bool winner = one_par & 1;
|
|
assert(one_par <= max_par);
|
|
|
|
for (unsigned v : c_states())
|
|
{
|
|
if (subgame_[v] != unseen_mark)
|
|
continue;
|
|
// State of the subgame
|
|
subgame_[v] = rd;
|
|
w_.set(v, winner);
|
|
// Get the strategy
|
|
assert(s_[v] == -1);
|
|
for (const auto &e : arena_->out(v))
|
|
{
|
|
unsigned this_par = e.acc.max_set() - 1;
|
|
if ((subgame_[e.dst] >= rd) && (this_par <= max_par))
|
|
{
|
|
assert(this_par == one_par);
|
|
// Ok for strat
|
|
s_[v] = arena_->edge_number(e);
|
|
break;
|
|
}
|
|
}
|
|
assert((0 < s_[v]) && (s_[v] < unseen_mark));
|
|
}
|
|
// Done
|
|
}
|
|
|
|
const unsigned unseen_mark = std::numeric_limits<unsigned>::max();
|
|
|
|
twa_graph_ptr arena_;
|
|
const std::vector<bool> *owner_ptr_;
|
|
unsigned rd_;
|
|
winner_t w_;
|
|
// Subgame array similar to the one from oink!
|
|
std::vector<unsigned> subgame_;
|
|
// strategies for env and player; For synthesis only player is needed
|
|
// We need a signed value here in order to "fix" the strategy
|
|
// during construction
|
|
std::vector<long long> s_;
|
|
|
|
// Informations about sccs andthe current scc
|
|
std::unique_ptr<scc_info> info_;
|
|
unsigned max_abs_par_; // Max parity occurring in the current scc
|
|
// Info on the current scc
|
|
unsigned c_scc_idx_;
|
|
// Fixes made to the sccs that have to be undone
|
|
// before returning
|
|
std::vector<edge_stash_t> change_stash_;
|
|
// Change recursive calls to stack
|
|
std::vector<work_t> w_stack_;
|
|
};
|
|
|
|
} // anonymous
|
|
|
|
bool solve_parity_game(const twa_graph_ptr& arena)
|
|
{
|
|
parity_game pg;
|
|
return pg.solve(arena);
|
|
}
|
|
|
|
void pg_print(std::ostream& os, const const_twa_graph_ptr& arena)
|
|
{
|
|
auto owner = ensure_parity_game(arena, "pg_print");
|
|
|
|
unsigned ns = arena->num_states();
|
|
unsigned init = arena->get_init_state_number();
|
|
os << "parity " << ns - 1 << ";\n";
|
|
std::vector<bool> seen(ns, false);
|
|
std::vector<unsigned> todo({init});
|
|
while (!todo.empty())
|
|
{
|
|
unsigned src = todo.back();
|
|
todo.pop_back();
|
|
if (seen[src])
|
|
continue;
|
|
seen[src] = true;
|
|
os << src << ' ';
|
|
os << arena->out(src).begin()->acc.max_set() - 1 << ' ';
|
|
os << (*owner)[src] << ' ';
|
|
bool first = true;
|
|
for (auto& e: arena->out(src))
|
|
{
|
|
if (!first)
|
|
os << ',';
|
|
first = false;
|
|
os << e.dst;
|
|
if (!seen[e.dst])
|
|
todo.push_back(e.dst);
|
|
}
|
|
if (src == init)
|
|
os << " \"INIT\"";
|
|
os << ";\n";
|
|
}
|
|
}
|
|
|
|
void alternate_players(spot::twa_graph_ptr& arena,
|
|
bool first_player, bool complete0)
|
|
{
|
|
auto um = arena->acc().unsat_mark();
|
|
if (!um.first)
|
|
throw std::runtime_error
|
|
("alternate_players(): game winning condition is a tautology");
|
|
|
|
unsigned sink_env = 0;
|
|
unsigned sink_con = 0;
|
|
|
|
std::vector<bool> seen(arena->num_states(), false);
|
|
unsigned init = arena->get_init_state_number();
|
|
std::vector<unsigned> todo({init});
|
|
auto owner = new std::vector<bool>(arena->num_states(), false);
|
|
(*owner)[init] = first_player;
|
|
while (!todo.empty())
|
|
{
|
|
unsigned src = todo.back();
|
|
todo.pop_back();
|
|
seen[src] = true;
|
|
bdd missing = bddtrue;
|
|
for (const auto& e: arena->out(src))
|
|
{
|
|
bool osrc = (*owner)[src];
|
|
if (complete0 && !osrc)
|
|
missing -= e.cond;
|
|
|
|
if (!seen[e.dst])
|
|
{
|
|
(*owner)[e.dst] = !osrc;
|
|
todo.push_back(e.dst);
|
|
}
|
|
else if ((*owner)[e.dst] == osrc)
|
|
{
|
|
delete owner;
|
|
throw
|
|
std::runtime_error("alternate_players(): odd cycle detected");
|
|
}
|
|
}
|
|
if (complete0 && !(*owner)[src] && missing != bddfalse)
|
|
{
|
|
if (sink_env == 0)
|
|
{
|
|
sink_env = arena->new_state();
|
|
sink_con = arena->new_state();
|
|
owner->push_back(true);
|
|
owner->push_back(false);
|
|
arena->new_edge(sink_con, sink_env, bddtrue, um.second);
|
|
arena->new_edge(sink_env, sink_con, bddtrue, um.second);
|
|
}
|
|
arena->new_edge(src, sink_con, missing, um.second);
|
|
}
|
|
}
|
|
|
|
arena->set_named_prop("state-player", owner);
|
|
}
|
|
|
|
twa_graph_ptr
|
|
highlight_strategy(twa_graph_ptr& aut,
|
|
int player0_color,
|
|
int player1_color)
|
|
{
|
|
auto owner = ensure_game(aut, "highlight_strategy()");
|
|
region_t* w = aut->get_named_prop<region_t>("state-winner");
|
|
strategy_t* s = aut->get_named_prop<strategy_t>("strategy");
|
|
if (!w)
|
|
throw std::runtime_error
|
|
("highlight_strategy(): "
|
|
"winning region unavailable, solve the game first");
|
|
if (!s)
|
|
throw std::runtime_error
|
|
("highlight_strategy(): strategy unavailable, solve the game first");
|
|
|
|
unsigned ns = aut->num_states();
|
|
auto* hl_edges = aut->get_or_set_named_prop<std::map<unsigned, unsigned>>
|
|
("highlight-edges");
|
|
auto* hl_states = aut->get_or_set_named_prop<std::map<unsigned, unsigned>>
|
|
("highlight-states");
|
|
|
|
if (unsigned sz = std::min(w->size(), s->size()); sz < ns)
|
|
ns = sz;
|
|
|
|
for (unsigned n = 0; n < ns; ++n)
|
|
{
|
|
int color = (*w)[n] ? player1_color : player0_color;
|
|
if (color == -1)
|
|
continue;
|
|
(*hl_states)[n] = color;
|
|
if ((*w)[n] == (*owner)[n])
|
|
(*hl_edges)[(*s)[n]] = color;
|
|
}
|
|
|
|
return aut;
|
|
}
|
|
|
|
void set_state_players(twa_graph_ptr arena, std::vector<bool> owners)
|
|
{
|
|
std::vector<bool>* owners_ptr = new std::vector<bool>(owners);
|
|
set_state_players(arena, owners_ptr);
|
|
}
|
|
|
|
void set_state_players(twa_graph_ptr arena, std::vector<bool>* owners)
|
|
{
|
|
if (owners->size() != arena->num_states())
|
|
throw std::runtime_error
|
|
("set_state_players(): There must be as many owners as states");
|
|
|
|
arena->set_named_prop<std::vector<bool>>("state-player", owners);
|
|
}
|
|
|
|
void set_state_player(twa_graph_ptr arena, unsigned state, unsigned owner)
|
|
{
|
|
if (state >= arena->num_states())
|
|
throw std::runtime_error("set_state_player(): invalid state number");
|
|
|
|
std::vector<bool> *owners = arena->get_named_prop<std::vector<bool>>
|
|
("state-player");
|
|
if (!owners)
|
|
{
|
|
owners = new std::vector<bool>(arena->num_states(), false);
|
|
arena->set_named_prop<std::vector<bool>>("state-player", owners);
|
|
}
|
|
|
|
(*owners)[state] = owner;
|
|
}
|
|
|
|
const std::vector<bool>& get_state_players(const_twa_graph_ptr arena)
|
|
{
|
|
std::vector<bool> *onwers = arena->get_named_prop<std::vector<bool>>
|
|
("state-player");
|
|
if (!onwers)
|
|
throw std::runtime_error
|
|
("get_state_players(): state-player property not defined, not a game");
|
|
|
|
return *onwers;
|
|
}
|
|
|
|
unsigned get_state_player(const_twa_graph_ptr arena, unsigned state)
|
|
{
|
|
if (state >= arena->num_states())
|
|
throw std::runtime_error("get_state_player(): invalid state number");
|
|
|
|
std::vector<bool>* onwers = arena->get_named_prop<std::vector<bool>>
|
|
("state-player");
|
|
if (!onwers)
|
|
throw std::runtime_error
|
|
("get_state_player(): state-player property not defined, not a game");
|
|
|
|
return (*onwers)[state] ? 1 : 0;
|
|
}
|
|
}
|