spot/spot/misc/game.cc
philipp 29055c8109 Improving split and reorganizing
* 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.
2020-09-24 16:29:31 +02:00

960 lines
33 KiB
C++

// -*- coding: utf-8 -*-
// Copyright (C) 2017, 2018, 2020 Laboratoire de Recherche et Développement
// de l'Epita (LRDE).
//
// This file is part of Spot, a model checking library.
//
// Spot is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 3 of the License, or
// (at your option) any later version.
//
// Spot is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public
// License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "config.h"
#include <cmath>
#include <spot/misc/game.hh>
#include <spot/misc/bddlt.hh>
#include <spot/twaalgos/sccinfo.hh>
namespace spot
{
namespace
{
static const std::vector<bool>*
ensure_game(const const_twa_graph_ptr& arena, const char* fnname)
{
auto owner = arena->get_named_prop<std::vector<bool>>("state-player");
if (!owner)
throw std::runtime_error
(std::string(fnname) + ": automaton should define \"state-player\"");
if (owner->size() != arena->num_states())
throw std::runtime_error
(std::string(fnname) + ": \"state-player\" should have "
"as many states as the automaton");
return owner;
}
static const std::vector<bool>*
ensure_parity_game(const const_twa_graph_ptr& arena, const char* fnname)
{
bool max, odd;
arena->acc().is_parity(max, odd, true);
if (!(max && odd))
throw std::runtime_error
(std::string(fnname) +
": arena must have max-odd acceptance condition");
for (const auto& e : arena->edges())
if (!e.acc)
throw std::runtime_error
(std::string(fnname) + ": arena must be colorized");
return ensure_game(arena, fnname);
}
// Internal structs
// winning regions for env and player
struct winner_t
{
std::vector<bool> has_winner_;
std::vector<bool> winner_;
inline bool operator()(unsigned v, bool p)
{
// returns true if player p wins v
// false otherwise
if (!has_winner_[v])
return false;
return winner_[v] == p;
}
inline void set(unsigned v, bool p)
{
has_winner_[v] = true;
winner_[v] = p;
}
inline void unset(unsigned v)
{
has_winner_[v] = false;
}
inline bool winner(unsigned v)
{
assert(has_winner_.at(v));
return winner_[v];
}
}; // winner_t
// When using scc decomposition we need to track the
// changes made to the graph
struct edge_stash_t
{
edge_stash_t(unsigned num, unsigned dst, acc_cond::mark_t acc) noexcept
: e_num(num),
e_dst(dst),
e_acc(acc)
{
}
const unsigned e_num, e_dst;
const acc_cond::mark_t e_acc;
}; // edge_stash_t
// Internal structs used by parity_game
// Struct to change recursive calls to stack
struct work_t
{
work_t(unsigned wstep_, unsigned rd_, unsigned min_par_,
unsigned max_par_) noexcept
: wstep(wstep_),
rd(rd_),
min_par(min_par_),
max_par(max_par_)
{
}
const unsigned wstep, rd, min_par, max_par;
}; // work_t
// Collects information about an scc
// Used to detect special cases
struct subgame_info_t
{
typedef std::set<unsigned, std::greater<unsigned>> all_parities_t;
subgame_info_t() noexcept
{
}
subgame_info_t(bool empty, bool one_parity, bool one_player0,
bool one_player1, all_parities_t parities) noexcept
: is_empty(empty),
is_one_parity(one_parity),
is_one_player0(one_player0),
is_one_player1(one_player1),
all_parities(parities)
{};
bool is_empty; // empty subgame
bool is_one_parity; // only one parity appears in the subgame
// todo : Not used yet
bool is_one_player0; // one player subgame for player0 <-> p==false
bool is_one_player1; // one player subgame for player1 <-> p==true
all_parities_t all_parities;
}; // subgame_info_t
// A class to solve parity games
// The current implementation is inspired by
// by oink however without multicore and adapted to transition based
// acceptance
class parity_game
{
public:
bool solve(const twa_graph_ptr &arena)
{
// todo check if reordering states according to scc is worth it
set_up(arena);
// Start recursive zielonka in a bottom-up fashion on each scc
subgame_info_t subgame_info;
for (c_scc_idx_ = 0; c_scc_idx_ < info_->scc_count(); ++c_scc_idx_)
{
// Useless SCCs are winning for player 0.
if (!info_->is_useful_scc(c_scc_idx_))
{
for (unsigned v: c_states())
{
w_.set(v, false);
// The strategy for player 0 is to take the first
// available edge.
if ((*owner_ptr_)[v] == false)
for (const auto &e : arena_->out(v))
{
s_[v] = arena_->edge_number(e);
break;
}
}
continue;
}
// Convert transitions leaving edges to self-loops
// and check if trivially solvable
subgame_info = fix_scc();
// If empty, the scc was trivially solved
if (!subgame_info.is_empty)
{
// Check for special cases
if (subgame_info.is_one_parity)
one_par_subgame_solver(subgame_info, max_abs_par_);
else
{
// "Regular" solver
max_abs_par_ = *subgame_info.all_parities.begin();
w_stack_.emplace_back(0, 0, 0, max_abs_par_);
zielonka();
}
}
}
// All done -> restore graph, i.e. undo self-looping
restore();
assert(std::all_of(w_.has_winner_.cbegin(), w_.has_winner_.cend(),
[](bool b)
{ return b; }));
assert(std::all_of(s_.cbegin(), s_.cend(),
[](unsigned e_idx)
{ return e_idx > 0; }));
// Put the solution as named property
region_t &w = *arena->get_or_set_named_prop<region_t>("state-winner");
strategy_t &s = *arena->get_or_set_named_prop<strategy_t>("strategy");
w.swap(w_.winner_);
s.resize(s_.size());
std::copy(s_.begin(), s_.end(), s.begin());
clean_up();
return w[arena->get_init_state_number()];
}
private:
// Returns the vector of states currently considered
// i.e. the states of the current scc
// c_scc_idx_ is set in the 'main' loop
inline const std::vector<unsigned> &c_states()
{
assert(info_);
return info_->states_of(c_scc_idx_);
}
void set_up(const twa_graph_ptr &arena)
{
owner_ptr_ = ensure_parity_game(arena, "solve_parity_game()");
arena_ = arena;
unsigned n_states = arena_->num_states();
// Resize data structures
subgame_.clear();
subgame_.resize(n_states, unseen_mark);
w_.has_winner_.clear();
w_.has_winner_.resize(n_states, 0);
w_.winner_.clear();
w_.winner_.resize(n_states, 0);
s_.clear();
s_.resize(n_states, -1);
// Init
rd_ = 0;
max_abs_par_ = arena_->get_acceptance().used_sets().max_set() - 1;
info_ = std::make_unique<scc_info>(arena_);
// Every edge leaving an scc needs to be "fixed"
// at some point.
// We store: number of edge fixed, original dst, original acc
change_stash_.clear();
change_stash_.reserve(info_->scc_count() * 2);
}
// Checks if an scc is empty and reports the occurring parities
// or special cases
inline subgame_info_t
inspect_scc(unsigned max_par)
{
subgame_info_t info;
info.is_empty = true;
info.is_one_player0 = true;
info.is_one_player1 = true;
for (unsigned v : c_states())
{
if (subgame_[v] != unseen_mark)
continue;
bool multi_edge = false;
for (const auto &e : arena_->out(v))
if (subgame_[e.dst] == unseen_mark)
{
info.is_empty = false;
unsigned this_par = e.acc.max_set() - 1;
if (this_par <= max_par)
{
info.all_parities.insert(this_par);
multi_edge = true;
}
}
if (multi_edge)
{
// This state has multiple edges, so it is not
// a one player subgame for !owner
if ((*owner_ptr_)[v])
info.is_one_player1 = false;
else
info.is_one_player0 = false;
}
} // v
assert(info.all_parities.size() || info.is_empty);
info.is_one_parity = info.all_parities.size() == 1;
// Done
return info;
}
// Checks if an scc can be trivially solved,
// that is, all vertices of the scc belong to the
// attractor of a transition leaving the scc
inline subgame_info_t
fix_scc()
{
auto scc_acc = info_->acc_sets_of(c_scc_idx_);
// We will override all parities of edges leaving the scc
bool added[] = {false, false};
unsigned par_pair[2];
unsigned scc_new_par = std::max(scc_acc.max_set(), 1u);
if (scc_new_par&1)
{
par_pair[1] = scc_new_par;
par_pair[0] = scc_new_par+1;
}
else
{
par_pair[1] = scc_new_par+1;
par_pair[0] = scc_new_par;
}
acc_cond::mark_t even_mark({par_pair[0]});
acc_cond::mark_t odd_mark({par_pair[1]});
// Only necessary to pass tests
max_abs_par_ = std::max(par_pair[0], par_pair[1]);
for (unsigned v : c_states())
{
assert(subgame_[v] == unseen_mark);
for (auto &e : arena_->out(v))
{
// The outgoing edges are taken finitely often
// -> disregard parity
if (info_->scc_of(e.dst) != c_scc_idx_)
{
// Edge leaving the scc
change_stash_.emplace_back(arena_->edge_number(e),
e.dst, e.acc);
if (w_.winner(e.dst))
{
// Winning region of player -> odd
e.acc = odd_mark;
added[1] = true;
}
else
{
// Winning region of env -> even
e.acc = even_mark;
added[0] = true;
}
// Replace with self-loop
e.dst = e.src;
}
} // e
} // v
// Compute the attractors of the self-loops/transitions leaving scc
// These can be directly added to the winning states
// Note: attractors can not intersect therefore the order in which
// they are computed does not matter
unsigned dummy_rd;
for (bool p : {false, true})
if (added[p])
attr(dummy_rd, p, par_pair[p], true, par_pair[p]);
if (added[0] || added[1])
// Fix "negative" strategy
for (unsigned v : c_states())
if (subgame_[v] != unseen_mark)
s_[v] = std::abs(s_[v]);
return inspect_scc(unseen_mark);
} // fix_scc
inline bool
attr(unsigned &rd, bool p, unsigned max_par,
bool acc_par, unsigned min_win_par)
{
// Computes the attractor of the winning set of player p within a
// subgame given as rd.
// If acc_par is true, max_par transitions are also accepting and
// the subgame count will be increased
// The attracted vertices are directly added to the set
// Increase rd meaning we create a new subgame
if (acc_par)
rd = ++rd_;
// todo replace with a variant of topo sort ?
// As proposed in Oink! / PGSolver
// Needs the transposed graph however
assert((!acc_par) || (acc_par && (max_par&1) == p));
assert(!acc_par || (0 < min_win_par));
assert((min_win_par <= max_par) && (max_par <= max_abs_par_));
bool grown = false;
// We could also directly mark states as owned,
// instead of adding them to to_add first,
// possibly reducing the number of iterations.
// However by making the algorithm complete a loop
// before adding it is like a backward bfs and (generally) reduces
// the size of the strategy
static std::vector<unsigned> to_add;
assert(to_add.empty());
do
{
if (!to_add.empty())
{
grown = true;
for (unsigned v : to_add)
{
// v is winning
w_.set(v, p);
// Mark if demanded
if (acc_par)
{
assert(subgame_[v] == unseen_mark);
subgame_[v] = rd;
}
}
}
to_add.clear();
for (unsigned v : c_states())
{
if ((subgame_[v] < rd) || (w_(v, p)))
// Not in subgame or winning
continue;
bool is_owned = (*owner_ptr_)[v] == p;
bool wins = !is_owned;
// Loop over out-going
// Optim: If given the choice,
// we seek to go to the "oldest" subgame
// That is the subgame with the lowest rd value
unsigned min_subgame_idx = -1u;
for (const auto &e: arena_->out(v))
{
unsigned this_par = e.acc.max_set() - 1;
if ((subgame_[e.dst] >= rd) && (this_par <= max_par))
{
// Check if winning
if (w_(e.dst, p)
|| (acc_par && (min_win_par <= this_par)))
{
assert(!acc_par || (this_par < min_win_par) ||
(acc_par && (min_win_par <= this_par) &&
((this_par&1) == p)));
if (is_owned)
{
wins = true;
if (acc_par)
{
s_[v] = arena_->edge_number(e);
if (min_win_par <= this_par)
// max par edge
// change sign -> mark as needs
// to be possibly fixed
s_[v] = -s_[v];
break;
}
else
{
//snapping
if (subgame_[e.dst] < min_subgame_idx)
{
s_[v] = arena_->edge_number(e);
min_subgame_idx = subgame_[e.dst];
if (!p)
// No optim for env
break;
}
}
}// owned
}
else
{
if (!is_owned)
{
wins = false;
break;
}
} // winning
} // subgame
}// for edges
if (wins)
to_add.push_back(v);
} // for v
} while (!to_add.empty());
// done
assert(to_add.empty());
return grown;
}
// We need to check if transitions that are accepted due
// to their parity remain in the winning region of p
inline bool
fix_strat_acc(unsigned rd, bool p, unsigned min_win_par, unsigned max_par)
{
for (unsigned v : c_states())
{
// Only current attractor and owned
// and winning vertices are concerned
if ((subgame_[v] != rd) || !w_(v, p)
|| ((*owner_ptr_)[v] != p) || (s_[v] > 0))
continue;
// owned winning vertex of attractor
// Get the strategy edge
s_[v] = -s_[v];
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;
}
}