390 lines
12 KiB
Org Mode
390 lines
12 KiB
Org Mode
# -*- coding: utf-8 -*-
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#+TITLE: Using games to check a simulation
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#+DESCRIPTION: Code example for using games in Spot
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#+INCLUDE: setup.org
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#+HTML_LINK_UP: tut.html
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#+PROPERTY: header-args:sh :results verbatim :exports both
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#+PROPERTY: header-args:python :results output :exports both
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#+PROPERTY: header-args:C+++ :results verbatim :exports both
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This example demonstrates how to use Spot's game interface to compute
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a simulation-relation between the states of an automaton. This
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algorithm is inspired from [[https://homepages.inf.ed.ac.uk/kousha/siam_j2005.pdf][Fair Simulation Relations, Parity Games,
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and State Space Reduction for Büchi Automata (Kousha Etessami and
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Thomas Wilke, and Rebecca A. Schuller)]].
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The code below is intended for demonstration of how to construct and
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use games. Spot contains some other (and faster) implementation to
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reduce an automaton using simulation-based reductions (see
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=spot.simulation()= and =spot.reduce_direct_sim()=).
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Let us start with a definition of simulation for transition-based
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generalized-Büchi automata: A state $s'$ simulates $s$ iff for any
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transition $(s,c,a,d)$ leaving $s$, there exists a transition
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$(s',c',a',d')$ leaving $s'$ with a condition $c'$ that covers $c$,
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some colors $a'\supseteq a$ that covers the colors of $a$ other
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transition, and reaching a destination state $d'$ that simulates $d$.
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In the following automaton, for instance, state 5 simulates state 1,
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and state 4 simulates state 0.
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#+NAME: tut40in
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#+BEGIN_SRC hoa
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HOA: v1
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States: 6
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Start: 0
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AP: 2 "a" "b"
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Acceptance: 1 Inf(0)
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--BODY--
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State: 0
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[1] 1
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[1] 2
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State: 1
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[0&1] 1
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State: 2
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[0] 3
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State: 3
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[1] 3 {0}
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State: 4
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[1] 5
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State: 5
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[0] 5 {0}
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--END--
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#+END_SRC
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#+NAME: tut40dot
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#+BEGIN_SRC sh :exports none :noweb yes
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cat >tut40.hoa <<EOF
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<<tut40in>>
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EOF
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autfilt --dot='.#' tut40.hoa
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#+END_SRC
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#+BEGIN_SRC dot :file tut40in.svg :var txt=tut40dot :exports results
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$txt
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#+END_SRC
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#+RESULTS:
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[[file:tut40in.svg]]
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Whether two states are in simulation can be decided as a game between
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two players. If the game is in state $(q,q')$, spoiler (player 0)
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first selects a transition from state $q$, and duplicator (player 1)
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then has to chose a compatible transition from state $q'$. Duplicator
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of course wins if it always manages to select compatibles transitions,
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otherwise spoiler wins.
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The game arena can be encoded by associating each state to a pair of
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integers. States owned by player 0 (rounded rectangles) are pairs
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$(q,q')$ denoting the position of each player. States owned by player
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1 (diamonds) are pairs $(e,q')$ where $e$ is the number of the
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edges that player 0 just took (those numbers appears as =#1=, =#2=,
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etc. in the previous picture).
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Here is how the game arena look like starting from $(q,q')=(4,0)$:
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#+NAME: game40
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#+BEGIN_SRC python :exports results :noweb yes
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<<build_game>>
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aut = spot.automaton("""
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<<tut40in>>
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""")
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g = direct_sim_game(aut, 4, 0)
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#+END_SRC
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#+NAME: game40unsolved
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#+BEGIN_SRC python :exports none :noweb yes
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<<game40>>
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print(g.to_str('dot', '.g'))
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#+END_SRC
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#+BEGIN_SRC dot :file tut40gameunsolved.svg :var txt=game40unsolved :exports results
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$txt
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#+END_SRC
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#+RESULTS:
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[[file:tut40gameunsolved.svg]]
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In this game, player 1, wins if it has a strategy to force the game to
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satisfy the acceptance condition. Here the acceptance condition is
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just true, so any infinite play will satisfy it.
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Clearly, it is enough for player 1 to always go to $(5,1)$ when
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possible. If Spot is used to solve this game, the result can be
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presented as follows, where greens states represents states from which
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player 1 has a winning strategy, and red states are states from which
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player 0 has a winning strategy. The highlighted arrows show those
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strategies.
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#+NAME: game40solved
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#+BEGIN_SRC python :exports none :noweb yes
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<<game40>>
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spot.solve_game(g)
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spot.highlight_strategy(g)
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print(g.to_str('dot', '.g'))
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#+END_SRC
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#+BEGIN_SRC dot :file tut40gamesolved.svg :var txt=game40solved :exports results
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$txt
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#+END_SRC
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#+RESULTS:
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[[file:tut40gamesolved.svg]]
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Since player 1 is winning from state $(4,0)$, we know that state 4
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simulates state 0. Also since player 1 would also win from state
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$(5,1)$, we can tell that state 5 simulates state 1. We also learn
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that state 5 does not simulates states 2 and 3. We could build other
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games, or add more state to this game, to learn about other pairs of
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states.
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* Python
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We now look at how to create such a game in Python.
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Essentially, a game in Spot is just an automaton equiped with a [[file:concepts.org::#named-properties][named
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property "state-player"]] that hold a Boolean vector indicating the
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owner of each state. The game can be created using the usual
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automaton interface, and the owners are set by calling
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=game.set_state_players()= with a vector of Boolean at the very end.
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#+NAME: build_game
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#+BEGIN_SRC python :exports code
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import spot
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from spot import buddy
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def direct_sim_game(aut, s1, s2):
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if s1 >= aut.num_states() or s2 >= aut.num_states():
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raise ValueError('invalid state number')
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assert aut.acc().is_generalized_buchi()
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game = spot.make_twa_graph()
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# The names of the states are pairs of integers
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# (q,q') for states owned by player 0
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# (e,q') for states owned by player 1
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# These arrays are indiced by state numbers.
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names = []
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owners = []
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# The reverse assotiation (x,y) -> state number
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# must be kept for each player, since (x,y) can mean two different thing.
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s_orig_states = {}
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d_orig_states = {}
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# a list of player 0 states to process
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todo = []
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# Create the state (i, j) for a player if it does not exist yet and
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# return the state's number in the game.
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def get_game_state(player, i, j):
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orig_state = s_orig_states if player else d_orig_states
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if (i, j) in orig_state:
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return orig_state[(i, j)]
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s = game.new_state()
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names.append((i, j))
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owners.append(player)
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orig_state[(i, j)] = s
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# If it is a new state for Player 0 (spoiler)
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# we need to process it.
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if not player:
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todo.append(s)
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return s
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game.set_init_state(get_game_state(False, s1, s2))
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while todo:
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cur = todo.pop()
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# todo contains only player 0's states, named with pairs
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# of states.
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(s_src, d_src) = names[cur]
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# Player 0 is allowed to pick edge from s_src:
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for s_edge in aut.out(s_src):
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edge_idx = aut.edge_number(s_edge)
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st2 = get_game_state(True, edge_idx, d_src)
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# label the edge with true, because it's an automaton,
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# but we do not use this label for the game.
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game.new_edge(cur, st2, buddy.bddtrue)
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# Player 1 then try to find an edge with the
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# a compatible same condition and colors, from d_src.
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for d_edge in aut.out(d_src):
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if (buddy.bdd_implies(d_edge.cond, s_edge.cond) \
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and d_edge.acc.subset(s_edge.acc)):
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st3 = get_game_state(False, s_edge.dst, d_edge.dst)
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game.new_edge(st2, st3, buddy.bddtrue)
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# Name each state with a string, just so we can read the pairs
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# when the automaton is displayed.
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game.set_state_names(list(map(str, names)))
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# This only line is actually what turns an automaton into a game!
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game.set_state_players(owners)
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return game
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#+END_SRC
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To solve a safety game =g= that has been created by the above method,
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it is enough to just call =solve_safety_game(g)=. The function
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=solve_game(g)= used below is a more generic interface that looks at
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the acceptance condition of the game to dispatch to the more specific
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game solver. These functions returns the player winning in the
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initial state. However, as a side-effect they define additional
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automaton properties that indicate the winner of each state, and the
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associated strategy.
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Therefore to list all simulation pairs we learned from a game starting
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in state $(i,j)$, we could proceed as follow:
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#+NAME: computesim_tut40
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#+BEGIN_SRC python :exports code
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def list_simulations(aut, i, j):
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g = direct_sim_game(aut, i, j)
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spot.solve_game(g)
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winners = g.get_state_winners()
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owners = g.get_state_players()
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names = g.get_state_names()
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simulations = []
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for i in range(0, g.num_states()):
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if winners[i] and not owners[i]:
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simulations.append(tuple(map(int, names[i][1:-1].split(', '))))
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return simulations
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#+END_SRC
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On our running example, that gives:
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#+BEGIN_SRC python :results verbatim :exports both :noweb strip-export
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<<game40>>
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<<computesim_tut40>>
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print(list_simulations(aut, 4, 0))
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#+END_SRC
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#+RESULTS:
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: [(4, 0), (5, 1)]
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* C++
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Here is some almost equivalent code in C++.
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Here instead of naming states with strings, we use the "product-states"
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property, which is usually used to display pair of integers that come from a
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product of automata.
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#+NAME: cppCompute
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#+BEGIN_SRC C++ :exports code
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#include <spot/twaalgos/game.hh>
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#include <spot/twa/twagraph.hh>
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spot::twa_graph_ptr direct_sim_game(spot::const_twa_graph_ptr aut,
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unsigned s1, unsigned s2)
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{
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if (s1 >= aut->num_states() || s2 >= aut->num_states())
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throw std::runtime_error("direct_sim_game(): invalid state number");
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auto game = spot::make_twa_graph(spot::make_bdd_dict());
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auto names = new std::vector<std::pair<unsigned, unsigned>>();
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game->set_named_prop("product-states", names);
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auto owners = new std::vector<bool>();
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game->set_named_prop("state-player", owners);
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std::map<std::pair<unsigned, unsigned>, unsigned> s_orig_states;
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std::map<std::pair<unsigned, unsigned>, unsigned> d_orig_states;
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std::vector<unsigned> todo;
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auto new_state = [&](bool player, unsigned s1, unsigned s2)
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{
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auto& m = player ? s_orig_states : d_orig_states;
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if (auto it = m.find({s1, s2}); it != m.end())
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return it->second;
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unsigned s = game->new_state();
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names->emplace_back(s1, s2);
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owners->push_back(player);
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m.insert({{s1, s2}, s});
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if (!player)
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todo.push_back(s);
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return s;
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};
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game->set_init_state(new_state(false, s1, s2));
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while (!todo.empty())
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{
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unsigned cur = todo.back();
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todo.pop_back();
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auto [s_src, d_src] = (*names)[cur];
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for (const auto& s_edge : aut->out(s_src))
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{
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unsigned edge_idx = aut->edge_number(s_edge);
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unsigned st2 = new_state(true, edge_idx, d_src);
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game->new_edge(cur, st2, bddtrue);
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for (const auto& d_edge : aut->out(d_src))
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if (bdd_implies(d_edge.cond, s_edge.cond)
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&& d_edge.acc.subset(s_edge.acc))
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{
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unsigned st3 = new_state(false, s_edge.dst, d_edge.dst);
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game->new_edge(st2, st3, bddtrue);
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}
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}
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}
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return game;
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}
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std::vector<std::pair<int,int>>
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list_simulation(spot::const_twa_graph_ptr aut,
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unsigned i, unsigned j)
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{
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auto g = direct_sim_game(aut, i, j);
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spot::solve_game(g);
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const std::vector<bool>& winners = spot::get_state_winners(g);
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const std::vector<bool>& owners = spot::get_state_players(g);
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typedef std::vector<std::pair<unsigned, unsigned>> names_t;
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auto names = *g->get_named_prop<names_t>("product-states");
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std::vector<std::pair<int,int>> res;
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unsigned n = g->num_states();
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for (unsigned i = 0; i < n; ++i)
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if (winners[i] && !owners[i])
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res.emplace_back(names[i]);
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return res;
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}
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#+END_SRC
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Now to execute the above code on our example automaton, we just
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need to read the automaton from a file.
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#+NAME: finalcpp
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#+BEGIN_SRC C++ :results verbatim :exports both :noweb strip-export
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#include <iostream>
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#include <spot/twa/twagraph.hh>
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#include <spot/parseaut/public.hh>
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<<cppCompute>>
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int main()
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{
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spot::parsed_aut_ptr pa = parse_aut("tut40.hoa", spot::make_bdd_dict());
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if (pa->format_errors(std::cerr))
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return 1;
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if (pa->aborted)
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{
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std::cerr << "--ABORT-- read\n";
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return 1;
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}
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for (auto [i,j]: list_simulation(pa->aut, 4, 0))
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std::cout << i << " simulates " << j << '\n';
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return 0;
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}
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#+END_SRC
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#+RESULTS: finalcpp
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: 4 simulates 0
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: 5 simulates 1
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#+BEGIN_SRC sh :results silent :exports results
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rm -f tut40.hoa
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#+END_SRC
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