Put the new function to use in order to speed up mealy machine minimization * spot/twaalgos/mealy_machine.cc: Here * spot/twaalgos/synthesis.cc , spot/twaalgos/synthesis.hh: Helper function to relabel games * tests/python/_mealy.ipynb , tests/python/except.py , tests/python/_partitioned_relabel.ipynb: Adapt/expand tests
295 lines
10 KiB
C++
295 lines
10 KiB
C++
// -*- coding: utf-8 -*-
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// Copyright (C) 2020-2022 Laboratoire de Recherche et
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// Développement 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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#pragma once
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#include <spot/twa/twagraph.hh>
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#include <spot/twaalgos/game.hh>
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#include <spot/twaalgos/relabel.hh>
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#include <bddx.h>
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namespace spot
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{
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/// \addtogroup synthesis Reactive Synthesis
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/// \ingroup twa_algorithms
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/// \ingroup synthesis
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/// \brief make each transition a 2-step transition, transforming
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/// the graph into an alternating arena
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///
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/// Given a set of atomic propositions I, split each transition
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/// p -- cond --> q cond in 2^2^AP
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/// into a set of transitions of the form
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/// p -- {a} --> (p,a) -- o --> q
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/// for each a in cond ∪ 2^2^I
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/// and where o = (cond & a) ∪ 2^2^O.
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///
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/// By definition, the states p are deterministic,
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/// only the states of the form
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/// (p,a) may be non-deterministic.
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/// This function is used to transform an automaton into a turn-based game in
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/// the context of LTL reactive synthesis.
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/// The player of inputs (aka environment) plays first.
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///
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/// \param aut automaton to be transformed
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/// \param output_bdd conjunction of all output AP, all APs not present
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/// are treated as inputs
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/// \param complete_env Whether the automaton should be complete for the
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/// environment, i.e. the player of inputs
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/// \note This function also computes the state players
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/// \note If the automaton is to be completed, sink states will
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/// be added for both env and player if necessary
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SPOT_API twa_graph_ptr
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split_2step(const const_twa_graph_ptr& aut,
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const bdd& output_bdd, bool complete_env = true);
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/// \ingroup synthesis
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/// \brief Like split_2step but relying on the named property
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/// 'synthesis-outputs'
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SPOT_API twa_graph_ptr
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split_2step(const const_twa_graph_ptr& aut, bool complete_env = true);
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/// \ingroup synthesis
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/// \brief the inverse of split_2step
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///
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/// \pre aut is an alternating arena
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/// \post All edge conditions in the returned automaton are of the form
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/// ins&outs, with ins/outs being a condition over the input/output
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/// propositions
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/// \note This function relies on the named property "state-player"
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SPOT_API twa_graph_ptr
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unsplit_2step(const const_twa_graph_ptr& aut);
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/// \ingroup synthesis
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/// \brief Benchmarking data and options for synthesis
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struct SPOT_API synthesis_info
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{
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enum class algo
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{
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DET_SPLIT=0,
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SPLIT_DET,
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DPA_SPLIT,
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LAR,
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LAR_OLD,
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ACD,
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};
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struct bench_var
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{
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double total_time = 0.0;
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double trans_time = 0.0;
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double split_time = 0.0;
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double paritize_time = 0.0;
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double solve_time = 0.0;
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double strat2aut_time = 0.0;
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double simplify_strat_time = 0.0;
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double aig_time = 0.0;
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unsigned nb_states_arena = 0;
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unsigned nb_states_arena_env = 0;
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unsigned nb_strat_states = 0;
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unsigned nb_strat_edges = 0;
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unsigned nb_simpl_strat_states = 0;
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unsigned nb_simpl_strat_edges = 0;
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unsigned nb_latches = 0;
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unsigned nb_gates = 0;
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bool realizable = false;
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};
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synthesis_info()
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: force_sbacc{false},
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s{algo::LAR},
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minimize_lvl{2},
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bv{},
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verbose_stream{nullptr},
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dict(make_bdd_dict())
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{
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}
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bool force_sbacc;
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algo s;
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int minimize_lvl;
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std::optional<bench_var> bv;
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std::ostream* verbose_stream;
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option_map opt;
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bdd_dict_ptr dict;
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};
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/// \ingroup synthesis
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/// \brief Stream algo
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SPOT_API std::ostream&
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operator<<(std::ostream& os, synthesis_info::algo s);
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/// \ingroup synthesis
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/// \brief Stream benchmarks and options
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SPOT_API std::ostream &
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operator<<(std::ostream &os, const synthesis_info &gi);
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/// \ingroup synthesis
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/// \brief Creates a game from a specification and a set of
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/// output propositions
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///
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/// \param f The specification given as an LTL/PSL formula, or
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/// as a string.
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/// \param all_outs The names of all output propositions
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/// \param gi synthesis_info structure
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/// \note All propositions in the formula that do not appear in all_outs
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/// are treated as input variables.
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/// @{
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SPOT_API twa_graph_ptr
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ltl_to_game(const formula& f,
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const std::vector<std::string>& all_outs,
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synthesis_info& gi);
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SPOT_API twa_graph_ptr
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ltl_to_game(const formula& f,
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const std::vector<std::string>& all_outs);
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SPOT_API twa_graph_ptr
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ltl_to_game(const std::string& f,
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const std::vector<std::string>& all_outs,
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synthesis_info& gi);
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SPOT_API twa_graph_ptr
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ltl_to_game(const std::string& f,
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const std::vector<std::string>& all_outs);
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/// @}
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/// \ingroup synthesis
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/// \brief creates a mealy machine from a solved game \a arena
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/// taking into account the options given in \a gi.
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/// This concerns in particular whether or not the machine is to be reduced
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/// and how.
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/// solved_game_to_mealy can return any type of mealy machine. In fact it
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/// will return the type that necessitates no additional operations
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/// @{
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SPOT_API twa_graph_ptr
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solved_game_to_mealy(twa_graph_ptr arena, synthesis_info& gi);
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SPOT_API twa_graph_ptr
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solved_game_to_mealy(twa_graph_ptr arena);
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SPOT_API twa_graph_ptr
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solved_game_to_separated_mealy(twa_graph_ptr arena, synthesis_info& gi);
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SPOT_API twa_graph_ptr
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solved_game_to_separated_mealy(twa_graph_ptr arena);
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SPOT_API twa_graph_ptr
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solved_game_to_split_mealy(twa_graph_ptr arena, synthesis_info& gi);
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SPOT_API twa_graph_ptr
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solved_game_to_split_mealy(twa_graph_ptr arena);
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/// @}
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/// \ingroup synthesis
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/// \brief A struct that represents different types of mealy like
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/// objects
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struct SPOT_API mealy_like
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{
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enum class realizability_code
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{
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UNREALIZABLE,
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UNKNOWN,
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REALIZABLE_REGULAR,
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// strat is DTGBA and a glob_cond
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REALIZABLE_DTGBA
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};
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realizability_code success;
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twa_graph_ptr mealy_like;
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bdd glob_cond;
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};
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/// \ingroup synthesis
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/// \brief Seeks to decompose a formula into independently synthesizable
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/// sub-parts. The conjunction of all sub-parts then
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/// satisfies the specification
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///
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/// The algorithm is based on work by Finkbeiner et al.
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/// \cite finkbeiner.21.nfm, \cite finkbeiner.21.arxiv.
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///
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/// \param f the formula to split
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/// \param outs vector with the names of all output propositions
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/// \return A vector of pairs holding a subformula and the used output
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/// propositions each.
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/// @{
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SPOT_API std::pair<std::vector<formula>, std::vector<std::set<formula>>>
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split_independant_formulas(formula f, const std::vector<std::string>& outs);
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SPOT_API std::pair<std::vector<formula>, std::vector<std::set<formula>>>
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split_independant_formulas(const std::string& f,
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const std::vector<std::string>& outs);
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/// @}
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/// \ingroup synthesis
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/// \brief Creates a strategy for the formula given by calling all
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/// intermediate steps
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///
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/// For certain formulas, we can ''bypass'' the traditional way
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/// and find directly a strategy or some other representation of a
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/// winning condition without translating the formula as such.
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/// If no such simplifications can be made, it executes the usual way.
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///
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/// \param f The formula to synthesize a strategy for
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/// \param output_aps A vector with the name of all output properties.
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/// All APs not named in this vector are treated as inputs
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/// \param want_strategy Set to false if we don't want to construct the
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/// strategy but only test realizability.
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SPOT_API mealy_like
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try_create_direct_strategy(formula f,
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const std::vector<std::string>& output_aps,
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synthesis_info& gi, bool want_strategy = false);
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/// \ingroup synthesis
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/// \brief Solve a game, and update synthesis_info
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///
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/// This is just a wrapper around the solve_game() function with a
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/// single argument. This one measure the runtime and update \a gi.
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SPOT_API bool
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solve_game(twa_graph_ptr arena, synthesis_info& gi);
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struct SPOT_API game_relabeling_map
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{
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relabeling_map env_map;
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relabeling_map player_map;
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};
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/// \ingroup synthesis
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/// \brief Tries to relabel a SPLIT game \a arena using fresh propositions.
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/// Can be applied to env or player depending on \a relabel_env
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/// and \a relabel_play. The arguments \a split_env and \a split_play
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/// determine whether or not env and player edges are to
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/// be split into several transitions labelled by letters not conditions.
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///
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/// \return pair of relabeling_map, first is for env, second is for player.
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/// The maps are empty if no relabeling was performed
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/// \note Can also be applied to split mealy machine.
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/// \note partitioned_relabel_here can not be used directly if there are
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/// T (true conditions)
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SPOT_API game_relabeling_map
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partitioned_game_relabel_here(twa_graph_ptr& arena,
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bool relabel_env,
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bool relabel_play,
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bool split_env = false,
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bool split_play = false,
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unsigned max_letter = -1u,
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unsigned max_letter_mult = -1u);
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/// \ingroup synthesis
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/// \brief Undoes a relabeling done by partitioned_game_relabel_here.
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/// A dedicated function is necessary in order to remove the
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/// variables tagging env and player conditions
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SPOT_API void
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relabel_game_here(twa_graph_ptr& arena,
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game_relabeling_map& rel_maps);
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}
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