ltlsynt now offers two algorithms: one where splitting occurs before determinization (the historical one) and one where determinization occurs before splitting. * bin/ltlsynt.cc: here * tests/core/ltlsynt.test: test it and refactor test file * NEWS: document it * spot/misc/game.hh, spot/misc/game.cc: remove Calude's algorithm
127 lines
3.7 KiB
C++
127 lines
3.7 KiB
C++
// -*- coding: utf-8 -*-
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// Copyright (C) 2017-2018 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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#pragma once
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#include <algorithm>
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#include <memory>
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#include <ostream>
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#include <unordered_map>
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#include <vector>
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#include <bddx.h>
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#include <spot/twa/twagraph.hh>
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#include <spot/twaalgos/parity.hh>
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namespace spot
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{
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class SPOT_API parity_game
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{
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private:
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const const_twa_graph_ptr arena_;
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const std::vector<bool> owner_;
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public:
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/// \a parity_game provides an interface to manipulate a colorized parity
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/// automaton as a parity game, including methods to solve the game.
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/// The input automaton (arena) should be colorized and have a max-odd parity
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/// acceptance condition.
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///
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/// \param arena the underlying parity automaton
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/// \param owner a vector of Booleans indicating the owner of each state:
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/// true stands for Player 1, false stands for Player 0.
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parity_game(const twa_graph_ptr& arena, const std::vector<bool>& owner);
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unsigned num_states() const
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{
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return arena_->num_states();
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}
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unsigned get_init_state_number() const
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{
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return arena_->get_init_state_number();
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}
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internal::state_out<const twa_graph::graph_t>
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out(unsigned src) const
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{
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return arena_->out(src);
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}
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internal::state_out<const twa_graph::graph_t>
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out(unsigned src)
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{
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return arena_->out(src);
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}
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bool owner(unsigned src) const
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{
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return owner_[src];
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}
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unsigned max_parity() const
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{
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unsigned max_parity = 0;
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for (const auto& e: arena_->edges())
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max_parity = std::max(max_parity, e.acc.max_set());
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SPOT_ASSERT(max_parity);
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return max_parity - 1;
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}
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/// Print the parity game in PGSolver's format.
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void print(std::ostream& os);
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typedef std::unordered_set<unsigned> region_t;
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// Map state number to index of the transition to take.
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typedef std::unordered_map<unsigned, unsigned> strategy_t;
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/// Compute the winning strategy and winning region of this game for player
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/// 1 using Zielonka's recursive algorithm.
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/** \verbatim
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@article{ zielonka.98.tcs
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title = "Infinite games on finitely coloured graphs with applications to
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automata on infinite trees",
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journal = "Theoretical Computer Science",
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volume = "200",
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number = "1",
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pages = "135 - 183",
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year = "1998",
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author = "Wieslaw Zielonka",
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}
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\endverbatim */
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void solve(region_t (&w)[2], strategy_t (&s)[2]) const;
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private:
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typedef twa_graph::graph_t::edge_storage_t edge_t;
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// Compute (in place) a set of states from which player can force a visit
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// through set, and a strategy to do it.
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// if attr_max is true, states that can force a visit through an edge with
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// max parity are also counted in.
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strategy_t attractor(const region_t& subgame, region_t& set,
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unsigned max_parity, int odd,
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bool attr_max = false) const;
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// Compute the winning strategy and winning region for both players.
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void solve_rec(region_t& subgame, unsigned max_parity,
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region_t (&w)[2], strategy_t (&s)[2]) const;
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};
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}
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