Exemple #1
0
/**
 * Computes the next level from src according to the strategy in result.
 */
static inline void compute_strategy_level(vset_t strategy_level, const int* src, const int player, const recursive_result* strategy) {
    // Initialise strategy level to the empty set
    vset_clear(strategy_level);
    // Find the right strategy level. For each level that contains src, there is either a transition
    // to the same level, or (preferrably) to a lower level.
    for (int i=0; i < strategy->strategy_boundary_count[player]; i++) {
        int begin = (i==0) ? 0 : strategy->strategy_boundaries[player][i-1];
        int end = strategy->strategy_boundaries[player][i];
        //printf("considering segment %d (begin=%d, end=%d).\n", i, begin, end);
        //assert(first <= last);
        assert(strategy->strategy_boundaries[player][i]<=strategy->strategy_levels_count[player]);
        bool src_found = false;
        for (int j = begin; j < end && !src_found; j++) {
            if (vset_member(strategy->strategy_levels[player][j], src)) {
                if (j==begin) {
                    vset_union(strategy_level, strategy->strategy_levels[player][j]);
                    //printf("choosing move from segment %d, moving from level %d to level %d.\n", i, j, j);
                } else {
                    vset_union(strategy_level, strategy->strategy_levels[player][j-1]);
                    //printf("choosing move from segment %d, moving from level %d to level %d.\n", i, j, j-1);
                }
                assert(!vset_is_empty(strategy_level));
                src_found = true;
            }
        }
    }
    // strategy_level now contains any target states that can be reached from src
    // in one step and are conform the strategy.
}
Exemple #2
0
int main(int argc, char *argv[]){
	char *files[2];
	RTinitPopt(&argc,&argv,options,1,2,files,NULL,"<model> [<lts>]",
		"Perform an enumerative reachability analysis of <model>\n"
		"Run the TorX remote procedure call protocol on <model> (--torx).\n\n"
		"Options");
	if (files[1]) {
		Warning(info,"Writing output to %s",files[1]);
		write_lts=1;
	} else {
		Warning(info,"No output, just counting the number of states");
		write_lts=0;
	}
	if (application==RunTorX && write_lts) Fatal(1,error,"A TorX server does not write to a file");
	Warning(info,"loading model from %s",files[0]);
	model_t model=GBcreateBase();
	GBsetChunkMethods(model,new_string_index,NULL,
		(int2chunk_t)SIgetC,(chunk2int_t)SIputC,(get_count_t)SIgetCount);

	GBloadFile(model,files[0],&model);

	if (RTverbosity >=2) {
	  fprintf(stderr,"Dependency Matrix:\n");
	  GBprintDependencyMatrix(stderr,model);
	}
	if (matrix) {
	  GBprintDependencyMatrix(stdout,model);
	  exit(0);
	}
	lts_type_t ltstype=GBgetLTStype(model);
	N=lts_type_get_state_length(ltstype);
	edge_info_t e_info=GBgetEdgeInfo(model);
	K=e_info->groups;
	Warning(info,"length is %d, there are %d groups",N,K);
	state_labels=lts_type_get_state_label_count(ltstype);
	edge_labels=lts_type_get_edge_label_count(ltstype);
	Warning(info,"There are %d state labels and %d edge labels",state_labels,edge_labels);
	if (state_labels&&write_lts&&!write_state) {
		Fatal(1,error,"Writing state labels, but not state vectors unsupported. "
			"Writing of state vector is enabled with the option --write-state");
	}
	int src[N];
	GBgetInitialState(model,src);
	Warning(info,"got initial state");
	int level=0;
	switch(application){
	case ReachVset:
		domain=vdom_create_default(N);
		visited_set=vset_create(domain,0,NULL);
		next_set=vset_create(domain,0,NULL);
		if (write_lts){
			output=lts_output_open(files[1],model,1,0,1,"viv",NULL);
			lts_output_set_root_vec(output,(uint32_t*)src);
			lts_output_set_root_idx(output,0,0);
			output_handle=lts_output_begin(output,0,0,0);	
		}
		vset_add(visited_set,src);
		vset_add(next_set,src);
		vset_t current_set=vset_create(domain,0,NULL);
		while (!vset_is_empty(next_set)){
		  if (RTverbosity >= 1)
		    Warning(info,"level %d has %d states, explored %d states %d trans",
			    level,(visited-explored),explored,trans);
		  level++;
		  vset_copy(current_set,next_set);
		  vset_clear(next_set);
		  vset_enum(current_set,explore_state_vector,model);
		}
		long long size;
		long nodes;
		vset_count(visited_set,&nodes,&size);
	    	Warning(info,"%lld reachable states represented symbolically with %ld nodes",size,nodes);
		break;
	case ReachTreeDBS:
		dbs=TreeDBScreate(N);
		if(TreeFold(dbs,src)!=0){
			Fatal(1,error,"expected 0");
		}
		if (write_lts){
			output=lts_output_open(files[1],model,1,0,1,write_state?"vsi":"-ii",NULL);
			if (write_state) lts_output_set_root_vec(output,(uint32_t*)src);
			lts_output_set_root_idx(output,0,0);
			output_handle=lts_output_begin(output,0,0,0);	
		}
		int limit=visited;
		while(explored<visited){
		  if (limit==explored){
		    if (RTverbosity >= 1)
		      Warning(info,"level %d has %d states, explored %d states %d trans",
			      level,(visited-explored),explored,trans);
		    limit=visited;
		    level++;
		  }
		  TreeUnfold(dbs,explored,src);
		  explore_state_index(model,explored,src);
		}
		break;
	case RunTorX:
		{
		torx_struct_t context = { model, ltstype };
		torx_ui(&context);
		return 0;
		}
	}
	if (write_lts){
		lts_output_end(output,output_handle);
		Warning(info,"finishing the writing");
		lts_output_close(&output);
		Warning(info,"state space has %d levels %d states %d transitions",level,visited,trans);
	} else {
		printf("state space has %d levels %d states %d transitions\n",level,visited,trans);
	}
	return 0;
}
Exemple #3
0
int choose_strategy_move(const parity_game* g, const recursive_result* strategy, const int player, const int* src,
                          int* current_player, bool* strategy_play, bool* result, bool* deadlock, int* dst)
{
    int group = -1;
    vset_t level = vset_create(g->domain, -1, NULL);
    vset_t tmp = vset_create(g->domain, -1, NULL);
    vset_t singleton = vset_create(g->domain, -1, NULL);
    vset_add(singleton, src);
    // Do a random run through the game, conforming to
    // the strategy in result.
    *current_player = (vset_member(g->v_player[player], src) ? player : 1-player);
    Print(hre_debug, "Using strategy of player %d. The position is owned by player %d.", player, *current_player);
    if (*current_player==player && vset_member(strategy->win[player], src))
    {
        //printf("Player %d chooses according to his/her winning strategy.\n", player);
        // Choose a transition according to the strategy of player
        *strategy_play = true;
        vset_t strategy_level = vset_create(g->domain, -1, NULL);
        compute_strategy_level(strategy_level, src, player, strategy);

        vset_clear(level);
        for (int i=0; i < g->num_groups; i++) {
            vset_next(tmp, singleton, g->e[i]);
            vset_intersect(tmp, strategy_level);
            if (!vset_is_empty(tmp))
            {
                vset_copy(level, tmp);
                // Choose a random element:
                //printf("Choosing a transition from transition group %d.\n", i);
                group = i;
                vset_random(level, dst);
                break;
            }
        }
        // Check for deadlocks
        if (vset_is_empty(level)) {
            *deadlock = true;
            *result = (*current_player != player);
            Print(infoLong, "Deadlock for player %d, player %s has won, result is %s.",
                   *current_player,
                   (*current_player==1) ? "0 (even / or)" : "1 (odd / and)",
                           *result ? "true" : "false");
        }
    }
    else
    {
        //Print(info, "Not player %d's turn or player %d has no winning strategy. Choosing an arbitrary move for player %d.",
        //       player, player, *current_player);
        // this states belongs to (1-player) or player does not have a winning strategy
        *strategy_play = false;
        vset_t strategy_level = vset_create(g->domain, -1, NULL);
        /*
        if (vset_member(result.win[current_player], src))
        {
            // winning move after all
            compute_strategy_level(strategy_level, src, current_player, result);
            if (vset_is_empty(strategy_level)) {
                Print(info, "Unexpected: src is in win[%d], but strategy_level is empty.", current_player);
            } else {
                strategy_play = true;
            }
        }
        */
        // choose a random move
        vset_clear(level);
        for (int i=0; i < g->num_groups; i++) {
            vset_next(tmp, singleton, g->e[i]);
            if (*strategy_play && !vset_is_empty(tmp)) {
                vset_intersect(tmp, strategy_level);
                if (!vset_is_empty(tmp))
                {
                    vset_copy(level, tmp);
                    // Choose a random element:
                    //printf("Choosing a transition from transition group %d.\n", i);
                    group = i;
                    vset_random(level, dst);
                    break;
                }
            } else {
                vset_union(level, tmp);
            }
        }
        // Check for deadlocks
        if (vset_is_empty(level)) {
            *deadlock = true;
            *result = (*current_player != player);
            Print(infoLong, "Deadlock for player %d, player %s has won, result is %s.",
                   *current_player,
                   (*current_player==1) ? "0 (even / or)" : "1 (odd / and)",
                           *result ? "true" : "false");
        } else if (!*strategy_play) {
            //Print(info, "choose randomly");
            vset_random(level, dst);
        }
    }
    return group;
}