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145 lines
5.1 KiB
145 lines
5.1 KiB
Remove for beta distributions:
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------------------------------
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* NOTES
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=======================================================
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TODO (before any release)
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-------------------------
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* Adversary generation (e.g. -exportadv switch)
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fix prob 1 for <=t ?
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=======================================================
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TODO (before public release)
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----------------------------
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Documentation:
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* Fix links from tutorial to manual (and reread/tweak)
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* Add DTMC/MDP case to synchronisation section
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* New -exportprism/-exportprismconst/-nobuild switches
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* Check for existence of zero-reward loops
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* New -exporttarget switch
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* Extra reach info switches?
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Filters, property semantics, etc.
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* Integer-valued props displayed as doubles when printed as vector
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* Intervals (e.g. for multiple initial states) plotted in graphs
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* Add "single" filter - throws error if filter states > 1?
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* Allow other filter types to be spec with {} notation?
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and then in doc clarify P>=p[...{filter}] means & not print
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(didn't print in 3.3 anyway, despite manual)
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Action labels:
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* Check status of export/import trans wrt actions (alll models)
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* Finalise tra format with actions (needs to work with MCs too)
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- also fix e.g. importtrans, prism-statra
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* make action storage optional (when required e.g. for export) (especially for MCs)
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PTAs:
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* More tidying of PTA examples
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- README files for other (non-firewire) examples
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- comments in pctl files, missing ones into autos
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* Clarify rewards support (digital clocks)
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* More of PCTL - even just G, bounded (not =?), etc.
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* Enforce well-formedness checks (i.e. guards/resets imply target invariants)
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(as opposed to say supporting strong invariants,
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where targets with false invariants cannot be entered)
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- zone-based: check during reach using valids
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(or just during FW reach?) (nb: need to split dpost to do check)
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(see non-well-formed.nm/pctl for a test case)
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(if can't do that, syntax check using sat)
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- digital clocks: check invariants after transform/reach?
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(might be like non-pta case: doing before reach causes false alarms?)
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* Digital clocks time-bounded
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- will need to make sure cmax is updated accordingly
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(currently just from temporal operator time bound since no clocks in formula)
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- also might need to access property constants (see TODO in DC.java)
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* Bug fix: action alphabet (syntactic) for sync lost in PTA object construction
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=======================================================
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TODO (before statmc release)
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----------------------------
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* Result object creation pushed into SimEngine
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* tidy doSampling, looking at Vincent's code
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* seed issues (Vlad)
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=======================================================
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BUG (some time)
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---------------
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Simulator:
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* approx mc of a property loses any current simulator path in gui.
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is that ok? (seems to be buggy in 3.3.1 anyway)
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* prism ~/prism-examples/dice/dice.pm \
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-pctl '(s=0|s=1)=>P>=1 [ (P>=0.9 [ F<=1 s=3 ])=>(P>=0.5 [ F<=2 s=4 ]) ]'
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(time-bounds should be ok in inner pctl but are not)
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TODO (some time)
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----------------
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PTAs:
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* On-the-fly global reachability to allow (for A-R engine):
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- access to other local and global vars
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- system endsystem?
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(then test on Arnd's BRP model + others)
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* Implement structurally non-zeno checks
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* BRP example
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* Translate non-convex guards to DNF and multiple transitions
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* Investigate whether non-convex invariants can be supported (look at zone ops)
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* Games: Optimise number of states in time-bounded PTAs
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(extras added in old target states) using until in forwards reach?
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* Fix: Creation of new names (adding extra _s) doesn't take into account prop file ot consts etc.
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* Digital clocks: urgency?
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* Digital clocks: optimisations?
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* New version of valid2 (inv/g push outside)
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* Combined complement + intersection (terminating early) for when dbm lists get big
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* Are we ok to have non-diagonal c-closure algorithm?
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(or is it ok if only use this on initial reach graph construction?)
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Simulator:
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* Variable overflow etc.
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- would make sense to check in Update.update() because want to know offending command
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- but need access to VarList, which we don't have
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* Investigate efficiency wrt old simulator
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* Add (back) support for *full* loop detection? (not just *single* self-loops)
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* Add (back) early manual termination of sampling (thru expt stop?)
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* Random initial state
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* Add support for "deadlock" and "init" (new EvaluationContext, model *and* state dependent)
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* Seed issues (currently twice in one second = same seed)
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* explicitbuildtest doesn't handle dupes in mdps (e.g. consensus)
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* Explicit build doesn't handle multiple initial states
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* GUI sim - add context menu to transition list with e.g. "show in model"
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* Traviendo export?
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* Code: Optimise/tidy Choices (ChoiceList/ChoiceSingleton/etc.)
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Other:
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* Export tr/ss probs from GUI
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* Initial distr for steady-state
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* Finish CTL
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Adversary generation:
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* Add adversary generation for other engines
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Abstraction/refinement:
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* Exp reach for games
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* Poss. refine opt: don't add ubsets of player1 choices
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BSCC stuff:
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* regression testing + perf. on ltl stuff with 3 diff options
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DOC (some time)
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---------------
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Prism-multi:
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* No state rewards
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