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//==============================================================================
//
// Copyright (c) 2002-
// Authors:
// * Dave Parker <david.parker@comlab.ox.ac.uk> (University of Oxford)
//
//------------------------------------------------------------------------------
//
// This file is part of PRISM.
//
// PRISM is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// PRISM is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with PRISM; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//==============================================================================
package simulator;
import parser.*;
import parser.ast.*;
/**
* Stores and manipulates a path though a model.
* Minimal info is stored - just enough to allow checking of properties.
* State objects and arrays are just stored as references to existing objects, but never modified.
* TODO: decide whether to copy states (we already copy rewards actually)
*/
public class PathOnTheFly extends Path
{
// Parent simulator engine
protected SimulatorEngine engine;
// Model to which the path corresponds
protected ModulesFile modulesFile;
// Does model use continuous time?
protected boolean continuousTime;
// Model info/stats
protected int numRewardStructs;
// Path info required to implement Path abstract class:
protected int size;
protected State previousState;
protected State currentState;
protected double totalTime;
double timeInPreviousState;
protected double totalRewards[];
protected double previousStateRewards[];
protected double previousTransitionRewards[];
protected double currentStateRewards[];
/**
* Constructor: creates a new (empty) PathOnTheFly object for a specific model.
*/
public PathOnTheFly(SimulatorEngine engine, ModulesFile modulesFile)
{
// Store ptr to engine
this.engine = engine;
// Store model and info
this.modulesFile = modulesFile;
continuousTime = modulesFile.getModelType().continuousTime();
numRewardStructs = modulesFile.getNumRewardStructs();
// Create arrays to store totals
totalRewards = new double[numRewardStructs];
previousStateRewards = new double[numRewardStructs];
previousTransitionRewards = new double[numRewardStructs];
currentStateRewards = new double[numRewardStructs];
// Initialise path info
clear();
}
/**
* Clear the path.
*/
protected void clear()
{
// Initialise all path info
size = 0;
previousState = null;
currentState = null;
totalTime = 0.0;
timeInPreviousState = 0.0;
for (int i = 0; i < numRewardStructs; i++) {
totalRewards[i] = 0.0;
previousStateRewards[i] = 0.0;
previousTransitionRewards[i] = 0.0;
currentStateRewards[i] = 0.0;
}
}
// MUTATORS (for Path)
@Override
public void initialise(State initialState, double[] initialStateRewards)
{
clear();
currentState = initialState;
currentStateRewards = initialStateRewards;
}
/**
* Add a step to the path.
* The passed in State object and arrays (of rewards) will be stored as references, but never modified.
*/
@Override
public void addStep(int choice, String action, double[] transRewards, State newState, double[] newStateRewards)
{
addStep(0, choice, action, transRewards, newState, newStateRewards);
}
/**
* Add a timed step to the path.
* The passed in State object and arrays (of rewards) will be stored as references, but never modified.
*/
@Override
public void addStep(double time, int choice, String action, double[] transRewards, State newState, double[] newStateRewards)
{
size = 0;
previousState = currentState;
currentState = newState;
totalTime += time;
timeInPreviousState = time;
for (int i = 0; i < numRewardStructs; i++) {
if (continuousTime) {
totalRewards[i] += currentStateRewards[i] * time + transRewards[i];
} else {
totalRewards[i] += currentStateRewards[i] + transRewards[i];
}
previousStateRewards[i] = currentStateRewards[i];
previousTransitionRewards[i] = transRewards[i];
currentStateRewards[i] = newStateRewards[i];
}
}
// ACCESSORS (for Path)
@Override
public int size()
{
return size;
}
@Override
public State getPreviousState()
{
return previousState;
}
@Override
public State getCurrentState()
{
return currentState;
}
@Override
public double getTimeSoFar()
{
return totalTime;
}
@Override
public double getTimeInPreviousState()
{
return timeInPreviousState;
}
@Override
public double getRewardCumulatedSoFar(int index)
{
return totalRewards[index];
}
@Override
public double getPreviousStateReward(int index)
{
return previousStateRewards[index];
}
@Override
public double getPreviousTransitionReward(int index)
{
return previousTransitionRewards[index];
}
@Override
public double getCurrentStateReward(int index)
{
return currentStateRewards[index];
}
}