Class SimulationGame<S,T extends SimulationType.SimulationState<S>>
- java.lang.Object
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- owl.automaton.algorithm.simulations.SimulationGame<S,T>
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- Type Parameters:
S- Type of state in the underlying automata.T- Type of simulation state that is used.
- All Implemented Interfaces:
Automaton<T,ParityAcceptance>,EdgeMapAutomatonMixin<T,ParityAcceptance>,Game<T,ParityAcceptance>,AigPrintable
public class SimulationGame<S,T extends SimulationType.SimulationState<S>> extends Object implements Game<T,ParityAcceptance>, EdgeMapAutomatonMixin<T,ParityAcceptance>
Wrapper class that takes a simulationType and constructs the actual game itself based on the state and transition function defined within the concrete simulationType.
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Nested Class Summary
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Nested classes/interfaces inherited from interface owl.automaton.Automaton
Automaton.EdgeMapVisitor<S>, Automaton.EdgeTreeVisitor<S>, Automaton.EdgeVisitor<S>, Automaton.PreferredEdgeAccess, Automaton.Property, Automaton.Visitor<S>
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Nested classes/interfaces inherited from interface owl.game.Game
Game.Owner
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Field Summary
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Fields inherited from interface owl.automaton.EdgeMapAutomatonMixin
ACCESS_MODES
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Constructor Summary
Constructors Constructor Description SimulationGame(SimulationType<S,T> type)
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description ParityAcceptanceacceptance()Returns the acceptance condition of this automaton.BitSetchoice(T state, Game.Owner owner)Map<Edge<T>,ValuationSet>edgeMap(T state)Returns a mapping from all outgoing edges to their valuations of the specifiedstate.ValuationSetFactoryfactory()Returns the backing engine for the symbolic representation of edges.Set<T>initialStates()Returns the set of initial states, which can potentially be empty.Game.Ownerowner(T state)Set<T>states()The set of all from the initial states reachable states in this automaton.StringtoString()List<String>variables(Game.Owner owner)-
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
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Methods inherited from interface owl.automaton.Automaton
accept, accept, accept, accept, edge, is, name, onlyInitialState, predecessors, size, successor, successors, successors
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Methods inherited from interface owl.automaton.EdgeMapAutomatonMixin
edges, edges, edgeTree, preferredEdgeAccess
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Methods inherited from interface owl.game.Game
feedTo, getAttractor, getAttractorFixpoint, predecessors, predecessors, predecessors, states, successors, successors, successors
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Constructor Detail
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SimulationGame
public SimulationGame(SimulationType<S,T> type)
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Method Detail
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edgeMap
public Map<Edge<T>,ValuationSet> edgeMap(T state)
Description copied from interface:AutomatonReturns a mapping from all outgoing edges to their valuations of the specifiedstate.
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states
public Set<T> states()
Description copied from interface:AutomatonThe set of all from the initial states reachable states in this automaton.
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owner
public Game.Owner owner(T state)
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acceptance
public ParityAcceptance acceptance()
Description copied from interface:AutomatonReturns the acceptance condition of this automaton.- Specified by:
acceptancein interfaceAutomaton<S,T extends SimulationType.SimulationState<S>>- Returns:
- The acceptance.
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variables
public List<String> variables(Game.Owner owner)
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factory
public ValuationSetFactory factory()
Description copied from interface:AutomatonReturns the backing engine for the symbolic representation of edges. Only this engine might be used for the access to edges.
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initialStates
public Set<T> initialStates()
Description copied from interface:AutomatonReturns the set of initial states, which can potentially be empty.- Specified by:
initialStatesin interfaceAutomaton<S,T extends SimulationType.SimulationState<S>>- Returns:
- The set of initial states.
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choice
public BitSet choice(T state, Game.Owner owner)
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