muMLE/examples/semantics/operational/woods_pysem.py

404 lines
12 KiB
Python

import functools
import random
import math
from state.devstate import DevState
from bootstrap.scd import bootstrap_scd
from framework.conformance import Conformance, render_conformance_check_result
from concrete_syntax.textual_od import parser, renderer
from concrete_syntax.common import indent
from concrete_syntax.plantuml import renderer as plantuml
from util import prompt
from transformation.cloner import clone_od
from api.od import ODAPI
state = DevState()
print("Loading meta-meta-model...")
scd_mmm = bootstrap_scd(state)
print("Done")
# Design meta-model
woods_mm_cs = """
Animal:Class {
abstract = True;
}
Bear:Class
:Inheritance (Bear -> Animal)
Man:Class {
lower_cardinality = 1;
upper_cardinality = 2;
constraint = `get_value(get_slot(this, "weight")) > 20`;
}
:Inheritance (Man -> Animal)
Man_weight:AttributeLink (Man -> Integer) {
name = "weight";
optional = False;
}
afraidOf:Association (Man -> Animal) {
source_upper_cardinality = 6;
target_lower_cardinality = 1;
}
"""
woods_mm = parser.parse_od(
state,
m_text=woods_mm_cs,
mm=scd_mmm)
print("MM valid?")
conf = Conformance(state, woods_mm, scd_mmm)
print(render_conformance_check_result(conf.check_nominal()))
# Runtime meta-model
woods_rt_mm_cs = woods_mm_cs + """
AnimalState:Class {
abstract = True;
}
AnimalState_dead:AttributeLink (AnimalState -> Boolean) {
name = "dead";
optional = False;
}
of:Association (AnimalState -> Animal) {
source_lower_cardinality = 1;
source_upper_cardinality = 1;
target_lower_cardinality = 1;
target_upper_cardinality = 1;
}
BearState:Class {
constraint = `get_type_name(get_target(get_outgoing(this, "of")[0])) == "Bear"`;
}
:Inheritance (BearState -> AnimalState)
BearState_hunger:AttributeLink (BearState -> Integer) {
name = "hunger";
optional = False;
constraint = ```
val = get_value(get_target(this))
val >= 0 and val <= 100
```;
}
ManState:Class {
constraint = `get_type_name(get_target(get_outgoing(this, "of")[0])) == "Man"`;
}
:Inheritance (ManState -> AnimalState)
attacking:Association (AnimalState -> ManState) {
# Animal can only attack one Man at a time
target_upper_cardinality = 1;
# Man can only be attacked by one Animal at a time
source_upper_cardinality = 1;
constraint = ```
attacker = get_source(this)
if get_type_name(attacker) == "BearState":
# only BearState has 'hunger' attribute
hunger = get_value(get_slot(attacker, "hunger"))
else:
hunger = 100 # Man can always attack
attacker_dead = get_value(get_slot(attacker, "dead"))
attacked_state = get_target(this)
attacked_dead = get_value(get_slot(attacked_state, "dead"))
(
hunger >= 50
and not attacker_dead # cannot attack while dead
and not attacked_dead # cannot attack whoever is dead
)
```;
}
attacking_starttime:AttributeLink (attacking -> Integer) {
name = "starttime";
optional = False;
constraint = ```
val = get_value(get_target(this))
_, clock = get_all_instances("Clock")[0]
current_time = get_slot_value(clock, "time")
val >= 0 and val <= current_time
```;
}
# Just a clock singleton for keeping the time
Clock:Class {
lower_cardinality = 1;
upper_cardinality = 1;
}
Clock_time:AttributeLink (Clock -> Integer) {
name = "time";
optional = False;
constraint = `get_value(get_target(this)) >= 0`;
}
"""
woods_rt_mm = parser.parse_od(
state,
m_text=woods_rt_mm_cs,
mm=scd_mmm)
print("RT-MM valid?")
conf = Conformance(state, woods_rt_mm, scd_mmm)
print(render_conformance_check_result(conf.check_nominal()))
# print("--------------")
# print(indent(
# renderer.render_od(state,
# m_id=woods_rt_mm,
# mm_id=scd_mmm),
# 4))
# print("--------------")
# Our design model - the part that doesn't change
woods_m_cs = """
george:Man {
weight = 80;
}
bill:Man {
weight = 70;
}
teddy:Bear
mrBrown:Bear
# george is afraid of both bears
:afraidOf (george -> teddy)
:afraidOf (george -> mrBrown)
# the men are afraid of each other
:afraidOf (bill -> george)
:afraidOf (george -> bill)
"""
woods_m = parser.parse_od(
state,
m_text=woods_m_cs,
mm=woods_mm)
print("M valid?")
conf = Conformance(state, woods_m, woods_mm)
print(render_conformance_check_result(conf.check_nominal()))
# Our runtime model - the part that changes with every execution step
woods_rt_initial_m_cs = woods_m_cs + """
georgeState:ManState {
dead = False;
}
:of (georgeState -> george)
billState:ManState {
dead = False;
}
:of (billState -> bill)
teddyState:BearState {
dead = False;
hunger = 40;
}
:of (teddyState -> teddy)
mrBrownState:BearState {
dead = False;
hunger = 80;
}
:of (mrBrownState -> mrBrown)
clock:Clock {
time = 0;
}
"""
woods_rt_m = parser.parse_od(
state,
m_text=woods_rt_initial_m_cs,
mm=woods_rt_mm)
print("RT-M valid?")
conf = Conformance(state, woods_rt_m, woods_rt_mm)
print(render_conformance_check_result(conf.check_nominal()))
# Helpers
def state_of(od, animal):
return od.get_source(od.get_incoming(animal, "of")[0])
def animal_of(od, state):
return od.get_target(od.get_outgoing(state, "of")[0])
def get_time(od):
_, clock = od.get_all_instances("Clock")[0]
return clock, od.get_slot_value(clock, "time")
def advance_time(od):
msgs = []
clock, old_time = get_time(od)
new_time = old_time + 1
od.set_slot_value(clock, "time", new_time)
for _, attacking_link in od.get_all_instances("attacking"):
man_state = od.get_target(attacking_link)
animal_state = od.get_source(attacking_link)
if od.get_type_name(animal_state) == "BearState":
od.set_slot_value(animal_state, "hunger", max(od.get_slot_value(animal_state, "hunger") - 50, 0))
od.set_slot_value(man_state, "dead", True)
od.delete(attacking_link)
msgs.append(f"{od.get_name(animal_of(od, animal_state))} kills {od.get_name(animal_of(od, man_state))}.")
for _, bear_state in od.get_all_instances("BearState"):
if od.get_slot_value(bear_state, "dead"):
continue # bear already dead
old_hunger = od.get_slot_value(bear_state, "hunger")
new_hunger = min(old_hunger + 5, 100)
od.set_slot_value(bear_state, "hunger", new_hunger)
bear = od.get_target(od.get_outgoing(bear_state, "of")[0])
bear_name = od.get_name(bear)
if new_hunger == 100:
od.set_slot_value(bear_state, "dead", True)
msgs.append(f"Bear {bear_name} dies of hunger.")
else:
msgs.append(f"Bear {bear_name}'s hunger level is now {new_hunger}.")
return msgs
# we must use the names of the objects as parameters, because when cloning, the IDs of objects change!
def attack(od, animal_name: str, man_name: str):
msgs = []
animal = od.get(animal_name)
man = od.get(man_name)
animal_state = state_of(od, animal)
man_state = state_of(od, man)
attack_link = od.create_link(None, # auto-generate link name
"attacking", animal_state, man_state)
_, clock = od.get_all_instances("Clock")[0]
current_time = od.get_slot_value(clock, "time")
od.set_slot_value(attack_link, "starttime", current_time)
msgs.append(f"{animal_name} is now attacking {man_name}")
return msgs
def get_actions(od):
# can always advance time:
actions = { "advance time": advance_time }
# who can attack whom?
for _, afraid_link in od.get_all_instances("afraidOf"):
man = od.get_source(afraid_link)
animal = od.get_target(afraid_link)
animal_name = od.get_name(animal)
man_name = od.get_name(man)
man_state = state_of(od, man)
animal_state = state_of(od, animal)
descr = f"{animal_name} ({od.get_type_name(animal)}) attacks {man_name} ({od.get_type_name(man)})"
actions[descr] = functools.partial(attack, animal_name=animal_name, man_name=man_name)
return { action_descr: functools.partial(exec_pure, action, od) for action_descr, action in actions.items() }
# Copy model before modifying it
def exec_pure(action, od):
cloned_rt_m = clone_od(state, od.m, od.mm)
new_od = ODAPI(state, cloned_rt_m, od.mm)
msgs = action(new_od)
return (new_od, msgs)
def filter_actions(actions):
result = {}
def make_tuple(new_od, msgs):
return (new_od, msgs)
for name, callback in actions.items():
print(f"attempt '{name}' ...", end='\r')
(new_od, msgs) = callback()
conf = Conformance(state, new_od.m, new_od.mm)
errors = conf.check_nominal()
# erase current line:
print(" ", end='\r')
if len(errors) == 0:
# updated RT-M is conform, we have a valid action:
yield (name, functools.partial(make_tuple, new_od, msgs))
def unfilter_actions(actions, od):
for name, callback in actions.items():
yield (name, callback)
def render_woods(od):
txt = ""
_, time = get_time(od)
txt += f"T = {time}.\n"
txt += "Bears:\n"
def render_attacking(animal_state):
attacking = od.get_outgoing(animal_state, "attacking")
if len(attacking) == 1:
whom_state = od.get_target(attacking[0])
whom_name = od.get_name(animal_of(od, whom_state))
return f" attacking {whom_name}"
else:
return ""
def render_dead(animal_state):
return 'dead' if od.get_slot_value(animal_state, 'dead') else 'alive'
for _, bear_state in od.get_all_instances("BearState"):
bear = animal_of(od, bear_state)
hunger = od.get_slot_value(bear_state, "hunger")
txt += f" 🐻 {od.get_name(bear)} (hunger: {hunger}, {render_dead(bear_state)}) {render_attacking(bear_state)}\n"
txt += "Men:\n"
for _, man_state in od.get_all_instances("ManState"):
man = animal_of(od, man_state)
attacked_by = od.get_incoming(man_state, "attacking")
if len(attacked_by) == 1:
whom_state = od.get_source(attacked_by[0])
whom_name = od.get_name(animal_of(od, whom_state))
being_attacked = f" being attacked by {whom_name}"
else:
being_attacked = ""
txt += f" 👨 {od.get_name(man)} ({render_dead(man_state)}) {render_attacking(man_state)}{being_attacked}\n"
return txt
od = ODAPI(state, woods_rt_m, woods_rt_mm)
RANDOM_SEED = 0
r = random.Random(RANDOM_SEED)
def random_choice(options):
arr = [action for descr, action in options]
i = math.floor(r.random()*len(arr))
return arr[i]
def termination_condition(od):
_, time = get_time(od)
return time >= 10 # stop after 10 steps
print(f"Using random seed: {RANDOM_SEED} (only applicable to random simulation)")
while True:
print("--------------")
print(indent(render_woods(od), 4))
print("--------------")
if termination_condition(od):
print("Termination condition satisfied. Quit.")
break
# print(indent(
# renderer.render_od(state,
# m_id=od.m,
# mm_id=od.mm),
# 4))
# 1. Only 'valid' actions or all actions?
# actions = unfilter_actions(get_actions(od), od)
actions = filter_actions(get_actions(od))
# 2. Manual or random selection?
# action = prompt.choose("Select action:", actions)
action = random_choice(actions)
if action == None:
print("No enabled actions. Quit.")
break
(od, msgs) = action()
print(indent('\n'.join(f"{msg}" for msg in msgs), 2))
print()
conf = Conformance(state, od.m, od.mm)
print(render_conformance_check_result(conf.check_nominal()))