internal static void MinimizeHopcroft(Automaton a) { a.Determinize(); IList <Transition> tr = a.Initial.Transitions; if (tr.Count == 1) { Transition t = tr[0]; if (t.To == a.Initial && t.Min == char.MinValue && t.Max == char.MaxValue) { return; } } a.Totalize(); // Make arrays for numbered states and effective alphabet. HashSet <State> ss = a.GetStates(); var states = new State[ss.Count]; int number = 0; foreach (State q in ss) { states[number] = q; q.Number = number++; } char[] sigma = a.GetStartPoints(); // Initialize data structures. var reverse = new List <List <LinkedList <State> > >(); foreach (State s in states) { var v = new List <LinkedList <State> >(); Initialize(ref v, sigma.Length); reverse.Add(v); } var reverseNonempty = new bool[states.Length, sigma.Length]; var partition = new List <LinkedList <State> >(); Initialize(ref partition, states.Length); var block = new int[states.Length]; var active = new StateList[states.Length, sigma.Length]; var active2 = new StateListNode[states.Length, sigma.Length]; var pending = new LinkedList <IntPair>(); var pending2 = new bool[sigma.Length, states.Length]; var split = new List <State>(); var split2 = new bool[states.Length]; var refine = new List <int>(); var refine2 = new bool[states.Length]; var splitblock = new List <List <State> >(); Initialize(ref splitblock, states.Length); for (int q = 0; q < states.Length; q++) { splitblock[q] = new List <State>(); partition[q] = new LinkedList <State>(); for (int x = 0; x < sigma.Length; x++) { reverse[q][x] = new LinkedList <State>(); active[q, x] = new StateList(); } } // Find initial partition and reverse edges. foreach (State qq in states) { int j = qq.Accept ? 0 : 1; partition[j].AddLast(qq); block[qq.Number] = j; for (int x = 0; x < sigma.Length; x++) { char y = sigma[x]; State p = qq.Step(y); reverse[p.Number][x].AddLast(qq); reverseNonempty[p.Number, x] = true; } } // Initialize active sets. for (int j = 0; j <= 1; j++) { for (int x = 0; x < sigma.Length; x++) { foreach (State qq in partition[j]) { if (reverseNonempty[qq.Number, x]) { active2[qq.Number, x] = active[j, x].Add(qq); } } } } // Initialize pending. for (int x = 0; x < sigma.Length; x++) { int a0 = active[0, x].Size; int a1 = active[1, x].Size; int j = a0 <= a1 ? 0 : 1; pending.AddLast(new IntPair(j, x)); pending2[x, j] = true; } // Process pending until fixed point. int k = 2; while (pending.Count > 0) { IntPair ip = pending.RemoveAndReturnFirst(); int p = ip.N1; int x = ip.N2; pending2[x, p] = false; // Find states that need to be split off their blocks. for (StateListNode m = active[p, x].First; m != null; m = m.Next) { foreach (State s in reverse[m.State.Number][x]) { if (!split2[s.Number]) { split2[s.Number] = true; split.Add(s); int j = block[s.Number]; splitblock[j].Add(s); if (!refine2[j]) { refine2[j] = true; refine.Add(j); } } } } // Refine blocks. foreach (int j in refine) { if (splitblock[j].Count < partition[j].Count) { LinkedList <State> b1 = partition[j]; LinkedList <State> b2 = partition[k]; foreach (State s in splitblock[j]) { b1.Remove(s); b2.AddLast(s); block[s.Number] = k; for (int c = 0; c < sigma.Length; c++) { StateListNode sn = active2[s.Number, c]; if (sn != null && sn.StateList == active[j, c]) { sn.Remove(); active2[s.Number, c] = active[k, c].Add(s); } } } // Update pending. for (int c = 0; c < sigma.Length; c++) { int aj = active[j, c].Size; int ak = active[k, c].Size; if (!pending2[c, j] && 0 < aj && aj <= ak) { pending2[c, j] = true; pending.AddLast(new IntPair(j, c)); } else { pending2[c, k] = true; pending.AddLast(new IntPair(k, c)); } } k++; } foreach (State s in splitblock[j]) { split2[s.Number] = false; } refine2[j] = false; splitblock[j].Clear(); } split.Clear(); refine.Clear(); } // Make a new state for each equivalence class, set initial state. var newstates = new State[k]; for (int n = 0; n < newstates.Length; n++) { var s = new State(); newstates[n] = s; foreach (State q in partition[n]) { if (q == a.Initial) { a.Initial = s; } s.Accept = q.Accept; s.Number = q.Number; // Select representative. q.Number = n; } } // Build transitions and set acceptance. foreach (State s in newstates) { s.Accept = states[s.Number].Accept; foreach (Transition t in states[s.Number].Transitions) { s.Transitions.Add(new Transition(t.Min, t.Max, newstates[t.To.Number])); } } a.RemoveDeadTransitions(); }
/// <summary> /// Determinizes the given automaton using the given set of initial states. /// </summary> /// <param name="a">The automaton.</param> /// <param name="initialset">The initial states.</param> public static void Determinize(Automaton a, List<State> initialset) { char[] points = a.GetStartPoints(); var comparer = new ListEqualityComparer<State>(); // Subset construction. var sets = new Dictionary<List<State>, List<State>>(comparer); var worklist = new LinkedList<List<State>>(); var newstate = new Dictionary<List<State>, State>(comparer); sets.Add(initialset, initialset); worklist.AddLast(initialset); a.Initial = new State(); newstate.Add(initialset, a.Initial); while (worklist.Count > 0) { List<State> s = worklist.RemoveAndReturnFirst(); State r; newstate.TryGetValue(s, out r); foreach (State q in s) { if (q.Accept) { r.Accept = true; break; } } for (int n = 0; n < points.Length; n++) { var set = new HashSet<State>(); foreach (State c in s) foreach (Transition t in c.Transitions) if (t.Min <= points[n] && points[n] <= t.Max) set.Add(t.To); var p = set.ToList(); if (!sets.ContainsKey(p)) { sets.Add(p, p); worklist.AddLast(p); newstate.Add(p, new State()); } State q; newstate.TryGetValue(p, out q); char min = points[n]; char max; if (n + 1 < points.Length) { max = (char)(points[n + 1] - 1); } else { max = char.MaxValue; } r.Transitions.Add(new Transition(min, max, q)); } } a.IsDeterministic = true; a.RemoveDeadTransitions(); }
/// <summary> /// Determinizes the given automaton using the given set of initial states. /// </summary> /// <param name="a">The automaton.</param> /// <param name="initialset">The initial states.</param> public static void Determinize(Automaton a, List <State> initialset) { char[] points = a.GetStartPoints(); var comparer = new ListEqualityComparer <State>(); // Subset construction. var sets = new Dictionary <List <State>, List <State> >(comparer); var worklist = new LinkedList <List <State> >(); var newstate = new Dictionary <List <State>, State>(comparer); sets.Add(initialset, initialset); worklist.AddLast(initialset); a.Initial = new State(); newstate.Add(initialset, a.Initial); while (worklist.Count > 0) { List <State> s = worklist.RemoveAndReturnFirst(); State r; newstate.TryGetValue(s, out r); foreach (State q in s) { if (q.Accept) { r.Accept = true; break; } } for (int n = 0; n < points.Length; n++) { var set = new HashSet <State>(); foreach (State c in s) { foreach (Transition t in c.Transitions) { if (t.Min <= points[n] && points[n] <= t.Max) { set.Add(t.To); } } } var p = set.ToList(); if (!sets.ContainsKey(p)) { sets.Add(p, p); worklist.AddLast(p); newstate.Add(p, new State()); } State q; newstate.TryGetValue(p, out q); char min = points[n]; char max; if (n + 1 < points.Length) { max = (char)(points[n + 1] - 1); } else { max = char.MaxValue; } r.Transitions.Add(new Transition(min, max, q)); } } a.IsDeterministic = true; a.RemoveDeadTransitions(); }