Building Herb Iterators
The core building block in Herb is a program iterator. A program iterator represents a walk through the program space; different iterators provide different ways of iterating through program space. From the program synthesis point of view, program iterators actually represent program spaces.
Iterator hierarchy
Program iterators are organised in a hierarchy. The top-level abstract type is ProgramIterator
. At the next level of the hierarchy lie commonly used search families:
TopDownIterator
for top-down traversalsStochasticSearachIterator
for traversals with stochastic searchBottomUpIterator
for bottom-up search
Stochastic search further provides specific iterators:
MHSearchIterator
for program traversal with Metropolis-Hastings algorithmVLNSearchIterator
for traversals with Very Large Neighbourhood SearchSASearchIterator
for Simulated Annealing
We provide generic and customisable implementations of each of these iterators, so that users can easily tweak them by through multiple dispatch. Keep reading!
Iterator design
Program iterators follow the standard Julia Iterator
interface. That is, every iterator should implement two functions:
iterate(<:ProgramIterator)::(RuleNode,Any)
to get the first program. The function takes a program iterator as an input, returning the first program and a state (which can be anything)iterate(<:ProgramIterator,Any)::(RuleNode,Any)
to get the consecutive programs. The function takes the program iterator and the state from the previous iteration, and return the next program and the next state.
Top Down iterator
We illustrate how to build iterators with a Top Down iterator. The top Down iterator is build as a best-first iterator: it maintains a priority queue of programs and always pops the first element of the queue. The iterator is customisable through the following functions:
- priority_function: dictating the order of programs in the priority queue
- derivation_heuristic: dictating in which order to explore the derivations rules within a single hole
- hole_heuristic: dictating which hole to expand next
The first call to iterate(iter::TopDownIterator)
:
function Base.iterate(iter::TopDownIterator)
# Priority queue with `SolverState`s (for variable shaped trees) and `UniformIterator`s (for fixed shaped trees)
pq :: PriorityQueue{Union{SolverState, UniformIterator}, Union{Real, Tuple{Vararg{Real}}}} = PriorityQueue()
solver = iter.solver
if isfeasible(solver)
enqueue!(pq, get_state(solver), priority_function(iter, get_grammar(solver), get_tree(solver), 0, false))
end
return _find_next_complete_tree(iter.solver, pq, iter)
end
The first call steps everything up: it initiates the priority queue, the constraint solver (more on that later), and return the first program. The function _find_next_complete_tree(iter.solver, pq, iter)
does a lot of heavy lifting here; we will cover it later, but the only important thing is that it finds the next complete program in the priority queue (because, in case of top down enumeration, the queue also contains partial programs which we only want to expand, but not return to the user).
The subsequent call to iterate(iter::TopDownIterator, pq::DataStructures.PriorityQueue)
are quite simple: all that is needed is to find the next complete program in the priority queue:
function Base.iterate(iter::TopDownIterator, pq::DataStructures.PriorityQueue)
return _find_next_complete_tree(iter.solver, pq, iter)
end
Modifying the provided iterator
If you would like to, for example, modify the priority function, you don't have to implement the iterator from scratch. You simply need to create a new type and inherit from the TopDownIterator
:
abstract type MyTopDown <: TopDownIterator end
.
What is left is to implement the priority function, multiple-dispatching it over the new type. For example, to do a random order:
function priority_function(
::MyTopDown,
::AbstractGrammar,
::AbstractRuleNode,
::Union{Real, Tuple{Vararg{Real}}},
::Bool
)
Random.rand();
end
A note on data structures
As you have probably noticed, the priority queue some strange data structures: SolverState
and UniformIterator
; the top down iterator never puts RuleNode
s into the queue. In fact, the iterator never directly manipulates RuleNode
s itself, but that is rather delegated to the constraint solver. The constraint solver will do a lot of work to reduce the number of programs we have to consider. The SolverState
and UniformIterator
are specialised data structure to improve the efficiency and memory usage.
Herb uses a data structure of UniformTrees
to represent all programs with an AST of the same shape, where each node has the same type. the UniformIterator
is an iterator efficiently iterating over that structure.
The SolverState
represents non-uniform trees – ASTs whose shape we haven't completely determined yet. SolverState
is used as an intermediate representation before we reach UniformTree
s on which partial constraint propagation is done.
In principle, you should never construct ASTs yourself directly; you should leave that to the constraint solver.
Extra: Find Next Complete Tree / Program
This function pops an element from the priority queue whilst it is not empty, and then checks what kind of iterator it is.
function _find_next_complete_tree(
solver::Solver,
pq::PriorityQueue,
iter::TopDownIterator
)
while length(pq) ≠ 0
(item, priority_value) = dequeue_pair!(pq)
If it is a Uniform Iterator, that is an iterator where all the holes have the same shape, then it iterates over the solutions.
if item isa UniformIterator
#the item is a fixed shaped solver, we should get the next solution and re-enqueue it with a new priority value
uniform_iterator = item
solution = next_solution!(uniform_iterator)
if !isnothing(solution)
enqueue!(pq, uniform_iterator, priority_function(iter, get_grammar(solver), solution, priority_value, true))
return (solution, pq)
end
If it is not a Uniform Iterator, we find a hole to branch on. If the holes are all uniform, a Uniform Iterator is created, and is enqueued. If iterating on the holes would exceed a maximum depth, nothing new is enqueued. Lastly, if the holes aren't the same shape, we branch / partition on the holes, to create new partial domains to enqueue.
elseif item isa SolverState
#the item is a solver state, we should find a variable shaped hole to branch on
state = item
load_state!(solver, state)
hole_res = hole_heuristic(iter, get_tree(solver), get_max_depth(solver))
if hole_res ≡ already_complete
uniform_solver = UniformSolver(get_grammar(solver), get_tree(solver), with_statistics=solver.statistics)
uniform_iterator = UniformIterator(uniform_solver, iter)
solution = next_solution!(uniform_iterator)
if !isnothing(solution)
enqueue!(pq, uniform_iterator, priority_function(iter, get_grammar(solver), solution, priority_value, true))
return (solution, pq)
end
elseif hole_res ≡ limit_reached
# The maximum depth is reached
continue
elseif hole_res isa HoleReference
# Variable Shaped Hole was found
(; hole, path) = hole_res
partitioned_domains = partition(hole, get_grammar(solver))
number_of_domains = length(partitioned_domains)
for (i, domain) ∈ enumerate(partitioned_domains)
if i < number_of_domains
state = save_state!(solver)
end
@assert isfeasible(solver) "Attempting to expand an infeasible tree: $(get_tree(solver))"
remove_all_but!(solver, path, domain)
if isfeasible(solver)
enqueue!(pq, get_state(solver), priority_function(iter, get_grammar(solver), get_tree(solver), priority_value, false))
end
if i < number_of_domains
load_state!(solver, state)
end
end
end
Otherwise, throw an exception, because we came across an unexpected iterator type.
else
throw("BadArgument: PriorityQueue contains an item of unexpected type '$(typeof(item))'")
end
end
return nothing
end