(computer science) An automaton that has a finite number of distinguishable internal configurations.
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(computer science) An automaton that has a finite number of distinguishable internal configurations.
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A finite state machine (FSM) or finite state automaton (plural: automata), or simply a state machine, is a model of behavior composed of a finite number of states, transitions between those states, and actions. It is similar to a "flow graph" where we can inspect the way in which the logic runs when certain conditions are met. A finite state machine is an abstract model of a machine with a primitive internal memory.
A current state is determined by past states of the system. As such, it can be said to record information about the past, i.e., it reflects the input changes from the system start to the present moment. A transition indicates a state change and is described by a condition that would need to be fulfilled to enable the transition. An action is a description of an activity that is to be performed at a given moment. There are several action types:
A FSM can be represented using a state diagram (or state transition diagram) as in figure 1 above. Besides this, several state transition table types are used. The most common representation is shown below: the combination of current state (B) and condition (Y) shows the next state (C). The complete actions information can be added only using footnotes. An FSM definition including the full actions information is possible using state tables (see also VFSM).
| Current State → Condition ↓ |
State A | State B | State C |
|---|---|---|---|
| Condition X | … | … | … |
| Condition Y | … | State C | … |
| Condition Z | … | … | … |
In addition to their use in modeling reactive systems presented here, finite state automata are significant in many different areas, including electrical engineering, linguistics, computer science, philosophy, biology, mathematics, and logic. A complete survey of their applications is outside the scope of this article. Finite state machines are a class of automata studied in automata theory and the theory of computation. In computer science, finite state machines are widely used in modeling of application behavior, design of hardware digital systems, software engineering, compilers, network protocols, and the study of computation and languages.
There are two different groups: Acceptors/Recognizers and Transducers.
Acceptors and recognizers (also sequence detectors) produce a binary output, saying either yes or no to answer whether the input is accepted by the machine or not. All states of the FSM are said to be either accepting or not accepting. At the time when all input is processed, if the current state is an accepting state, the input is accepted; otherwise it is rejected. As a rule the input are symbols (characters); actions are not used. The example in figure 2 shows a finite state machine which accepts the word "nice". In this FSM the only accepting state is number 7.
The machine can also be described as defining a language, which would contain every word accepted by the machine but none of the rejected ones; we say then that the language is accepted by the machine. By definition, the languages accepted by FSMs are the regular languages - that is, a language is regular if there is some FSM that accepts it.
The start state is usually shown drawn with an arrow "pointing at it from any where" (Sipser (2006) p.34).
An accept state (sometimes referred to as an accepting state) is a state at which the machine has successfully performed its procedure. It is usually represented by a double circle.
An example of an accepting state appears on the right in this diagram of a deterministic finite automaton (DFA) which determines if the binary input contains an even number of 0s.
S1 (which is also the start state) indicates the state at which an even number of 0s has been input and is therefore defined as an accepting state. This machine will give a correct end state if the binary number contains an even number of zeros including a string with no zeros. Examples of strings accepted by this DFA are epsilon (the empty string), 1, 11, 11..., 00, 010, 1010, 10110 and so on.
Transducers generate output based on a given input and/or a state using actions. They are used for control applications and in the field of computational linguistics. Here two types are distinguished:
In practice mixed models are often used.
More details about the differences and usage of Moore and Mealy models, including an executable example, can be found in the external technical note "Moore or Mealy model?"
A further distinction is between deterministic (DFA) and non-deterministic (NDFA, GNFA) automata. In deterministic automata, for each state there is exactly one transition for each possible input. In non-deterministic automata, there can be none, one, or more than one transition from a given state for a given possible input. This distinction is relevant in practice, but not in theory, as there exists an algorithm which can transform any NDFA into an equivalent but much more complex DFA.
The FSM with only one state is called a combinatorial FSM and uses only input actions. This concept is useful in cases where a number of FSM are required to work together, and where it is convenient to consider a purely combinatorial part as a form of FSM to suit the design tools.
The Unified Modeling Language has a very rich semantics and notation for describing state machines. UML state machines overcome the limitations of traditional finite state machines while retaining their main benefits. UML state machines introduce the new concepts of hierarchically nested states and orthogonal regions, while extending the notion of actions. UML state machines have the characteristics of both Mealy machines and Moore machines. They support actions that depend on both the state of the system and the triggering event, as in Mealy machines, as well as entry and exit actions, which are associated with states rather than transitions, as in Moore machines.
The next state and output of an FSM is a function of the input and of the current state. The FSM logic is shown in Figure 5.
In accordance to the general classification, the following formal definitions are found:
(in a nondeterministic finite state machine it would be
, ie., δ would return a set of states).For both deterministic and non-deterministic FSMs, it is conventional to allow δ to be a partial function, i.e. δ(q,x) does not have to be defined for every combination of
and
. If an FSM M is in a state q, the next symbol is x and δ(q,x) is not defined, then M can announce an error (i.e. reject the input).
.If the output function is a function of a state and input alphabet (
) that definition corresponds to the Mealy model, and can be modelled as a Mealy machine. If the output function depends only on a state (
) that definition corresponds to the Moore model, and can be modelled as a Moore machine. A finite-state machine with no output function at all is known as a semiautomaton or transition system.
Optimizing a FSM means finding the machine with the minimum number of states that performs the same function. The fastest known algorithm doing this is the Hopcroft minimization algorithm.[1][2] Other techniques include using an Implication table, or the Moore reduction procedure. Additionally, acyclic FSAs can be optimized using a simple bottom up algorithm.[citation needed]
In a digital circuit, an FSM may be built using a programmable logic device, a programmable logic controller, logic gates and flip flops or relays. More specifically, a hardware implementation requires a register to store state variables, a block of combinational logic which determines the state transition, and a second block of combinational logic that determines the output of an FSM. One of the classic hardware implementations is the Richards controller.
Mealy and Moore machines produce logic with asynchronous output, because there is a propagation delay between the flip-flop and output. This causes slower operating frequencies in FSM. A Mealy or Moore machine can be convertable to a FSM which output is directly from a flip-flop, which makes the FSM run at higher frequencies. This kind of FSM is sometimes called Medvedev FSM. A counter is the simplest form of this kind of FSM.
The following concepts are commonly used to build software applications with finite state machines:
Finite Markov-chain processes are also known as subshifts of finite type.
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| Automata theory: formal languages and formal grammars | |||
|---|---|---|---|
| Chomsky hierarchy | Grammars | Languages | Minimal automaton |
| Type-0 | Unrestricted | Recursively enumerable | Turing machine |
| n/a | (no common name) | Recursive | Decider |
| Type-1 | Context-sensitive | Context-sensitive | Linear-bounded |
| n/a | Indexed | Indexed | Nested stack |
| n/a | Tree-adjoining etc. | (Mildly context-sensitive) | Embedded pushdown |
| Type-2 | Context-free | Context-free | Nondeterministic pushdown |
| n/a | Deterministic context-free | Deterministic context-free | Deterministic pushdown |
| Type-3 | Regular | Regular | Finite |
| n/a | n/a | Star-free | Aperiodic finite |
| Each category of languages or grammars is a proper subset of the category directly above it. Any automaton in each category has an equivalent automaton in the category directly above it. |
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| hidden Markov model (mathematics) | |
| state machine (technology) | |
| Automata theory (computing) |
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