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A finite-state machine (FSM) or finite-state automaton (FSA, plural: automata), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a transition. A FSM is defined by a list of its states, its initial state, and the conditions for each transition.
Contents
- Example coin operated turnstile
- Concepts and terminology
- StateEvent table
- UML state machines
- SDL state machines
- Other state diagrams
- Usage
- Classification
- Acceptors and recognizers
- Classifiers
- Transducers
- Generators
- Determinism
- Alternative semantics
- Mathematical model
- Optimization
- Hardware applications
- Software applications
- Finite state machines and compilers
- References
The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions depending on a sequence of events with which they are presented. Examples are vending machines, which dispense products when the proper combination of coins is deposited, elevators, whose sequence of stops is determined by the floors requested by riders, traffic lights, which change sequence when cars are waiting, and combination locks, which require the input of combination numbers in the proper order.
The finite state machine has less computational power than some other models of computation such as the Turing machine. The computational power distinction means there are computational tasks that a Turing machine can do but a FSM cannot. This is because a FSM's memory is limited by the number of states it has. FSMs are studied in the more general field of automata theory.
Example: coin-operated turnstile
An example of a mechanism that can be modeled by a state machine is a turnstile. A turnstile, used to control access to subways and amusement park rides, is a gate with three rotating arms at waist height, one across the entryway. Initially the arms are locked, blocking the entry, preventing patrons from passing through. Depositing a coin or token in a slot on the turnstile unlocks the arms, allowing a single customer to push through. After the customer passes through, the arms are locked again until another coin is inserted.
Considered as a state machine, the turnstile has two possible states: Locked and Unlocked. There are two possible inputs that affect its state: putting a coin in the slot (coin) and pushing the arm (push). In the locked state, pushing on the arm has no effect; no matter how many times the input push is given, it stays in the locked state. Putting a coin in – that is, giving the machine a coin input – shifts the state from Locked to Unlocked. In the unlocked state, putting additional coins in has no effect; that is, giving additional coin inputs does not change the state. However, a customer pushing through the arms, giving a push input, shifts the state back to Locked.
The turnstile state machine can be represented by a state transition table, showing for each possible state, the transitions between them (based upon the inputs given to the machine) and the outputs resulting from each input:
The turnstile state machine can also be represented by a directed graph called a state diagram (above). Each state is represented by a node (circle). Edges (arrows) show the transitions from one state to another. Each arrow is labeled with the input that triggers that transition. An input that doesn't cause a change of state (such as a coin input in the Unlocked state) is represented by a circular arrow returning to the original state. The arrow into the Locked node from the black dot indicates it is the initial state.
Concepts and terminology
A state is a description of the status of a system that is waiting to execute a transition. A transition is a set of actions to be executed when a condition is fulfilled or when an event is received. For example, when using an audio system to listen to the radio (the system is in the "radio" state), receiving a "next" stimulus results in moving to the next station. When the system is in the "CD" state, the "next" stimulus results in moving to the next track. Identical stimuli trigger different actions depending on the current state.
In some finite-state machine representations, it is also possible to associate actions with a state:
State/Event table
Several state transition table types are used. The most common representation is shown below: the combination of current state (e.g. B) and input (e.g. Y) shows the next state (e.g. C). The complete action's information is not directly described in the table and can only be added using footnotes. A FSM definition including the full actions information is possible using state tables (see also virtual finite-state machine).
UML state machines
The Unified Modeling Language has a 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.
SDL state machines
The Specification and Description Language is a standard from ITU that includes graphical symbols to describe actions in the transition:
SDL embeds basic data types called "Abstract Data Types", an action language, and an execution semantic in order to make the finite state machine executable.
Other state diagrams
There are a large number of variants to represent an FSM such as the one in figure 3.
Usage
In addition to their use in modeling reactive systems presented here, finite state machines are significant in many different areas, including electrical engineering, linguistics, computer science, philosophy, biology, mathematics, and logic. 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.
Classification
Finite state machines can be subdivided into transducers, acceptors, classifiers and sequencers.
Acceptors and recognizers
Acceptors, also called recognizers and sequence detectors, produce binary output, indicating whether or not the received input is accepted. Each state of an FSM is either "accepting" or "not accepting". Once all input has been received, if the current state is an accepting state, the input is accepted; otherwise it is rejected. As a rule, input is a sequence of symbols (characters); actions are not used. The example in figure 4 shows a finite state machine that accepts the string "nice". In this FSM, the only accepting state is state 7.
A (possibly infinite) set of symbol sequences, aka. formal language, is called a regular language if there is some Finite State Machine that accepts exactly that set. For example, the set of binary strings with an even number of zeroes is a regular language (cf. Fig. 5), while the set of all strings whose length is a prime number is not.
A machine could also be described as defining a language, that would contain every string accepted by the machine but none of the rejected ones; that language is "accepted" by the machine. By definition, the languages accepted by FSMs are the regular languages—; a language is regular if there is some FSM that accepts it.
The problem of determining the language accepted by a given finite state acceptor is an instance of the algebraic path problem—itself a generalization of the shortest path problem to graphs with edges weighted by the elements of an (arbitrary) semiring.
The start state can also be an accepting state, in which case the automaton accepts the empty string.
An example of an accepting state appears in Fig.5: a deterministic finite automaton (DFA) that detects whether the binary input string 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. S1 is therefore an accepting state. This machine will finish in an accept state, if the binary string contains an even number of 0s (including any binary string containing no 0s). Examples of strings accepted by this DFA are ε (the empty string), 1, 11, 11…, 00, 010, 1010, 10110, etc.
Classifiers
A classifier is a generalization of a finite state machine that, similar to an acceptor, produces a single output on termination but has more than two terminal states.
Transducers
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.
In control applications, two types are distinguished:
Generators
Sequencers', or generators, are a subclass of the acceptor and transducer types that have a single-letter input alphabet. They produce only one sequence which can be seen as an output sequence of acceptor or tranducer outputs.
Determinism
A further distinction is between deterministic (DFA) and non-deterministic (NFA, GNFA) automata. In a deterministic automaton, every state has exactly one transition for each possible input. In a non-deterministic automaton, an input can lead to one, more than one, or no transition for a given state. The powerset construction algorithm can transform any nondeterministic automata into a (usually more complex) deterministic automata with identical functionality.
A finite state machine with only one state is called a "combinatorial FSM". It uses only input actions. This concept is useful in cases where a number of finite state machines are required to work together, and when it is convenient to consider a purely combinatorial part as a form of FSM to suit the design tools.
Alternative semantics
There are other sets of semantics available to represent state machines. For example, there are tools for modeling and designing logic for embedded controllers. They combine hierarchical state machines (which usually have more than one current state), flow graphs, and truth tables into one language, resulting in a different formalism and set of semantics. These charts, like Harel's original state machines, support hierarchically nested states, orthogonal regions, state actions, and transition actions.
Mathematical model
In accordance with the general classification, the following formal definitions are found:
For both deterministic and non-deterministic FSMs, it is conventional to allow
A finite state machine has the same computational power as a Turing machine that is restricted such its head may only perform "read" operations, and always has to move from left to right. That is, each formal language accepted by a finite state machine is accepted by such a kind of restricted Turing machine, and vice versa.
If the output function is a function of a state and input alphabet (
If we disregard the first output symbol of a Moore machine,
Optimization
Optimizing an FSM means finding a machine with the minimum number of states that performs the same function. The fastest known algorithm doing this is the Hopcroft minimization algorithm. Other techniques include using an implication table, or the Moore reduction procedure. Additionally, acyclic FSAs can be minimized in linear time.
Hardware applications
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 that 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.
In a Medvedev circuit, the output is directly connected to the state flip-flops minimizing the time delay flip-flops and output.
Through state encoding for low power state machines may be optimized to minimize power consumption.
Software applications
The following concepts are commonly used to build software applications with finite state machines:
Finite state machines and compilers
Finite automata are often used in the frontend of programming language compilers. Such a frontend may comprise several finite state machines that implement a lexical analyzer and a parser. Starting from a sequence of characters, the lexical analyzer builds a sequence of language tokens (such as reserved words, literals, and identifiers) from which the parser builds a syntax tree. The lexical analyzer and the parser handle the regular and context-free parts of the programming language's grammar.