Everything about Finite State Machine totally explained
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. A finite state machine is an abstract model of a machine with a primitive internal memory.
Concepts and vocabulary
A
state stores information about the past, for example 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's to be performed at a given moment. There are several action types:
Entry action: which is performed when entering the state
;Exit action: which is performed when exiting the state
Input action: which is performed depending on present state and input conditions
;Transition action: which is performed when performing a certain transition
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.
Classification
There are two different groups: Acceptors/Recognizers and Transducers.
Acceptors and recognizers
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's 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's some FSM that accepts it.
Start state
The start state is usually shown drawn with an arrow "pointing at it from nowhere" (Sipser (2006) p.34).
Accept state
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 left 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
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:
Moore machine: The FSM uses only entry actions, for example output depends only on the state. The advantage of the Moore model is a simplification of the behaviour. The example in figure 1 shows a Moore FSM of an elevator door. The state machine recognizes two commands: "command_open" and "command_close" which trigger state changes. The entry action (E:) in state "Opening" starts a motor opening the door, the entry action in state "Closing" starts a motor in the other direction closing the door. States "Opened" and "Closed" don't perform any actions. They signal to the outside world (for example to other state machines) the situation: "door is open" or "door is closed".
Mealy machine: The FSM uses only input actions, for example output depends on input and state. The use of a Mealy FSM leads often to a reduction of the number of states. The example in figure 4 shows a Mealy FSM implementing the same behaviour as in the Moore example (the behaviour depends on the implemented FSM execution model and will work for example for virtual FSM but not for event driven FSM). There are two input actions (I:): "start motor to close the door if command_close arrives" and "start motor in the other direction to open the door if command_open arrives".
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's exactly one transition for each possible input. In non-deterministic automata, there can be none 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 DFA, although this transformation typically significantly increases the complexity of the automaton.
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's convenient to consider a purely combinatorial part as a form of FSM to suit the design tools.
FSM logic
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.
Mathematical model
Depending on the type there are several definitions. An
acceptor finite-state machine is a
quintuple , where:
- is the input alphabet (a finite, non-empty set of symbols).
- is a finite, non-empty set of states.
- is an initial state, an element of . In a Nondeterministic finite state machine, is a set of initial states.
- is the state-transition function: .
- is the set of final states, a (possibly empty) subset of .
A
transducer finite-state machine is a sextuple
, where:
is the input alphabet (a finite non empty set of symbols).
is the output alphabet (a finite, non-empty set of symbols).
is a finite, non-empty set of states.
is the initial state, an element of . In a Nondeterministic finite state machine, is a set of initial states.
is the state-transition function: .
is the output function.
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.
Optimization
Optimizing an FSM means finding the machine with the minimum number of states that performs the same function. One possibility is by using an Implication table or the Moore reduction procedure. Another possibility is bottom-up algorithm for Acyclic FSAs
.
Implementation
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 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 Richard's Controller.
Software applications
The following concepts are commonly used to build software applications with finite state machines:
event driven FSM
virtual FSM (VFSM)
Automata-Based Programming
History
Starting in the 1970s, Leslie Lamport, an early leader within the distributed systems research community, used finite state machines as the basis for an algorithm he called state machine replication. In this approach, a deterministic computer program or service is replaced with a set of replicas that use some form of atomic broadcast to perform operations in a manner tolerant of failures.
Further Information
Get more info on 'Finite State Machine'.
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