State machines serve as fundamental models for understanding and describing the behaviour of systems in computer science. At their core, state machines provide a structured approach to representing a system’s various states, the transitions between them, and the events triggering them. This article aims to elucidate the concept of state machines, exploring their significance in computer science and their diverse applications across different domains. Finite State Machines are also an essential component for understanding Universal Turing Machines (UTM), as the latter consists of two parts: an FSM and an infinite tape.
We will begin our examination of Turing machines and what they can do by looking at a Turing machine without its tape; this is called a finite state machine.
A state machine, also known as a finite state machine (FSM), is a mathematical model used to describe the dynamic behaviour of systems through a finite number of states, transitions between these states, and actions associated with these transitions. This model provides a clear and concise representation of how a system responds to different inputs or events, making it invaluable in software design, system modelling, and problem-solving.
B. Importance in Computer Science
State machines play a pivotal role in computer science due to their versatility and applicability in various areas:
They facilitate software components’ design, analysis, and implementation by providing a structured approach to managing system states and transitions.
Embedded Systems:
In embedded systems, where resources are often constrained, state machines offer efficient ways of designing and controlling system behaviour.
They help optimize resource utilization, improve responsiveness, and enhance the reliability of embedded software.
Networking:
State machines are employed in networking protocols to define the sequence of actions and transitions required for communication between networked devices.
By modelling protocol behaviour as state machines, network designers can ensure interoperability, reliability, and scalability in complex network environments.
Game Development:
In game development, state machines manage game states, such as menus, gameplay modes, and character behaviour.
By representing game logic as state machines with well-defined rules and transitions, developers can create interactive and immersive gaming experiences.
II. Fundamentals of State Machines
State machines serve as fundamental models for describing the behaviour of systems in computer science. This section will delve into the basic principles of state machines, including their components and types.
A. Definition of State Machines
A state machine is a mathematical model that represents the dynamic behaviour of a system through a finite number of states, transitions between these states, and actions associated with these transitions. At any given moment, a system is in a particular state, and transitions occur in response to events or inputs.
B. Basic Components
A simple Finite State Machine with two states, Q1 and Q2 and the possible transitions between them.
State machines consist of several key components:
States:
States represent the various conditions or modes a system can be in at any given time. Each state defines a unique set of behaviours or characteristics the system exhibits. The number of states in our machine is finite.
In the diagram above, the FSM has two states, Q1 and Q2. An example of such a machine would be an electronic gate with open and closed states.
Transitions:
Transitions describe the system’s movement from one state to another in response to events or inputs. Specific events or stimuli trigger transitions.
In our electronic gate example, the transitions could occur due to a controller input current, which would cause the gate to close or open.
Stimuli:
Stimuli are external events or inputs that trigger state transitions. They can be user interactions, sensor readings, network messages, or any other input that causes the system to change its state.
In our basic example above, the stimuli represent the outputs of the controller device, which could be positive to induce the gate to open or negative to force it to close.
Responses:
Activities or operations performed when transitioning between states. Responses may include updating variables, executing algorithms, sending messages, or any other task necessary to maintain the system’s behaviour.
R1, R2 and R3 represent the responses of our state machine to stimuli S1, S2 and S3. These could be voltages on an output wire.
C. Other Types of State Machines
Besides Finite State Machines, several other types exist, each with its own characteristics and applications:
Mealy Machines: In Mealy machines, the outputs depend on the current state and the input. The output is produced during state transitions, making Mealy machines suitable for systems with dynamic output behaviour.
Moore Machines: In Moore machines, the outputs depend only on the current state and not the input. The output is associated with each state and remains constant until the system transitions to a different state.
Hierarchical State Machines: Hierarchical state machines allow states to be organized into a hierarchical structure, where higher-level states can contain sub-states. This hierarchical organization simplifies complex systems by breaking them down into manageable subsystems.
Understanding these fundamental components and types of state machines lays the groundwork for exploring their applications and implementations in computer science.
D. Deterministic vs. Nondeterministic FSMs
Finite State Machines can be categorized as deterministic or nondeterministic based on their behaviour:
Deterministic FSMs: In deterministic FSMs, every state has a unique transition for each possible input. The next state is determined solely by the current state and the input received, leading to predictable and unambiguous behaviour.
Nondeterministic FSMs: In nondeterministic FSMs, multiple transitions may exist for a given input and current state. The system’s subsequent state is not uniquely determined, allowing for more flexibility but also introducing ambiguity and complexity.
IV. State Tables
State tables are another way of describing state machines. They tabulate the different stimuli, responses, and states the machine can take. In electronic implementations of state machines, transitions are controlled by clocks with discrete outputs. Describing the state machine at discrete time intervals makes sense in such an implementation. State tables describe the FSM’s future states and responses regarding its current states and stimuli.
We can model the state machine as follows:
Where:
Q(t) represents the machine’s state at (t)
R(t) represents the machine’s response at (t)
S(t) represents the applied stimuli at (t)
F and G are two functions
The state table describes the mapping between the different inputs and outputs for F and G. The state table of F is:
F(Q, S)
Q1
Q2
Q3
S1
–
Q1
Q3
S2
Q2
Q1
–
A description of F(Q, S) in tabular form. F(Q, S) can be described as a mapping between these two inputs.
This table shows that if the state machine receives an input of S2 while being in state Q1, it will transition to state Q2. There is no possibility of transitioning if it receives stimulus S1 while in state Q1, as the state table does not allow this.
The state table of G is:
G(Q, S)
Q1
Q2
Q3
S1
–
R1
R2
S2
R2
R4
–
This is a tabular description of G(Q, S).
This table shows that if the state machine receives an input of S2 while being in state Q1, the output or response will be R2.
V. What Problems Can Finite State Machines Solve?
Finite state machines (FSMs) are computational models representing and controlling systems with discrete states and transitions between these states. They are widely applicable and can solve various problems across different domains. Here are some problems that finite-state machines can effectively address:
Sequential Logic Design: FSMs are commonly used in digital circuit design and hardware description languages (HDLs) to model sequential logic circuits. They can represent control units, counters, stateful components, and other digital systems.
Protocol Design and Analysis: FSMs are employed to model and analyze communication protocols, such as network protocols (e.g., TCP/IP, HTTP), data link layer protocols (e.g., Ethernet, Wi-Fi), and application-layer protocols (e.g., SMTP, FTP). They help ensure correct message sequencing and behaviour.
Lexical Analysis in Compilers: FSMs are utilized in compiler lexical analyzers (scanners) to recognize and tokenize input strings according to specified patterns or regular expressions. This step is crucial in the compilation process, transforming source code into tokens.
Parsing and Syntax Analysis: FSMs are involved in compilers’ and interpreters’ parsing and syntax analysis stages. They can implement parsers for formal grammars such as regular grammars, context-free grammars, and their variants (e.g., LL(k), LR(k)).
Pattern Matching and String Searching: FSMs are applied in pattern-matching algorithms to search for specific patterns or substrings within input strings. Examples include string-matching algorithms like the Knuth-Morris-Pratt (KMP) and Aho-Corasick algorithms.
Robotics and Control Systems: FSMs model the behaviour of robots and control systems. They help specify and implement control strategies, navigation algorithms, and decision-making processes based on sensor inputs and environmental conditions.
Game Development: FSMs represent the behaviour of characters, game objects, and AI agents in games. They facilitate designing finite sets of states and transitions that govern the behaviour and interactions within the game world.
Embedded Systems and IoT: FSMs find applications in embedded systems and Internet of Things (IoT) devices for managing system states, event handling, and controlling device behaviour based on input stimuli and sensor data.
Workflow and Process Automation: FSMs can model and automate various workflows and business processes in industries such as manufacturing, logistics, finance, and healthcare. They help streamline operations, manage states of tasks, and ensure compliance with predefined rules and constraints.
User Interface Design: FSMs are utilized in user interface design to model the behaviour of interactive systems, menus, dialogues, and user input handling. They enable designers to define different states of the interface and transitions triggered by user actions.
Finite state machines provide a versatile framework for modelling and solving problems across diverse domains, from hardware design and software development to system control, automation, and beyond. Their simplicity, expressiveness, and formalism make them powerful computational modelling and problem-solving tools.
VI. A Pattern-Matching FSM
The graph below shows the different states, transitions, stimuli and outputs of a finite state machine (FSM) that takes two input strings, S and P and looks for P in S. The machine should exit when the first occurrence of P is found in S, or when the end of the string S is reached.
A Finite State Machine that searches for pattern P in candidate string S.
The FSM starts in the Start position with P(0) and S(0). S(0) is not shown because it’s a preparatory state that the FSM, by definition, will never return to. That is why the diagram does not show it to avoid cluttering. However, we must revisit state P(0) if the search at position m (say) does not match, and we must start over.
Next, one character from S is read, and both characters S(n) and P(k) are compared. If they match, both are incremented. If they don’t match, the pattern position is reset, and the search continues from the next position in S. The FSM exists in two cases. The first case is when the pattern matches, while the second case is when the string end is reached.
The Python code that implements this state machine can be found in the appendix.
VII. What Problems Are Not Adequate for Finite State Machines?
In his lectures on computation, Richard Feynman tries to solve the parenthesis-checking problem with a finite state machine. A string of parentheses is given as input, and the FSM should check if the string is balanced, meaning every open parenthesis has a closing one in the correct order. Since the problem requires a solution for strings of arbitrary lengths, Feynman argues that an arbitrarily large number of states is required for a state machine to work. Hence, for some problems, such as parenthesis-checking, the finiteness of the FSM makes it inadequate.
An arbitrary string requires a machine with an arbitrary—that is, ultimately, infinite—number of states. Hence, no finite-state machine will do. What will do, as we shall see, is a Turing machine—for a Turing machine is, essentially, an FSM with infinite memory capacity.
There are certain problems that FSMs are not well-suited to solve due to their inherent limitations. Here are some examples:
Complex Decision-Making: FSMs are limited in their ability to handle complex decision-making processes involving multiple conditions, dependencies, and dynamic changes in behaviour. While they can model simple decision logic based on the current state and input, they struggle to handle complex decision trees or table tables efficiently.
Dynamic Data Structures: FSMs are unsuitable for modelling systems with dynamic data structures, such as linked lists, trees, graphs, or dynamically allocated memory. FSMs operate on fixed sets of states and transitions, making them ill-equipped for managing dynamic data structures and memory allocation/deallocation.
Recursion and Loops: FSMs have difficulty representing and processing recursive structures or loops. Recursive behaviour or cyclic dependencies in a system cannot be directly modelled using traditional FSMs without resorting to additional mechanisms like recursion unrolling or state stacking, which can complicate the model and make it harder to analyze.
Complex Pattern Matching: While FSMs are useful for simple pattern-matching tasks, they are inefficient for handling complex problems with large or irregular patterns. Problems such as natural language processing, image recognition, and data mining often require more sophisticated techniques than what FSMs offer.
State Explosion Problem: FSMs can suffer from the state explosion problem, especially in systems with many states or complex state interactions. As the number of states and transitions increases, the size and complexity of the FSM grow exponentially, making it difficult to manage, analyze, and maintain.
Continuous Systems and Real-Time Behavior: FSMs are discrete-event models that operate on discrete states and transitions. They are unsuited for modelling continuous systems or systems with real-time behaviour, where events occur continuously or at high frequencies. Continuous-time systems are better modelled using differential equations or other continuous-time models.
Context-Sensitive Behavior: FSMs cannot typically effectively capture context-sensitive behaviour or context-dependent transitions. Systems that require sophisticated context handling or context-aware decision-making may require more advanced modelling techniques, such as statecharts or Petri nets.
Probabilistic Behavior: FSMs represent deterministic systems where transitions are based solely on the current state and input. They do not inherently support modelling probabilistic behaviour or uncertainty. Problems involving probabilistic decision-making, stochastic processes, or uncertainty management may require probabilistic models like Markov chains or stochastic automata.
While finite state machines are versatile models for representing and solving certain problems, they have limitations when handling complex decision-making, dynamic data structures, recursion, continuous systems, context-sensitive behaviour, probabilistic behaviour, and other advanced computational tasks. It’s important to choose the appropriate modelling technique based on the nature and requirements of the problem.
VIII. Advantages of Using Finite State Machines
Finite state machines (FSMs) offer several advantages in programming, computer science, and problem-solving in general:
Simplicity: FSMs have a straightforward and intuitive model, making them easy to understand and implement. This simplicity facilitates rapid development and debugging of systems.
Modularity: FSMs naturally decompose complex problems into smaller, more manageable components represented by states and transitions. Each state focuses on a specific aspect of the problem, promoting modularity and maintainability of code.
Efficiency: FSMs are often highly efficient in terms of both time and space complexity. Their deterministic nature allows fast state transitions and minimal memory overhead, making them suitable for resource-constrained environments.
Scalability: FSMs can scale well with the size and complexity of the problem. As the problem grows, additional states and transitions can be added incrementally, maintaining the overall structure and organization of the system.
Versatility: FSMs can model various systems and processes, including sequential logic circuits, parsing algorithms, protocol implementations, etc. This versatility makes them applicable to various domains in computer science and beyond.
Verification and Testing: FSMs facilitate rigorous verification and testing of systems. Since each state has a well-defined behaviour and transitions are deterministic, verifying the correctness and performing comprehensive testing, including edge cases, is easier.
Concurrency and Parallelism: In certain cases, FSMs can be extended to handle concurrent or parallel execution. By introducing additional states and transitions to represent different concurrent tasks or processes, FSMs can effectively manage complex interactions and dependencies.
Formal Analysis: FSMs can be analyzed formally using mathematical techniques such as state space exploration, model checking, and formal verification. This allows rigorous analysis of system properties such as reachability, liveness, and safety.
Real-Time Systems: FSMs are well-suited for modelling and controlling real-time systems due to their deterministic nature and predictable behaviour. They are commonly used in embedded, control, and other time-critical applications.
Education and Pedagogy: FSMs are excellent educational tools for teaching fundamental concepts in computer science, including state machines, automata theory, and algorithm design. They provide a tangible and visual representation of abstract concepts, aiding learning and comprehension.
IX. Appendix A: Python Code for Pattern-Matching FSM
The following code shows how a pattern-matching FSM can be implemented in Python. The FSM has three states: PATTERN_READ, STRING_READ, ERROR, and MATCHING and runs iterations capped by the candidate string length.
class SearchFSM:
def __init__(self, pattern):
self.pattern = pattern
self.state = "PATTERN_READ"
self.pattern_index = 0
self.string_index = 0
def transition(self, char):
# PATTERN_READ -> ERROR, MATCHING, STRING_READ
if self.state == "PATTERN_READ":
if self.pattern_index == len(self.pattern):
self.state = "ERROR" # Handle reaching end of pattern unexpectedly
elif char == self.pattern[self.pattern_index]:
self.pattern_index += 1
self.state = "MATCHING"
else:
self.state = "STRING_READ"
# STRING_READ -> PATTERN_READ
elif self.state == "STRING_READ":
self.string_index += 1
self.state = "PATTERN_READ"
# MATCHING -> STRING_READ
elif self.state == "MATCHING":
if char == self.pattern[self.pattern_index]:
self.pattern_index += 1
if self.pattern_index == len(self.pattern):
return True # Pattern found!
else:
self.state = "STRING_READ"
self.pattern_index = 0 # Reset pattern matching
else:
raise Exception("Invalid state encountered")
return False # Pattern not found yet
def search(pattern, string):
fsm = SearchFSM(pattern)
for char in string:
if fsm.transition(char):
return True
return False # Pattern not found in the string
# Example usage
pattern = "ABC"
string = "ABCCDEF"
if search(pattern, string):
print("Pattern found!")
else:
print("Pattern not found.")
# Example usage
pattern = "CCD"
string = "ABCCDEF"
if search(pattern, string):
print("Pattern found!")
else:
print("Pattern not found.")
# Second usage
pattern = "123"
string = "ABCCDEF"
if search(pattern, string):
print("Pattern found!")
else:
print("Pattern not found.")
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