INFO 2950 Prof Carla Gomes gomescs cornell edu

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INFO 2950 Prof. Carla Gomes gomes@cs. cornell. edu Module Modeling Computation: Finite State Machines

INFO 2950 Prof. Carla Gomes gomes@cs. cornell. edu Module Modeling Computation: Finite State Machines with Output Rosen, Chapter 12. 2 1

Remember the general picture of a computer as being a transition function T: S×I→S×O?

Remember the general picture of a computer as being a transition function T: S×I→S×O? – If the state set S is finite (not infinite), we call this system a finite state machine. If the domain S×I is reasonably small, then we can specify T explicitly by writing out its complete graph. – However, this is practical only for machines that have a very small information capacity.

Size of FSMs The information capacity of an FSM is C = I[S] =

Size of FSMs The information capacity of an FSM is C = I[S] = log |S|. – Thus, if we represent a machine having an information capacity of C bits as an FSM, then its state transition graph will have |S| = 2 C nodes. E. g. suppose your desktop computer has a 512 MB memory, and 60 GB hard drive. – Its information capacity, including the hard drive and memory (and ignoring the CPU’s internal state), is then roughly ~512× 223 + 60× 233 = 519, 691, 042, 816 b. – How many states would be needed to write out the machine’s entire transition function graph? 2519, 691, 042, 816 = A number having >1. 7 trillion decimal digits!

FSMs as Models The FSM diagram of a reasonably-sized computer is more than astronomically

FSMs as Models The FSM diagram of a reasonably-sized computer is more than astronomically huge. – Yet, we are able to design and build these computers using only a modest amount of industrial resources. • Why is this possible? Answer: A real computer has regularities in its transition function that are not captured if we just write out its FSM transition function explicitly. – I. e. , a transition function can have a small, simple, regular description, even if its domain is enormous.

Limitations with FSM Model It ignores many important physical realities: – How is the

Limitations with FSM Model It ignores many important physical realities: – How is the transition function’s structure to be encoded in physical hardware? • How much hardware complexity is required to do this? – How close in physical space is one bit’s worth of the machine’s information capacity to another? • How long does it take to communicate information from one part of the machine to another? – How much energy gets dissipated to heat when the machine updates its state? • How fast can the heat be removed, and how much does this impact the machine’s performance? Let’s consider a basic example.

Applications Finite-State Machines are used in a variety of applications. – Spell checking programs

Applications Finite-State Machines are used in a variety of applications. – Spell checking programs – Grammar checking – Indexing and searching large text files – Speech/Language recognition – Network Protocols

Types of Finite-State Machines with Output – Mealy: Output determined by state and input

Types of Finite-State Machines with Output – Mealy: Output determined by state and input – Moore: Output determined by state alone Finite-State Machines with No Output – Also known as finite-state automata – There are two types of finite-state automata • Deterministic: Each state-input pair dictates a unique transition into another state • Non-deterministic: Each state-input pair can lead to several possible states

Finite State Machines with Output We will focus on only Mealy machines Since we

Finite State Machines with Output We will focus on only Mealy machines Since we will always refer to finite-state machines with no output as finite-state automata, we will use the term finite-state machine to mean finitestate machine with output. The best way to understand finite-state machines is probably with an example. Perhaps the best example deals with a device most of use are very familiar with—vending machines.

Example: Candy Machine Consider a vending machine that – Accepts nickels (5 cents), dimes

Example: Candy Machine Consider a vending machine that – Accepts nickels (5 cents), dimes (10 cents), and quarters (25 cents), crediting the amount. – If the total credit is more than 25, it returns the difference so only 25 cents credit remains. – Dispenses a candy bar if the candy button is pushed and there is 20 cents credit. – Dispenses a candy bar and returns 5 cents if the candy button is pushed and there is 25 cents credit. – Dispenses a soda if the soda button is pushed and there is 25 cents credit.

Candy Machine States The vending machine can be in different states based on the

Candy Machine States The vending machine can be in different states based on the amount of money that has been credited to the user. Change is returned after 25 cents, and all coins are multiples of 5. Thus, the machine can be in the following states: – – – 0 cents credit (state S 0) 5 cents credit (state S 1) 10 cents credit (state S 2) 15 cents credit (state S 3) 20 cents credit (state S 4) 25 cents credit (state S 5)

Candy Machine Input/Output The machine can accept the following inputs – – – A

Candy Machine Input/Output The machine can accept the following inputs – – – A dime (10 cents) inserted A nickel (5 cents) inserted A quarter (25 cents) inserted Candy button pushed (CB) Soda button pushed (SB) The machine has the following possible outputs – – – A dime (10 cents) returned A nickel (5 cents) returned A quarter (25 cents) returned A candy bar (C) dispensed A soda (S) dispensed Nothing (n) is returned or dispensed

Candy Machine FSM We now have enough information to construct our finite-state machine. For

Candy Machine FSM We now have enough information to construct our finite-state machine. For each possible input and each possible state, we need to know what to output (if anything) and what state the machine should go to. For instance: – If the machine is in state S 3 (15 cents credit) and – a quarter (25 cents) is input – the machine should transition into state S 5 (25 cents credit) and – 15 cents (a dime and nickel) should be output. We can construct a state diagram and/or a state table by considering every possible input on every possible state.

Candy Machine State Diagram

Candy Machine State Diagram

Candy Machine State Table Next State Input State 5 10 25 CB S 0

Candy Machine State Table Next State Input State 5 10 25 CB S 0 S 1 S 2 S 5 S 0 S 1 S 2 S 3 S 5 S 1 S 2 S 3 S 4 S 5 S 5 S 0 S 5 S 5 S 0 SB S 0 S 1 S 2 S 3 S 4 S 0 5 n n n 5 Output Input 10 25 CB n n 5 n n 10 n n 15 n 5 20 Candy 10 25 Candy, 5 SB n n n Soda

FSM Definition: A finite-state machine is a 6 -tuple M=(S, I, O, f, g,

FSM Definition: A finite-state machine is a 6 -tuple M=(S, I, O, f, g, S 0) where – – – S is a finite set of states I is a finite input alphabet O is a finite output alphabet f: S´I®S is a transition function from each state-input pair to a state g: S´I®O is a output function from each state-input pair to an output – S 0 is the initial state

FSM Representations As we have already seen, there are two common ways of representing

FSM Representations As we have already seen, there are two common ways of representing finite-state machines – A state table is used to represent a finite-state machine by giving the values of the functions f and g. – A state diagram is a directed graph representation of a finite-state machine.

State Tables A state table is organized as follows The rows are indexed by

State Tables A state table is organized as follows The rows are indexed by the states. The columns are split into two groups: • The first half are indexed by the inputs • The entries in the table give the value of the function f – that is the new states Next State Output Input State 5 10 25 CB SB S 0 S 1 S 2 S 5 S 0 n n n S 1 S 2 S 3 S 5 S 1 n n 5 n n S 2 S 3 S 4 S 5 S 2 n n 10 n n S 3 S 4 S 5 S 3 n n 15 n n S 4 S 5 S 5 S 0 S 4 n 5 20 Candy n S 5 S 5 S 0 5 10 25 Candy, 5 Soda • The second half are also indexed by the inputs • The entries in the table give the value of the function g – that is, the outputs.

State Diagram A state diagram is organized as follows – The nodes in the

State Diagram A state diagram is organized as follows – The nodes in the graph represent the states. The edges in the graph represent the transitions. An edge (Si, Sj) occurs if some input causes a transition from Si to Sj Each edge is labeled with a pair (x, y), where • x is the input which (along with the state) causes the transition • y is the output triggered by the state-input pair.

Example: Unit Delay In some electronic devices, it is necessary to use a unit-delay

Example: Unit Delay In some electronic devices, it is necessary to use a unit-delay machine. That is, whatever is input into the machine should be output from the machine, but delayed by a specific amount of time. For instance, given a string of binary numbers x 1, x 2, …, xn, the machine should produce the string 0, x 1, x 2, …, xn-1. We want to use a finite state machine to model the behavior of a unit-delay machine. What should a state in this machine represent? One possibility is that a state represents the last input bit. Thus we need a state for “ 1” and a state for “ 0” We also need start state.

Unit Delay States We will use the following states (that memorize last bit; except

Unit Delay States We will use the following states (that memorize last bit; except S 0) – State S 0 is the start state – State S 1 occurs if the previous input was 1 – State S 2 occurs if the previous input was 0 We can easily construct the state table for the unit delay machine by realizing that – When the input is 0, we always transition to state S 2 – When the input is 1, we always transition to state S 1 – When we are in state S 1 we always output 1 (since the previous input was 1) – When we are in state S 2 we always output 0 (since the previous input was 0) – When we are in state S 0 we always output 0 (since we always output 0 first)

Unit Delay State Table/Diagram Here is the state table and state diagram based on

Unit Delay State Table/Diagram Here is the state table and state diagram based on our previous observations. Next State Input Output Input State S 0 0 S 2 1 S 1 0 0 1 0 S 1 S 2 S 2 S 1 1 0 What’s output of 101011?

Example: Binary Adder We want to construct a finite state machine that will add

Example: Binary Adder We want to construct a finite state machine that will add two numbers. The input is two binary numbers, (xn…x 1 x 0)2 and (yn…y 1 y 0)2 At each step, we can compute (xi+yi) starting with (x 0+y 0). – If (xi+yi)=0, we output 0. – If (xi+yi)=1, we output 1. – If (xi+yi)=2, we have a problem. The problem is we need a carry bit. In fact, our computation needs to know the carry bit at each step (so we compute xi+yi+ci at each step), and be able to give it to the next step. We can take care of this by using states to represent the carry bit.

Binary Adder States We will use the following states – State S 0 occurs

Binary Adder States We will use the following states – State S 0 occurs if the carry bit is 0 – State S 1 occurs if the carry bit is 1 Since when we begin the computation, there is no carry, we can use S 0 as the start state, So, how does which state we are in affect the output? If we are in state S 0 (we have a carry of 0) – If (xi+yi)=0, we output 0, and stay in state S 0 – If (xi+yi)=1, we output 1, and stay in state S 0 – If (xi+yi)=2, we output 0, and go to state S 1 If we are in state S 1 (we have a carry of 1) – If (xi+yi +1)=1, we output 1, and go to state S 0 – If (xi+yi +1)=2, we output 0, and stay in state S 1 – If (xi+yi +1)=3, we output 1, and stay in state S 1

Binary Adder State Table/Diagram From the previous observations, we can construct the state table

Binary Adder State Table/Diagram From the previous observations, we can construct the state table and state diagrams for the binary adder Next State Output Input State 00 01 10 11 S 0 S 0 S 1 0 1 1 0 S 1 S 1 S 1 1 0 0 1

Construct a state table for the finite-state machine in Fig. 3. Input, output Find

Construct a state table for the finite-state machine in Fig. 3. Input, output Find the output string for the input 101011 Answer: 001000 Output of 101011? 001000

Language Recognizer We want to construct an FSM that outputs 1 iff the string

Language Recognizer We want to construct an FSM that outputs 1 iff the string read so far has 111. S 0 – this state remembers that the previous input value (if it exists) was not a 1 S 1 – this state remembers that the previous input value was a 1, but the input before (if it exists) was not a 1 S 2 – this state remembers that the previous two input values were 1 26

Language Recognizer 0, 0 S 0 0, 0 S 1 1, 0 0, 0

Language Recognizer 0, 0 S 0 0, 0 S 1 1, 0 0, 0 1, 0 S 2 1, 1 S 0 – this state remembers that the previous input value (if it exists) was not a 1 S 1 – this state remembers that the previous input value was a 1, but the input before (if it exists) was not a 1 S 2 – this state remembers that the previous two input values were 1 This finite-state machine recognizes the set of bit strings that end in 111. 27

FSM as a Language Recognizer Definition: Let M=(S, I, O, f, g, S 0)

FSM as a Language Recognizer Definition: Let M=(S, I, O, f, g, S 0) be a FSM and L I*. We say that M recognizes (or accepts) L, iff for any input string x that belongs to L, M produces a 1 as an output

Next Finite state machines with no output Finite Automata 29

Next Finite state machines with no output Finite Automata 29