What is Automaton?
What are Automata?
The term
"automata" (plural of "automaton") refers to abstract
self-operating computing devices. These are mathematical models of machines
that perform computations by transitioning through a series of states based on
input. The automatic door is a good example.
Key Concepts
States:
An
automaton can be in only one state at any given time.
A state
represents a specific configuration or condition of the machine.
Inputs:
Automata
receive input symbols from a predefined set of symbols, called an alphabet.
Inputs
trigger state transitions.
Transitions:
A
transition is a rule that dictates how the automaton
moves from one state to another based on the current state and the input
symbol.
Transitions
are the heart of an automaton’s behavior, determining how it responds to
different inputs.
Start State:
Every
automaton has a designated start state, which is the state the automaton is in
at the beginning of any computation.
Accepting States:
Some
automata have a set of accepting states. If the automaton ends its computation
in an accepting state, the input is considered "accepted" by the
automaton.
Accepting
states are used to define languages recognized by the automaton.
Why Study
Automata Theory?
Understanding Computation:
Automata
theory provides a way to model and analyze the fundamental capabilities and
limitations of computers.
Compiler Design:
Concepts
from automata theory are used in the design of compilers, particularly in
lexical analysis and parsing. Formal languages and grammars are used in
programming languages and compilers .
Formal Language Theory:
Automata
are closely related to formal languages. Each class of automata corresponds to
a class of formal languages that they can recognize. Grammars, or formal
grammars, define the rules that specify the syntax of a programming language .
Algorithm Design:
The
principles of automata theory can be applied to the design of algorithms for
various applications, such as pattern matching, text processing, and network
protocols.
Simple Example: A Light Switch
Consider
an automaton that models a simple light switch. This automaton has two states:
"ON" and "OFF". The input is a "FLIP" signal,
which represents toggling the switch.
1. States
The
automaton has two states:
·
ON: The light is on.
·
OFF: The light is off.
Automata
can only be in one state at a time
2. Inputs
The
automaton receives one input symbol:
FLIP: This signal
represents the action of flipping the light switch.
3. Transitions
The
transitions define how the automaton changes from one state to another based on
the input.
If the
current state is "OFF" and the input is "FLIP", the
automaton transitions to the "ON" state.
If the
current state is "ON" and the input is "FLIP", the
automaton transitions to the "OFF" state.
4. Start State
The
start state is the state in which the automaton begins its operation.
OFF: Initially,
the light is off.
5. Accepting States
In this
example, we can define the "ON" state as the accepting state.
ON: If the automaton ends in this
state, it means the light is on.
Example Sequence
Let’s
consider a sequence of inputs: FLIP, FLIP, FLIP
Start in the "OFF" state.
Receive "FLIP": Transition to the "ON" state.
Receive "FLIP": Transition to the "OFF" state.
Receive "FLIP": Transition to the "ON" state.
Connection
to Automata Theory
This
simple example illustrates the fundamental concepts of automata theory:
Finite States: The light
switch has a finite number of states (two in this case).
Input-Driven Transitions: The state changes are driven by the input signal "FLIP".
Deterministic Behavior: For each state and input, there is exactly one transition that
defines the next state.
Another Example: Automatic Door Controller
A
classic example of a finite automaton is the controller for an automatic door. Let’s
break down how it works:
States: The controller
can be in one of two states: "OPEN" or "CLOSED," corresponding
to the state of the door.
Inputs: The controller
receives input from pressure pads in front ("FRONT") and behind
("REAR") the doorway . The possible input
conditions are "FRONT", "REAR", "BOTH" (people on
both pads), and "NEITHER" (no one on either pad) .
Transitions: The controller
changes states based on the input:
If the
door is "CLOSED" and the input is "FRONT" or
"BOTH", the controller transitions to the "OPEN" state.
If the
door is "OPEN" and the input is "NEITHER", the controller
transitions to the "CLOSED" state after a delay.
The "REAR"
input ensures the door stays open long enough for someone to pass through
completely and prevents the door from hitting someone behind it.
The Automatic Door Controller in Detail
The
automatic door controller transitions between states based on specific inputs.
Let’s look at the state transitions:
States:
"OPEN" or "CLOSED" .
Inputs:
"FRONT", "REAR", "BOTH", and "NEITHER".
Transitions:
CLOSED State:
Receiving
"NEITHER" or "REAR" keeps the controller in the
"CLOSED" state .
Receiving
"BOTH" also keeps the controller in the "CLOSED" state to
avoid knocking someone over .
Receiving
"FRONT" causes a transition to the "OPEN" state .
OPEN State:
Receiving
"FRONT", "REAR", or "BOTH" keeps the controller
in the "OPEN" state.
Receiving
"NEITHER" causes a transition back to the "CLOSED" state.
Example
Sequence
Consider
the following sequence of inputs: FRONT, REAR, NEITHER, FRONT, BOTH, NEITHER,
REAR, and NEITHER. Starting from the "CLOSED" state, the controller
would go through these states:
CLOSED
(starting) -> OPEN -> OPEN -> CLOSED -> OPEN -> OPEN ->
CLOSED -> CLOSED -> CLOSED