scholarly journals A unicellular walker embodies a finite state machine

2021 ◽  
Author(s):  
Ben T. Larson ◽  
Jack Garbus ◽  
Jordan B. Pollack ◽  
Wallace F. Marshall

Cells are complex biochemical systems whose behavior emerges from interactions among myriad molecular components. The idea that cells execute computational processes is often invoked as a general framework for understanding cellular complexity. However, the manner in which cells might embody computational processes in a way that the powerful theories of computation, such as finite state machine models, could be productively applied, remains to be seen. Here we demonstrate finite state machine-like processing embodied in cells, using the walking behavior of Euplotes eurystomus, a ciliate that walks across surfaces using fourteen motile appendages called cirri. We found that cellular walking entails a discrete set of gait states. Transitions between these states are highly regulated, with distinct breaking of detailed balance and only a small subset of possible transitions actually observed. The set of observed transitions decomposes into a small group of high-probability unbalanced transitions forming a cycle and a large group of low-probability balanced transitions, thus revealing stereotypy in sequential patterns of state transitions. Taken together these findings implicate a machine-like process. Cirri are connected by microtubule bundles, and we find an association between the involvement of cirri in different state transitions and the pattern of attachment to the microtubule bundle system, suggesting a mechanical basis for the regularity of state transitions. We propose a model where the actively controlled, unbalanced transitions establish strain in certain cirri, the release of which from the substrate causes the cell to advance forward along a linear trajectory. This demonstration of a finite state machine embodied in a living cell opens up new links between theoretical computer science and cell biology and may provide a general framework for understanding and predicting cell behavior at a super-molecular level.

2019 ◽  
Vol 15 (3) ◽  
pp. 294-301
Author(s):  
Minh-Huan Vo

In a finite state machine (FSM), there is only one active state while the other states are in idle states simultaneously. Thus, only one state is required to power up, the other states can be switched off to save active power. Normally, a backward traversing algorithm is used to label the power gating cells and extract the enable signals for combinational logic gates in reducing the active power consumption. This conventional power gating technique uses the extracted enable signals to turn ON/OFF these inserted NMOS switches. Then, a power management unit is required to manage these enable signals and detect the idle periods. The proposed self-power saving technique uses internally generated enable signals from state transitions to control NMOS switches inserted under the ground rail of each state. All internal enable signals are created to activate/deactivate the machine states at the same time. Based on the next state of the FSM, a decoder creates the enable signals for each state to do power gating in an Automatic Teller Machine (ATM) application. The isolation cell is designed to isolate the current state and next state for retaining data. Simulation results show the power saving from 31.99% at a WAIT state to 82.87% at a LOCK state, depending on the current state of the finite state machine. On average, the power loss is saved up to 63.2% in the FSM. An overhead area is about 12% compared to the conventional technique while timing overhead is under 5%.


2016 ◽  
Vol Vol. 18 no. 3 (Analysis of Algorithms) ◽  
Author(s):  
Clemens Heuberger ◽  
Daniel Krenn ◽  
Sara Kropf

The new finite state machine package in the mathematics software system SageMath is presented and illustrated by many examples. Several combinatorial problems, in particular digit problems, are introduced, modeled by automata and transducers and solved using SageMath. In particular, we compute the asymptotic Hamming weight of a non-adjacent-form-like digit expansion, which was not known before.


2011 ◽  
Vol 383-390 ◽  
pp. 2522-2527
Author(s):  
Lin Zhu ◽  
Zhan Guo Wu

An new approach to multi-task programming using Finite State Machine (FSM) integrated with the multi-task concurrence schedule mechanism of embedded real time operating system was proposed in this paper. Detailed procedures of the approach and two years’ application in an urban heating network were also presented. The approach exhibits a promising prospect in those industrial control systems where more than one highly demanding real-time task are controled concurrently. Both the calls between tasks and the internal state transitions are implemented in the form of concurrent, so that the efficiency of CPU is increased with reasonable arrangement and configuration of CPU.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


2013 ◽  
Vol 33 (1) ◽  
pp. 149-152
Author(s):  
Jianjun LI ◽  
Yixiang JIANG ◽  
Jie QIAN ◽  
Wei LI ◽  
Yu LI

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