Algorithms for the reduction of timed finite state graphs

1987 ◽  
Vol 17 (5) ◽  
pp. 198-216
Author(s):  
G. H. Masapati ◽  
G. M. White
Keyword(s):  
Author(s):  
Hong-Sen Yan ◽  
Chin-Hsing Kuo

A mechanism that encounters a certain changes in its topological structure during operation is called a mechanism with variable topologies (MVT). This paper is developed for the structural and motion state representations and identifications of MVTs. For representing the topological structures of MVTs, a set of methods including graph and matrix representations is proposed. For representing the motion state characteristics of MVTs, the idea of finite-state machines is employed via the state tables and state graphs. And, two new concepts, the topological homomorphism and motion homomorphism, are proposed for the identifications of structural and motion state characteristics of MVTs. The results of this work provide a logical foundation for the topological analysis and synthesis of mechanisms with variable topologies.


2003 ◽  
Vol 13 (2) ◽  
pp. 221-246 ◽  
Author(s):  
MAX SILBERZTEIN

This article describes a large-coverage formalisation of a French determiner system that includes simple words such as “le” (the), compounds such as “la plupart des” (most of), and more complex sequences such as “toute une partie de ce groupe de” (a whole part of this group of). The grammar is available in the form of a library of 150 Finite-State graphs and is compiled into a Minimal Deterministic Finite-State Transducer of over 5,000 states and 113,000 transitions.


2006 ◽  
Vol 69 (2) ◽  
pp. 323-345 ◽  
Author(s):  
Carmen Galvez ◽  
Félix Moya-Anegón
Keyword(s):  

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


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