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20 Cards in this Set
- Front
- Back
Define Automata Theory |
Branch of maths that includes Finite State Automata and Finite State Machines |
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Finite State Automata |
Do not have outputs Accepted purpose is to recognise whether or not an input string is accepted Technical application - define grammars for programming languages |
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Finite State Machine |
Have outputs Technical application - model behaviour of systems |
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Finite State Machine 5 Tuple S,I,O,v,w |
S = set of internal states I = input alphabet for the machine O = output alphabet for the machine v = next state function S x I -> S w = output function S x I -> O |
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State Design Pattern |
Delegate state-specific processing to an object Encapsulate attributes and behaviours that are unique to each state of the game Three types - behavioural, creational, structural |
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Rule Based System |
User Interface Inference Engine Knowledge (Rule) Base If X..... (observe) Then Y..... (action/conclusion) If rule is pick it is 'fired' |
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Explain Rule Based System |
Dynamic - goes through a series of cycles Each cycle attempts to pick appropriate rule from collection of rules based on the circumstance As using a rule produces new info, it's possible for each cycle to take the reasoning process further than previous cycle |
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Recognise-Act cycle |
Suitable data put in to working memory When data in memory matches condition (recognise), rule is fired (act) |
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Extended Finite State Machines |
Variables Communicating Heirarchical Concurrent Hybrid Event driven |
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Variables in FSM |
Introduce variables and predicates over variables Expressive Convenient E.G don't count seconds of cooldown, have bool to say if cooldown is up |
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Communication in FSM |
FSM communicate using a FIFO queue E.G two player game that supports play comms Without comms extension both players in one FSM (no modularisation) With comms extension both players separate, modularised, queue used to communicate |
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Hierarchical FSM |
Introduces abstraction mechanism (group similar objects together) One state can be decomposed into another FSM Abstraction is needed for large, complex models E.G player is created, fights, die - many things happen during fight |
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Concurrent FSM |
Can model concurrency Concurrency is needed for many reactive, real-time systems |
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Event driven approach |
Reactive program Program waits for event to happen, calls appropriate event handler then waits for next event Event handler = code that's executed each time specific event happens |
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RBS Strengths |
Knowledge base easily expandable Modularised so changing one won't affect others |
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RBS Limitations |
Rules are not always independent i.e. multiple rules can exist that share similar features Adding more rules later on can cause unexpected rule interactions Large rule base becomes unwieldy |
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Fuzzy Logic |
Degrees of membership
Can be in multiple sets i.e. partially hot and partially cold |
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Intersect |
Only the values that are in both of the sets |
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Union |
Everything that is in either of the sets |
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A Complement ~A |
Everything outside A |