• Title/Summary/Keyword: FSM

Search Result 272, Processing Time 0.024 seconds

Development on ATM Protocol Verificator (ATM 프로토콜 검정기 개발)

  • Min, J.H.;Lee, B.H.
    • Electronics and Telecommunications Trends
    • /
    • v.13 no.6 s.54
    • /
    • pp.94-107
    • /
    • 1998
  • 연구 개발의 주된 내용은 SDL(Specification Description Language)을 위한 정형기법 지원도구 중 명세상에서 행위 부분에 대한 동적 특성을 검정하는 검정기 개발이다. 모델 검정기는 해당 프로토콜에 대해 생성된 중간 모델 I/O FSM(Input/Output Finite State Machine)에 Modal-calculus에 의해 검정대상인 deadlock, livelock, reachability 및 liveness에 대한 표현과 I/O FSM에 대해 해당 알고리즘 적용 및 분석 기능을 C++언어로 구현하였다. 또한 SDL Editer 기능과 관련된 도구들과 통합하여 사용자들이 쉽고 편하게 쓸 수 있도록 환경 및 통합 모듈을 구현한다.

The Developments of State CHDL and Two-Level Minimizer for State Machine Synthesizer (상태합성기(State Machine Synthesizer) 설계를 위한 상태 CHDL 개발 및 Two-level minimizer 개발에 관한 연구)

  • 김희석;이근만;임인칠
    • Journal of the Korean Institute of Telematics and Electronics A
    • /
    • v.29A no.4
    • /
    • pp.83-90
    • /
    • 1992
  • The state machine synthesizer is widely used to FSM synthesis. In this paper, we developed the state machine description language "state CHDL" such as IF, THEN, ELSE, SWITCH, CASE statements. Also, an algorithm for efficient state minimization and two level minimizer of FSM and graphical user interface-pin map window, supporting the designer with input-ouput effency, are presented.

  • PDF

Design and Implementation of Artificial Intelligence Agent for Real-Time Simulation Football Game in a Mobile Environment (모바일 환경에서 실시간 시뮬레이션 축구게임을 위한 인공지능 에이전트 설계 및 구현)

  • Baek, Kyeongjin
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.04a
    • /
    • pp.636-639
    • /
    • 2016
  • 최근 모바일 게임에서의 인공지능과 관련된 연구가 활발히 진행되고 있다. 본 논문에서는 모바일 축구 시뮬레이션 게임에서 활용할 수 있는 인공지능 에이전트를 Hierarchical FSM 기반으로 설계하고 구현하여 실제 축구경기 결과와 비슷한 결과 도출하였다. 이러한 Hierarchical FSM을 기반으로 한 지능형 에이전트는 코드의 재활용성이 높고 개념적으로 간단하여 인공지능 에이전트를 설계 및 구현하기에 적합하다.

Design And Development of Game AI Using Unreal Engine 4 Behavior Tree (Unreal Engine4의 Behavior Tree를 이용한 게임 AI 설계 및 구현)

  • Bae, Sung-Jin;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.01a
    • /
    • pp.267-269
    • /
    • 2016
  • 본 논문에서는 언리얼 엔진4의 Behavior Tree(행동 트리)를 이용하여 NPC의 다양한 상태와 움직임을 가진 어드벤처 게임 AI를 설계 및 개발하였고, 그 효율성을 분석하였다. Behavior Tree는 상태와 행동을 계층적으로 나누어 AI의 행동을 결정하는 알고리즘으로 FSM(Finite State Machine, 유한상태기계)과 비교하여 유지보수와 행동 규칙 검증의 어려움을 해결하는 데 장점이 있음을 확인하였다.

  • PDF

An Artificial Intelligence Evaluation on FSM-Based Game NPC (FSM 기반의 게임 NPC 인공 지능 평가)

  • Lee, MyounJae
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.127-136
    • /
    • 2014
  • NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.

Techniques Using MUIO and shortest Path(MUSP) and Multiple Unique State (MUSS) for Aynchronizable Test Swquence Genration (동기화된 시험순서를 생성하기 위한 개선된 시험 생성 방법)

  • Jeong, Yun-Hui;Hong, Beom-Gi
    • The Transactions of the Korea Information Processing Society
    • /
    • v.4 no.3
    • /
    • pp.767-774
    • /
    • 1997
  • A procedure presented in this paper greerates test squences to check the conformity of an implementation wihh a protocol specification which is moedled as a determinstic fimite state machine(FSM).We proposed a tech-nique to determine a minium-cost tour of the transition graph of the FSM..The technique using Multiple UIO and Shortest Path(MUSP) sabes the cost 1-9% over MUIO and directly, derive a symertric test graph from an FSM graph From this fact, we proposed a tecuque using Multiple Sate Suganture(MUSS) to solve an open issue that the multiple UIO assignment may not minimize the lengy of the tour.In this paper, the proposed techique is also, applied to generate a synchronizable test wequence.And the result shows that the techique using MUSP anhd MUSS saves the cost 7-29% and 7-42% over the previous approach using MUIO, respect-ively.

  • PDF

Design and Implementation of Path Computation Element Protocol (PCEP) - FSM and Interfaces (Path Computation Element 프로토콜 (PCEP)의 설계 및 구현 - FSM과 인터페이스)

  • Lee, Wonhyuk;Kang, Seungae;Kim, Hyuncheol
    • Convergence Security Journal
    • /
    • v.13 no.4
    • /
    • pp.19-25
    • /
    • 2013
  • The increasing demand for fast, flexible and guaranteed Quality of Service (QoS) in core networks has caused to deploy MultiProtocol Label Switching (MPLS) and Generalized MPLS (GMPLS) control plane. In GMPLS control plane, path computation and cooperation processes are one of the crucial element to maintain an acceptable level of service. The Internet Engineering Task Force (IETF) has proposed the Path Computation Element (PCE) architecture. The PCE is a dedicated network element devoted to path computation process and communications between Path Computation Clients (PCC) and PCEs is realized through the PCE Protocol (PCEP). This paper examines the PCE-based path computation architecture to include the design and implementation of PCEP. The functional modules including Finite State Machine (FSM) and related key design issues of each state are presented. In particular we also discuss internal/external protocol interfaces that efficiently control the communication channels.

An Analysis on Structure of Risk Factor for Maritime Terrorism using FSM and AHP (해상테러 위험요소의 구조와 우선순위 분석)

  • Jang Woon-Jae;Keum Jong-Soo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2004.11a
    • /
    • pp.343-348
    • /
    • 2004
  • Since the destruction of World Trade Center the attention of the united States and the wider international community has focussed upon the need to strengthen security and prevent terrorism. This paper suggests an analysis prior to risk factor and structure for anti-terrorism in the korean maritime society. For this, in this paper, maritime terror risk factor was extracted by type and case of terror using brainstorming method. Also, risk factor is structured by FSM method and analyzed for ranking of each risk factor by AHP. At the result, the evaluation of risk factor is especially over maximum factor for related external impact.

  • PDF

A Study on High Efficiency Flux Switching Motor drive (플럭스 스위칭 전동기의 고효율 드라이브에 대한 연구)

  • Min, Byeng-Jae;Kim, Dong-Hee;Koo, Bon-Sam;Choi, Keyng-Ho;Kim, Nam-Hun
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.24 no.2
    • /
    • pp.92-100
    • /
    • 2010
  • A new class of electronically commutated brushless motor, the flux-switching motor(FSM) is gradually emerging in power tools and household appliances especially fan and pump application because of green policy. This motor offers advantages of high-power density and relatively high efficiency compare with induction motor, low cost and simple motor structure compare with bldc motor. This paper presents the principle of the FSM and design of the 12/6 pole FSM drive system for fan application. Finally, test results of the prototype motor are provided to verify a validity of the fan application with TMS320F2812 DSP and inverter.

The Performance-ability Evaluation of an UML Activity Diagram with the EMFG (EMFG를 이용한 UML 활동 다이어그램의 수행가능성 평가)

  • Yeo Jeong-Mo;Lee Mi-Soon
    • The KIPS Transactions:PartD
    • /
    • v.13D no.1 s.104
    • /
    • pp.117-124
    • /
    • 2006
  • Hardware and software codesign framework called PeaCE(Ptolemy extension as a Codesign Environment) was developed. It allows to express both data flow and control flow which is described as fFSM which extends traditional finite state machine. While the fFSM model provides lots of syntactic constructs for describing control flow, it has a lack of their formality and then difficulties in verifying the specification. In order to define the formal semantics of the fFSM, in this paper, firstly the hierarchical structure in the model is flattened and then the step semantics is defined. As a result, some important bugs such as race condition, ambiguous transition, and circulartransition can be formally detected in the model.