• Title/Summary/Keyword: Finite State Machine(FSM)

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A Nondeterminism Removal Algorithm for Efficient Testing of Communication Protocols (효율적인 통신프로토콜 시험을 위한 비결정성 제거 알고리즘)

  • 허기택;이동호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.10
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    • pp.1572-1581
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    • 1993
  • DFSM(Deterministic Finite State Machine) is used because it easily represents the control flow of a protocol in the protocol specification. Real protocols contain problem of nondeterminisms that have more than one enabled transition in the same state by same input. But DFSM does not process nondeterminism. So, in this paper, we first specify a protocol with NFSM (Nonderministic FSM) that may show the characteristics of nondeterminism, and propose an algorithm which converts NFSM to DFSM.

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Design of modified HN for High Data Transmission (고속 데이터 전송을 위한 변형 해밍망 설계)

  • Kwon, Yong-Kwang
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.7
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    • pp.251-257
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    • 2014
  • The Viterbi algorithm(VA) is used to estimate the state transition of discrete-time finite state machine(FSM) that is in an uncorrelated noisy environment. This paper modified the Hamming Network to estimate the state transitions in the finite state machines, and proposed state-parallel and block-parallel Viterbi decoder. The modified Hamming Network(mHN) can perform the decoding of convolutional codes correctly as conventional Viterbi decoder. Furthermore, the complexities of the proposed Viterbi decoder are reduced approximately 10% less than conventional Viterbi decoder, and the processing times are improved approximately 40% more than conventional Viterbi decoder.

A Study on a Hardware Folw-Chart and Hardware Description Language for FSM (FSM 설계를 위한 하드웨어 흐름도와 하드웨어 기술 언어에 관한 연구)

  • Lee, Byung-Ho;Cho, Joong-Hwee;Chong, Jong-Wha
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.4
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    • pp.127-137
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    • 1989
  • This paper describes hardware flow-chart and SDL-II, which are register-transfer level, to automate logic design. Hardware flow-chart specifies behavioral and structural charaterstics of generalized FSMs (Finite State Machine) usin the modified ASM (Algorithmic State Machnine) design techniques. SDL-II describes the hardware flow-chat which specifies the control and the data path of ASIC(Application Specific IC). Also many examples are enumerated to illustrate the features of hardware flow-chart and SDL-II.

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Virtual Prototyping of Consumer Electronic Products by Embedding HMI Functional Simulation into VR Techniques (HMI 기능성 시뮬레이션과 VR 기법과의 연동을 통한 개인용 전자제품의 가상시작 방안)

  • Park, Hyung-Jun;Bae, Chae-Yeol;Lee, Kwan-Heng
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.87-94
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    • 2007
  • The functional behavior of a consumer electronic product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose an approach to virtual prototyping (VP) that incorporates HMI functional simulation into virtual reality techniques in order to enables users to capture not only the realistic look of a consumer electronic product but also its functional behavior. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. We have developed a VP system based on the proposed approach. The system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The system provides the realistic visualization of the product and the vivid simulation of its functional behavior using head-mounted displays (HMD) and stereo speakers. It can easily allow users to perform functional evaluation and usability testing. A case study about the virtual prototyping of an MP3 player is given to show the usefulness of the proposed approach.

A Proposal on Game Engine Behavior Tree (게임 엔진 행동 트리 제안)

  • Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.415-421
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    • 2016
  • A behavior tree is to express the behavior of artificial intelligence. The behavior tree has a characteristic that is easy to change state transitions than FSM(Finite State Machine), see the progress of the action. For these reasons, the behavior tree is widely used in more than FSM. This paper is to analyze the advantages and disadvantages on behavior trees of game engines, proposes the improved behavior tree based on analyzed them. To achieve this, in this paper, first, examines the role of node and the behavior tree structure of the unity engine, unreal engine. Second, discusses the advantages and disadvantages based on it. Third, proposes the behavior tree to improve the disadvantages of behavior tree of unity engine and unreal engine, depth of behavior tree and search time required to select the execution node. This paper can help developers using the tree to develop the game.

A Transition Reduction Algorithm of Finite State Machines using Slice Models (Slice 모델을 이용한 유한상태머신의 트랜지션 축약 알고리즘)

  • Lee, Woo-Jin
    • Journal of KIISE:Software and Applications
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    • v.35 no.1
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    • pp.12-21
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    • 2008
  • As the usage of computer systems is increasing in our lives, the reliability and safely of these systems need to be thoroughly checked through the verification techniques. As a basic formalism for several modeling methods, the finite state machine (FSM) is widely used in specification and verification of system models. And there is a technique for ing internal events of FSM in order to effectively analyze the system. However, this technique does not handle the state explosion problem since it can be applied after completely generating all the state space of the system. In this research, we provide a new approach for efficiently representing concurrent properties of FSM, the slice model and provide an efficient transition reduction method based on the slice model. Our approach is effective in time and space perspective since it is peformed by partially generating the needed system states while the existing abstraction technique can be applied to all the system states.

The State CHDL Description and Symbolic Minimization Algorithm Development for State Machine Synthesizer (상태합성기 설계를 위한 상태 CHDL 기술 및 기호최소화 알고리듬개발)

  • Kim, Hi-Seok
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.5
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    • pp.127-136
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    • 1989
  • A Symbolic cover Minimization Algorithm and State CHDL Description for Finite State Machine Synthesizer are Presented. State CHDL are used for design of PLA based finite state machine, also the symbolic cover minimization algorithms are based upon single cube containment and distance 1 merging algorithms. The procedure for state machine synthesizer has been applied to practical example, including traffic light controller by using Boulder Optimal Logic Design System.

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Test Sequence Generation Using Multiple Unique State Signature(MUSS)

  • Jung, Yoon-Hee;Hong, Beom-Kee
    • Journal of Electrical Engineering and information Science
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    • v.2 no.6
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    • pp.43-47
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    • 1997
  • A procedure presented in this paper generates test sequences to check the conformity of an implementation with a protocol specification, which is modeled as a deterministic finite state machine (FSM). Given a FSM, a common procedure of test sequence generation, first, constructs a directed graph which edges include the state check after each transition, and produces a symmetric graph G* from and, finally, finds a Euler tour of G*. We propose a technique to determine a minimum-cost tour of the transition graph of the FSM. The proposed technique using Multiple Unique State Signature (MUSS) solves an open issue that one MUIO sequence assignment may lead to two more edges of unit cost being replicated to from G* while an optimal assignment may lead to the replication of a single edge of high cost. In this paper, randomly generated FSMs have been studied as test cases. The result shows that the proposed technique saves the cost 4∼28% and 2∼21% over the previous approach using MUIO and MUSP, respectively.

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Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

A Design of Effective NPC AI Patterns Using the Theory of 'Flow' and FSM in the Adventure Game (어드벤처 게임에서 몰입이론과 FSM을 이용한 효과적인 NPC AI 패턴 설계)

  • Oh, Se-Woong;Kang, Hee-Min;Cho, Young-Jin;Lim, Man-Sik;Kim, Sang-Muk;Lee, Jong-Beom;Sin, Ko-Eun;Lee, Ji-Hoon;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.297-301
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    • 2014
  • 게임에는 많은 종류의 장르가 있다. 어떤 장르의 게임이 되었건 플레이어와 많은 상호작용을 하는 A.I는 게임에 있어 중요한 요소 이며 어드벤처 게임(Adventure Game) 장르도 예외는 아니다. A.I(Artificial Intelligence)I의 행동이나 상황에 따른 플레이어와의 상호작용은 게임에 있어 플레이어에게 몰입감을 주며 게임을 좀 더 현실감 있게 해주는 게임의 수많은 요소 중 하나다. 본 논문에서는 FSM(Finite-State Machine) 기법을 사용하여 어드벤처 게임에서플레이어에게 '몰입'을 유발 시키는 방법으로 FSM 기법의 NPC(None-Player Character) A.I 패턴을 디자인을 통해 플레이어의 '몰입'을 유발 하였다.

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