State Machines
By Robert Laing
snoopy for later https://za.pinterest.com/pin/856387685387905597/
https://thesearch.space/episodes/1-the-poet-of-logic-programming 35
https://www.youtube.com/channel/UC8lpeG5tMWot_W3RxXHgGGQ
https://www.sjsu.edu/faculty/watkins/5thgen.htm
State machines are a set of sets (ie, nested sets). I’m going to use the curly bracketed {S1, S2, …, Sn} notation, though that conflicts with the Json etc convention of using curly brackets for dictionaries, C-family for starting and ending statement blocks etc.
Each state Si in turn is made up of a set of bases. In
General Game Playing notation, the start state is defined in Prologish terms as something
like init(b1). init(b2). … which could be gathered by findall(Base, init(Base), Bases)
into
a set S1 = {b1, b2, …, bn}.
The alphabet of bases for a given game is usually provided by base(b1). base(b2). … and the current state is assumed to be globally stored as true(b1). true(b2). … by next(bi), legal(role, action), and other Game Description Language members of the ten game-independent relation constants.
- entailment
- An argument is said to be valid if there is no possible situation in which its premises are all true and its conclusion is not true. An argument which is not valid is called invalid. When an argument is valid, its premises are said to entail its conclusion.
- ∀
- universal quantification
- ∃
- existential quantification
- ∧ (& ,)
- and
- ∨ (| ;)
- or
- ¬ (~ +)
- not
- ⊨
- semantic turnstile
William Rowan Hamilton
Alan Turing’s Intelligent Machinery
https://www.smashingmagazine.com/2018/01/rise-state-machines/
Hierarchical Program Structures
Transition Diagrams
Transition Function
Transition Table