Example #1
0
        static void Main(string[] args)
        {
            FSATransitionFunction transition = new FSATransitionFunction();

            transition.Add(1, 'a', 3);
            transition.Add(1, Symbols.Epsilon, 3);
            transition.Add(2, 'a', 1, 2);
            transition.Add(2, 'c', 3);
            transition.Add(3, 'b', 1, 2);

            FiniteStateAutomaton automaton = new FiniteStateAutomaton(
                AutomatonHelper.CreateStates(3),
                new HashSet <char>(new [] { 'a', 'b', 'c' }),
                transition,
                "1", AutomatonHelper.CreateFinalStates(3));

            Console.WriteLine(automaton.IsWordInLanguage("ab"));
            FiniteStateAutomaton dfa = (FiniteStateAutomaton)automaton.CreateDeterministicAutomaton();

            Console.WriteLine(dfa.IsDeterministic(true));

            Game1 game = new Game1();

            game.Run();
        }
Example #2
0
        public FiniteStateAutomaton(HashSet <State> states, HashSet <Symbol> alphabet, FSATransitionFunction transFunc, State start, HashSet <State> final)
        {
            this.States             = states;
            this.Alphabet           = alphabet;
            this.TransitionFunction = transFunc;
            this.StartState         = start;
            this.FinalStates        = final;

            VerifyAutomaton();
        }
Example #3
0
        public override Automaton <StateSymbolPair, HashSet <State> > CreateDeterministicAutomaton()
        {
            //return if we're already deterministic.
            if (IsDeterministic())
            {
                return(new FiniteStateAutomaton(this));
            }

            FSATransitionFunction map = new FSATransitionFunction();
            //ep-closure
            HashSet <State>          startStates   = GetStatesAccessibleFrom(StartState, Symbols.Epsilon);
            Stack <HashSet <State> > statesToVisit = new Stack <HashSet <State> >();
            List <HashSet <State> >  newStates     = new List <HashSet <State> >();

            statesToVisit.Push(startStates);

            newStates.Add(startStates);

            HashSet <State> finalStates = new HashSet <State>();

            //consider the case our start state(s) are final
            if (startStates.Intersect(FinalStates).Count() != 0)
            {
                Console.WriteLine("Start state(s) are final; adding..");
                finalStates.Add(AutomatonHelper.CreateSetOfStates(startStates));
            }

            while (statesToVisit.Count > 0)
            {
                HashSet <State> stateSet = statesToVisit.Pop();

                //consider each symbol in our alphabet; the transition from S => S is going to be the union of every possible accessible state
                foreach (Symbol symbol in Alphabet)
                {
                    //if the map contains this key, then we've already visited this state - don't do it again
                    if (!map.ContainsKey(new StateSymbolPair(AutomatonHelper.CreateSetOfStates(stateSet), symbol)))
                    {
                        HashSet <State> closure = new HashSet <State>();

                        foreach (State state in stateSet)
                        {
                            closure.UnionWith(GetStatesAccessibleFrom(state, symbol));
                        }
                        Console.WriteLine("From state {0}, on input {2}, the states are {1}", AutomatonHelper.CreateSetOfStates(stateSet),
                                          AutomatonHelper.CreateSetOfStates(closure), symbol);

                        HashSet <State> stateToAdd = new HashSet <State>()
                        {
                            closure.Count == 0 ? AutomatonHelper.CreateSetOfStates(
                                Symbols.ErrorState.ToString()) : AutomatonHelper.CreateSetOfStates(closure)
                        };

                        //so now closure is every possible state reachable from some symbol. If it's empty, it's the error state
                        Console.WriteLine("Adding transition from state {0} on symbol {1}", AutomatonHelper.CreateSetOfStates(stateSet),
                                          symbol);
                        map.Add(new StateSymbolPair(AutomatonHelper.CreateSetOfStates(stateSet), symbol), stateToAdd);

                        //keep a track of the sets we have
                        newStates.Add(stateToAdd);

                        //if we have a final state, the set of states is final
                        if (closure.Intersect(FinalStates).Count() != 0)
                        {
                            finalStates.Add(AutomatonHelper.CreateSetOfStates(closure));
                        }

                        //now we need to visit this set of states and find where it goes
                        if (closure.Count != 0)
                        {
                            statesToVisit.Push(closure);
                        }
                    }
                }
            }

            HashSet <State> states = new HashSet <State>();

            //the set of states is the unique keys in the mapping
            foreach (var state in map.Keys.GroupBy(k => k.State))
            {
                states.Add(state.Key);
            }

            //the final states are any of the 'new' states which contain a final state

            return(new FiniteStateAutomaton(states, Alphabet, map,
                                            AutomatonHelper.CreateSetOfStates(startStates), finalStates));
        }