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Input/output automata provide a formal model, applicable in describing most types of an asynchronous concurrent system. On its own, the I/O automaton model contains a very basic structure that enables it to model various types of distributed systems .
Automata-based programming is a programming technology. [1] Its defining characteristic is the use of finite-state machines to describe program behavior. The transition graphs of state machines are used in all stages of software development (specification, implementation, debugging and documentation).
A paper by Chakraborty, Saxena and Katti entitled "Fifty years of automata simulation: a review" in ACM Inroads magazine in December 2011 stated the following about JFLAP: [8] "The effort put into developing this tool is unparalleled in the field of simulation of automata. As a result, today it is the most sophisticated tool for simulating ...
Finite-state machines are a class of automata studied in automata theory and the theory of computation. In computer science, finite-state machines are widely used in modeling of application behavior (control theory), design of hardware digital systems, software engineering, compilers, network protocols, and computational linguistics.
Automata-based programming is a programming paradigm in which the program or part of it is thought of as a model of a finite-state machine (FSM) or any other (often more complicated) formal automaton (see automata theory). Sometimes a potentially infinite set of possible states is introduced, and such a set can have a complicated structure, not ...
An automaton (/ ɔː ˈ t ɒ m ə t ən / ⓘ; pl.: automata or automatons) is a relatively self-operating machine, or control mechanism designed to automatically follow a sequence of operations, or respond to predetermined instructions. [1]
Automata theory is the study of abstract machines and automata, as well as the computational problems that can be solved using them. It is a theory in theoretical computer science with close connections to mathematical logic .
A Tsetlin machine is a form of learning automaton collective for learning patterns using propositional logic. Ole-Christoffer Granmo created [1] and gave the method its name after Michael Lvovitch Tsetlin, who invented the Tsetlin automaton [2] and worked on Tsetlin automata collectives and games. [3]