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The 38 pages that link to Finite-state machine, each with the reason it gives.
Formal languageRelated: A finite-state machine recognizes a language by accepting or rejecting each input string.
Directed graphRelated: Its states and directed transitions form a graph of possible behavior.
Logic gateRelated: Combinational gates calculate the state transitions in digital controllers.
Vertex (graph theory)Related: In its graph representation, each state is a vertex and each transition an edge.
Game stateRelated: Game logic often tracks modes such as menus, active play, and completion as states.
Digital logicRelated: It provides a systematic way to design controllers as sequential circuits.
SemigroupRelated: Input strings induce state transformations whose composition forms a finite semigroup.
Digital computerRelated: Digital circuits use state and transitions to store history and control behavior.
String (computer science)Related: A finite-state machine can recognize strings by processing their symbols in sequence.
Chomsky hierarchyRelated: Finite-state machines characterize the regular languages at the hierarchy’s least powerful level.
Communication protocolRelated: Many protocols specify which messages are valid in each connection state.
Artificial intelligence in video gamesRelated: Game characters often use states such as patrolling, pursuing, and attacking to organize behavior.
Hardware description languageRelated: HDLs express controllers by describing states, transitions, and outputs.
Computational linguisticsRelated: Finite-state models capture useful patterns in morphology, phonology, and text processing.
Synchronous circuitRelated: Its state-transition model describes many synchronous control circuits.
TamagotchiRelated: Care actions and elapsed time change the pet’s condition and behavior.
Logic (digital electronics)Related: Sequential logic implements state transitions in controllers and protocols.
Peg solitaireRelated: Each peg arrangement is a state, and each legal jump is a transition.
War (card game)Related: A game can be modeled by its card arrangement and whose turn it is.