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Zettelkasten/Permanent Notes/20251223161108-andre-platzer.md
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---
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id: 20251223161108
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title: Andre Platzer
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type: permanent
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created: 2025-12-23T21:11:08Z
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modified: 2025-12-23T21:53:21Z
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tags: []
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---
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# Andre Platzer
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Andre Platzer is a computer scientist who is a professor at
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both Carnegie Mellon and the Karlsruhe Institute of
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Technology. Platzer is a leading researcher in
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[[differential dynamic logic]] and [[cyber-physical
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systems]]. He has helped to create
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software like [[KeYmaera X]].
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He has also written a book, called "Logical Foundations of
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Cyber-Physical Systems." Manyu worked with KeYmaera X some
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and was inspired by his work.
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---
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id: 20251223162450
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title: Web of Science
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type: permanent
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created: 2025-12-23T21:24:50Z
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modified: 2025-12-23T21:29:48Z
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tags: []
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---
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# Web of Science
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Web of Science is a citation aggregator and database. Web of
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Science has both forward and backward citation sources, and
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other tools for doing source analysis. It is good to find
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resources, but also to connect resources to one another.
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This is useful in [[snowballing]].
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Zettelkasten/Permanent Notes/20251223162954-snowballing.md
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---
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id: 20251223162954
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title: Snowballing
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type: permanent
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created: 2025-12-23T21:29:54Z
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modified: 2025-12-23T21:31:23Z
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tags: []
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---
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# Snowballing
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Snowballing is a form of source discovery. Snowballing means
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to start with a source, and travel forwards and backwards
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in time with respect to citations. From this, one can find
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closely related papers to an original source without too
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much effort.
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Snowballing has been found in the literature to be an
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efficient source of collecting relevant sources given a
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certain topic. One needs to find the first bit of snow (a
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good first resource), to start the snowball.
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---
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id: 20251223163648
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title: Deterministic Parity Automata
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type: permanent
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created: 2025-12-23T21:36:48Z
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modified: 2025-12-23T21:40:09Z
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tags: []
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---
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# Deterministic Parity Automata
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Deterministic parity automata are a type of automata where
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the environment and the system play against one another, and
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describes the interactions therein. DPA are exhaustive, and
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end up with a result determining which player 'wins'.
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DPA's have a scoring mechanism that results in an even or
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odd final score. An even final score indicates that the
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'controller' wins the game. There is no input from the
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environment that can't be controlled by the controller. All
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traces end up in a favorable state, with no infinite loops.
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An odd score means the opposite. There exists some limit
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cycle where the controller can't reach a desired mode and
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stay there.
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DPA's are used in [[strix]]. They're how Strix does it's
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generation from temporal logics to a final automaton.
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---
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id: 20251223165340
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title: Mealy Machines
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type: permanent
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created: 2025-12-23T21:53:40Z
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modified: 2025-12-23T22:38:18Z
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tags: []
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---
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# Mealy Machines
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Mealy machines are a formalization of a system that has
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states drawn as nodes and transitions drawn from state to
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state.
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From Wikipedia:
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```
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A mealy machine is a finite state machine whose
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output values are determined by both its current state, and
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the current inputs.
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```
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Mealy machines can also be defined as a six-tuple:
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$$(S, S_0, \Sigma, \Lambda, T, G)$$
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where
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- S is the finite set of states
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- S_0 is the start state
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- $\Sigma$ is the input alphabet
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- $\Lambda$ is the output alphabet
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- $T : S \times \Sigma \rightarrow S$ is the state
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transition function
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- $G : S \times \Sigma \rightarrow \Lambda$ is the output
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function
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Mealy machines have the advantage that they generally can
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produce smaller sized automata (aka less states). This is
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because transitions themselves in a Mealy machine are states
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in a Moore machine. The state of 'opening' in a Moore
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machine is the transition itself in a Mealy machine. Outputs
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aren't just based on state, so it isn't necesary to create a
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state to produce an output like a Moore machine. An output
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action can be created with the current state AND the input
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together.
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## Related
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[[Finite State Machines]]
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---
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id: 20251223170627
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title: Finite State Machines
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type: permanent
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created: 2025-12-23T22:06:27Z
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modified: 2025-12-23T22:39:00Z
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tags: []
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---
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# Finite State Machines
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Finite State Machines are a computer science term for
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machines that have a finite number of states, with clearly
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defined transitions between them. Sometimes, FSM are
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referred to simply as *state machines*.
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FSM are an abstraction of a computational system. FSM are
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heavily used in systems that have clearly defined discrete
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states. Examples include traffic lights, elevators,
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combination locks, or others.
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FSM have **actions**. Actions are the unabstractified
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version of whatever the execution is. For physical systems,
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it might be something like turning a motor on.
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FSM can be categorized into two main categories:
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## Acceptors (or 'detectors' or 'recognizers') Acceptors are
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a type of FSM that produce binary output, recognizing
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whether or not a given input is accepted. Examples of
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systems that are acceptors include things like ready-commit
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systems, or a password checker. These systems have an input,
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and reach a state that determines the input is acceptable,
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or incorrect.
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## Transducers
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Transducers are a set of finite state machines that produce
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an output based on input or state using *actions*. Actions
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in this case represent a transition between state that
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also has some external change. A finite state machine of an
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elevator would have actions of the elevator changing between
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floors, for example.
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Transducers with respect to control have two different
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types:
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[[mealy-machines]] -- these have output depend on state and input
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[[moore-machines]] -- these have output depend on state ONLY
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---
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id: 20251223171835
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title: Moore Machines
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type: permanent
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created: 2025-12-23T22:18:35Z
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modified: 2025-12-23T22:39:56Z
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tags: []
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---
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# Moore Machines
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Moore machines are a type of finite state machine whose
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output only depends on output state. Moore machines are
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useful because they simplify the behavior of a system to the
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simplest behaviours possible. They can be defined as a
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six-tuple:
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$$(S, S_0, \Sigma, \Lambda, T, G)$$
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where
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- S is the finite set of states
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- S_0 is the start state
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- $\Sigma$ is the input alphabet
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- $\Lambda$ is the output alphabet
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- $T : S \times \Sigma \rightarrow S$ is the state
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transition function
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- $G : S \rightarrow \Lambda$ is the output
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function
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Moore machines do not have exit actions. They can only
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change their output based on a change of state. This means
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for systems with physical characteristics, such as a door
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opening or closing system, the intermediate states of
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opening and closing have to exist in a Moore machine. It is
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not possible to go from Open to Closed directly, because
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Open can't generate the output Closed. Instead, Open + the
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input 'open_door' or similar goes to the state 'closing',
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which can then create an action of 'motor_on' or similar,
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and then finally get to the final state Closed.
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