f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
326 lines
8.4 KiB
Markdown
326 lines
8.4 KiB
Markdown
---
|
||
id: wiki-2026-0508-finite-state-machines-fsm
|
||
title: Finite State Machines (FSM)
|
||
category: 10_Wiki/Topics
|
||
status: verified
|
||
canonical_id: self
|
||
aliases: [FSM, state machine, statechart, XState, hierarchical FSM, behavior tree]
|
||
duplicate_of: none
|
||
source_trust_level: A
|
||
confidence_score: 0.98
|
||
verification_status: applied
|
||
tags: [computer-science, fsm, state-machine, xstate, statechart, game-ai, control]
|
||
raw_sources: []
|
||
last_reinforced: 2026-05-10
|
||
github_commit: pending
|
||
tech_stack:
|
||
language: TypeScript / Python
|
||
framework: XState / Stateless / SCXML
|
||
---
|
||
|
||
# Finite State Machines (FSM)
|
||
|
||
## 매 한 줄
|
||
> **"매 finite state + 매 transition (event-driven)"**. 매 oldest CS abstraction. 매 modern: 매 statechart (Harel), 매 XState, 매 behavior tree (game). 매 game AI, 매 UI workflow, 매 protocol, 매 LLM agent의 control 의 사용.
|
||
|
||
## 매 핵심
|
||
|
||
### 매 component
|
||
- **State**: 매 finite set.
|
||
- **Initial state**.
|
||
- **Transition**: state × event → state.
|
||
- **Guard**: 매 transition condition.
|
||
- **Action**: 매 transition / entry / exit 의 effect.
|
||
|
||
### 매 variant
|
||
- **DFA**: 매 deterministic.
|
||
- **NFA**: 매 non-deterministic.
|
||
- **Statechart** (Harel): 매 nested + parallel.
|
||
- **HSM** (hierarchical).
|
||
- **Behavior tree**: 매 game alternative.
|
||
|
||
### 매 응용
|
||
1. **Game AI**: 매 enemy behavior.
|
||
2. **UI**: 매 form workflow.
|
||
3. **Protocol**: 매 TCP, BLE.
|
||
4. **Compiler**: 매 lexer.
|
||
5. **LLM agent**: 매 conversation flow.
|
||
6. **Saga**: 매 distributed transaction.
|
||
|
||
## 💻 패턴
|
||
|
||
### Simple FSM (TypeScript)
|
||
```typescript
|
||
type State = 'idle' | 'fetching' | 'success' | 'error';
|
||
type Event = { type: 'FETCH' } | { type: 'RESOLVE'; data: any } | { type: 'REJECT' } | { type: 'RESET' };
|
||
|
||
function transition(state: State, event: Event): State {
|
||
switch (state) {
|
||
case 'idle':
|
||
if (event.type === 'FETCH') return 'fetching';
|
||
break;
|
||
case 'fetching':
|
||
if (event.type === 'RESOLVE') return 'success';
|
||
if (event.type === 'REJECT') return 'error';
|
||
break;
|
||
case 'success':
|
||
case 'error':
|
||
if (event.type === 'RESET') return 'idle';
|
||
break;
|
||
}
|
||
return state;
|
||
}
|
||
```
|
||
|
||
### XState (declarative)
|
||
```typescript
|
||
import { createMachine, assign, interpret } from 'xstate';
|
||
|
||
const fetchMachine = createMachine({
|
||
id: 'fetch',
|
||
initial: 'idle',
|
||
context: { data: null, error: null },
|
||
states: {
|
||
idle: {
|
||
on: { FETCH: 'loading' },
|
||
},
|
||
loading: {
|
||
invoke: {
|
||
src: 'fetchData',
|
||
onDone: { target: 'success', actions: assign({ data: (_, e) => e.data }) },
|
||
onError: { target: 'failure', actions: assign({ error: (_, e) => e.data }) },
|
||
},
|
||
},
|
||
success: {
|
||
on: { REFRESH: 'loading' },
|
||
},
|
||
failure: {
|
||
on: { RETRY: 'loading' },
|
||
},
|
||
},
|
||
});
|
||
|
||
const service = interpret(fetchMachine).start();
|
||
service.send({ type: 'FETCH' });
|
||
```
|
||
|
||
### Hierarchical (statechart)
|
||
```typescript
|
||
const trafficLight = createMachine({
|
||
initial: 'red',
|
||
states: {
|
||
red: {
|
||
after: { 5000: 'green' },
|
||
},
|
||
green: {
|
||
after: { 5000: 'yellow' },
|
||
},
|
||
yellow: {
|
||
initial: 'flashing',
|
||
states: {
|
||
flashing: {},
|
||
steady: {},
|
||
},
|
||
after: { 2000: 'red' },
|
||
},
|
||
},
|
||
});
|
||
```
|
||
|
||
### Game AI FSM (Python)
|
||
```python
|
||
class EnemyAI:
|
||
def __init__(self):
|
||
self.state = 'patrol'
|
||
|
||
def update(self, world):
|
||
if self.state == 'patrol':
|
||
if world.player_visible(self): self.state = 'chase'
|
||
else: self.patrol_move()
|
||
elif self.state == 'chase':
|
||
if world.in_attack_range(self): self.state = 'attack'
|
||
elif not world.player_visible(self): self.state = 'search'
|
||
else: self.chase_player()
|
||
elif self.state == 'attack':
|
||
if not world.in_attack_range(self): self.state = 'chase'
|
||
else: self.attack()
|
||
elif self.state == 'search':
|
||
if world.search_timeout(): self.state = 'patrol'
|
||
elif world.player_visible(self): self.state = 'chase'
|
||
else: self.search_area()
|
||
```
|
||
|
||
### Behavior tree (alternative)
|
||
```python
|
||
class Node:
|
||
def tick(self): raise NotImplementedError
|
||
|
||
class Sequence(Node):
|
||
def __init__(self, *children): self.children = children
|
||
def tick(self):
|
||
for c in self.children:
|
||
if c.tick() != 'success': return 'fail'
|
||
return 'success'
|
||
|
||
class Selector(Node):
|
||
def __init__(self, *children): self.children = children
|
||
def tick(self):
|
||
for c in self.children:
|
||
if c.tick() == 'success': return 'success'
|
||
return 'fail'
|
||
|
||
ai = Selector(
|
||
Sequence(IsPlayerVisible(), AttackPlayer()),
|
||
PatrolArea(),
|
||
)
|
||
```
|
||
|
||
### Lexer (FSM)
|
||
```python
|
||
def lex(input):
|
||
state = 'start'
|
||
tokens = []
|
||
buf = ''
|
||
for ch in input + ' ':
|
||
if state == 'start':
|
||
if ch.isalpha(): state, buf = 'ident', ch
|
||
elif ch.isdigit(): state, buf = 'number', ch
|
||
elif state == 'ident':
|
||
if ch.isalnum(): buf += ch
|
||
else: tokens.append(('IDENT', buf)); state, buf = 'start', ''
|
||
elif state == 'number':
|
||
if ch.isdigit(): buf += ch
|
||
else: tokens.append(('NUMBER', int(buf))); state, buf = 'start', ''
|
||
return tokens
|
||
```
|
||
|
||
### LLM agent state machine
|
||
```typescript
|
||
const agent = createMachine({
|
||
initial: 'understanding',
|
||
states: {
|
||
understanding: {
|
||
on: { CLEAR: 'planning', NEEDS_INFO: 'asking' },
|
||
},
|
||
asking: {
|
||
on: { ANSWERED: 'understanding' },
|
||
},
|
||
planning: {
|
||
on: { READY: 'executing' },
|
||
},
|
||
executing: {
|
||
on: { COMPLETE: 'reflecting', NEED_REPLAN: 'planning', BLOCKED: 'asking' },
|
||
},
|
||
reflecting: {
|
||
on: { OK: 'done', RETRY: 'planning' },
|
||
},
|
||
done: { type: 'final' },
|
||
},
|
||
});
|
||
```
|
||
|
||
### Saga (distributed transaction)
|
||
```typescript
|
||
const orderSaga = createMachine({
|
||
initial: 'reserving',
|
||
context: { compensations: [] },
|
||
states: {
|
||
reserving: {
|
||
invoke: {
|
||
src: 'reserveInventory',
|
||
onDone: { target: 'charging', actions: 'pushCompensation' },
|
||
onError: 'failed',
|
||
},
|
||
},
|
||
charging: {
|
||
invoke: {
|
||
src: 'chargeCard',
|
||
onDone: 'completed',
|
||
onError: { target: 'compensating' },
|
||
},
|
||
},
|
||
compensating: {
|
||
invoke: {
|
||
src: 'runCompensations',
|
||
onDone: 'failed',
|
||
},
|
||
},
|
||
completed: { type: 'final' },
|
||
failed: { type: 'final' },
|
||
},
|
||
});
|
||
```
|
||
|
||
### State persistence
|
||
```typescript
|
||
const persistedState = JSON.stringify(service.getSnapshot());
|
||
localStorage.setItem('appState', persistedState);
|
||
|
||
// 매 restore
|
||
const restored = JSON.parse(localStorage.getItem('appState')!);
|
||
const restoredService = interpret(machine, { state: restored }).start();
|
||
```
|
||
|
||
### Visualizer (XState Inspector)
|
||
```typescript
|
||
import { inspect } from '@xstate/inspect';
|
||
inspect({ url: 'https://stately.ai/viz?inspect', iframe: false });
|
||
const service = interpret(machine, { devTools: true }).start();
|
||
```
|
||
|
||
### Test (path coverage)
|
||
```typescript
|
||
import { createModel } from '@xstate/test';
|
||
const testModel = createModel(machine).withEvents({
|
||
FETCH: { exec: async () => fireEvent.click(fetchBtn) },
|
||
RESOLVE: { ... },
|
||
});
|
||
testModel.getSimplePathPlans().forEach(plan => {
|
||
describe(plan.description, () => {
|
||
plan.paths.forEach(path => {
|
||
it(path.description, async () => {
|
||
await path.test(/* page */);
|
||
});
|
||
});
|
||
});
|
||
});
|
||
```
|
||
|
||
## 매 결정 기준
|
||
| 상황 | Approach |
|
||
|---|---|
|
||
| UI workflow | XState |
|
||
| Game AI | FSM or Behavior Tree |
|
||
| Lexer / parser | DFA |
|
||
| Distributed | Saga (XState compatible) |
|
||
| LLM agent | Statechart |
|
||
| Tiny linear | Plain switch |
|
||
|
||
**기본값**: 매 XState (TS) + 매 statechart (hierarchical) + 매 visualizer + 매 model-based test.
|
||
|
||
## 🔗 Graph
|
||
- 변형: [[Statechart]] · [[Hierarchical-FSM]] · [[Behavior-Tree]]
|
||
- Adjacent: [[Exhaustiveness-Checking]] · [[Encapsulation-of-Domain-Invariants]] · [[Event-Driven-Architecture]]
|
||
|
||
## 🤖 LLM 활용
|
||
**언제**: 매 multi-step workflow. 매 game AI. 매 protocol.
|
||
**언제 X**: 매 1-2 state.
|
||
|
||
## ❌ 안티패턴
|
||
- **Boolean explosion**: 매 N flags 의 implicit FSM.
|
||
- **Hidden FSM**: 매 spaghetti.
|
||
- **No exhaustive transition**: 매 invalid state.
|
||
- **State + global side effect**: 매 untestable.
|
||
- **Reinvent XState**: 매 use library.
|
||
|
||
## 🧪 검증 / 중복
|
||
- Verified (Harel statecharts 1987, XState docs).
|
||
- 신뢰도 A.
|
||
|
||
## 🕓 Changelog
|
||
| 날짜 | 변경 |
|
||
|---|---|
|
||
| 2026-04-26 | FSM auto |
|
||
| 2026-05-08 | Phase 1 |
|
||
| 2026-05-10 | Manual cleanup — FSM + 매 XState / hierarchical / game / saga / LLM agent code |
|