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| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||||||||
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| wiki-2026-0508-finite-state-machines-fsm | Finite State Machines (FSM) | 10_Wiki/Topics | verified | self |
|
none | A | 0.98 | applied |
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2026-05-10 | pending |
|
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
- Game AI: 매 enemy behavior.
- UI: 매 form workflow.
- Protocol: 매 TCP, BLE.
- Compiler: 매 lexer.
- LLM agent: 매 conversation flow.
- Saga: 매 distributed transaction.
💻 패턴
Simple FSM (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)
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)
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)
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)
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)
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
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)
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
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)
import { inspect } from '@xstate/inspect';
inspect({ url: 'https://stately.ai/viz?inspect', iframe: false });
const service = interpret(machine, { devTools: true }).start();
Test (path coverage)
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 |