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When: TypeScript Reference Implementation

A software design pattern for building event-based recombinant state machines

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Introduction

This is a reference implementation for a new software design pattern that allows for composable event-based state machines with complete (including temporal) control over their state.

Please note that this spec and reference implementation are still in alpha and the specs are not yet final.

Features:

  • Discrete: if your actions only deal with the state object, then every state transition is 100% predictable.
  • Temporal: time can be rewound at any given moment (tick) by default, and the state machine will transition to a previously known state in time, along with any future information in the form of an optional state mutation to apply.
  • Recombinant: the pattern is based on gene expression, and since state machines are composed of events (condition -> behaviour pairs) that are quite similar to how real genes are theorised to work (activation region -> coding region), this means that genetic recombination can be applied to when state machines by transferring new events from one machine to another. Mutating the machine (DNA) by transferring events (genes) from one machine to the other will introduce new behaviour.

Possible Proposals

Here are some possible expansions on the idea. These require further discussion before they're mature enough to include:

  • Inhibitors that can suppress an action: these would inhibit a certain event and prevent it from triggering. Alternatively, the possibility for an action to disable/inhibit another action during a tick could be introduced.
  • Sexual reproduction of state machines: possible use of a similar mechanic to the one used in organic cells to combine two different programs (DNA) by randomly selecting an equal half of each.
  • Mutation: Possible, but difficult since we can't swap code like basepairs. The simplest possible mutation would be a random swap of conditions between two randomly selected actions.

This would all lead to more emergent behaviour in agents produced by recombination.

Pattern

The following is a description of the pattern itself, and not this specific implementation.

This pattern itself is completely generic and can be implemented in any programming language available today with varying degrees of ease, depending on the features of the target language.

Program state

A MachineState consists of user-defined global variables (and is passed to every condition and action as the first argument in the reference implementation).

An external tick counter (history.tick) exists and can be considered part of the state (but is not included inside the state object). It is a special variable that is automatically incremented with every new tick. Can be used to reference discrete points in time.

Main loop

The goal of the main loop is to move execution forward by mutating the current state.

To do this, when implements a loop that constantly evaluates a set of rules (program). Every iteration of this loop is called a tick, and whenever a condition evaluates to true, the action associated with the condition is evaluated. actions can modify non-constant global variables with values for the next state.

Note that any new mutations caused by actions will only appear during the next tick. This is to prevent interactions between different actions during the same tick.

If multiple actions try to modify the same variable during the same tick, the last action to execute takes precedence.

The main loop will abort by default if no conditions evaluate to true during a single tick. This prevents the program from running forever.

State Manager

  • A State Manager (history) is accessible from events. It is responsible for managing an array of previous states (history.records), in which states are recorded as the program advances.

  • A state machine can exit by calling exit() from any event, the returned value is the last recorded state. A single argument can be passed to exit() to override the returned state.

  • Events can use history.tick to access the current tick counter.

  • Events can access the last recorded states from history.currentState.

  • Events can access the next state being actively mutated by the current tick through the read-only property history.nextState.

  • The state can be rewound to a previously recorded state using the history.rewind(n) method. history.rewind(2) will cause the program to rewind by two full ticks (the tick counter will be decremented as needed). If this occurs inside an event handler, further events will not be processed.

  • history.rewind accepts a second parameter with optional variable to pass after rewinding to the past state, history.rewind(2, { backToTheFuture: true }) will rewind and mutate the past state by setting the variable backToTheFuture to true.

  • State history can be erased at any time using history.clear();.

  • State recording can be configured or disabled at any time by manipulating history.limit.

  • Setting a finite limit during startup is strongly advised. history.limit defaults to Infinity.

Examples of limit:

  • history.limit = Infinity; Record an infinite amount of state. (This is the default, which may cause memory issues if your state objects are very big and/or your program stays running for a long time)

  • history.limit = 4; Only record the most recent 4 states. Discards any stored older states.

  • history.limit = 0; No further state recording allowed, and acts the same as history.limit = 1. Discards any older history, and history.record will only show the previous state.

Note on Recombination

This is not part of the current spec, but is currently offered by the TypeScript reference implementation. You can combine any two machines by calling machine1.recombine(machine2), see the TypeScript API documentation for more details.

How it can be useful for emergent behaviour:

For emergent behaviour to be meaningful, the machines in questions must attribute the same 'meaning' to the same variable names.

A health variable for an NPC will usually have the same meaning for two different state machines when it comes to behaviour, and for the sake of argument, let us assume two different behaviours in two different machines:

  1. A machine has a when clause that causes the NPC to flee on low health (by controlling movement).
  2. Another machine attacks on low health (controlling a bow and arrow)

When both traits are present in a single machine, the NPC will potentially exhibit both behaviour simultaneously and run away while shooting, once they have low health.

Abstract Syntax

Here are some abstract syntax examples for a full pseudo-language based on this pattern. In this theoretical language, the program itself is a state machine, variables of the MachineState are global variables, and all of the primitives described above are part of the language itself.

You can read about the original idea (slightly outdated) in this proposal.

This is mostly pseudo-javascript with two extra when and exit keywords.

Examples
  • A prime number generator:
let counter = 2; // starting counting up from 2
let current = 3; // start looking at 3
let primes = []; // array to store saved primes

// increment the counter with every tick till we hit the potential prime
when(counter < current) {
  counter++;
}

// not a prime number, reset and increment current search
when(counter < current && current % counter === 0) {
  counter = 2;
  current++;
}

// if this is ever triggered, then we're dealing with a prime.
when(counter >= current) {
  // save the prime
  primes.push(current);
  // print it to the console
  console.log(current);
  // reset the variables and look for the next one
  counter = 2;
  current++;
}

// exit when we've found enough primes
when(primes.length >= 10) {
  exit();  
}

Predicted exit state after exit:

{ 
  "counter": 2,
  "current": 30,
  "primes": [ 2, 3, 5, 7, 11, 13, 17, 19, 23, 29 ]
}

Note: more complex examples are coming soon.

TypeScript Reference Implementation

Installation

You need to install reflect-metadata in your project.

npm install when-ts reflect-metadata

Additionally, you must add the following to your project's tsconfig.json for the TypeScript decorator to work:

{
  "experimentalDecorators": true,
  "emitDecoratorMetadata": true
}

API

See the API documentation for more information.

Usage

  • Simple example:
import { EventMachine, when } from 'when-ts';

type State = { // the state of our program
  value: number; // a counter that will be incremented once per tick
}

class TestMachine extends EventMachine<State> {
  constructor() {
    super({ value: 0 }); // pass the initial state to the event machine
  }

  @when(true) // define a condition for this block to execute, in this case always
  reportOncePerTick(s: State, m: TestMachine) {
    console.log(`beginning tick #${m.history.tick} with state`, s);
  }

  @when(state => state.value < 5) // this only executes when `value` is less than 5
  incrementOncePerTick(s: State) { // increment `value` once per tick
    return { value: s.value + 1 };
  }

  @when(state => state.value >= 5) // this will only execute when `value` is >= 5
  exitWhenDone(s: State, m: TestMachine) {
    console.log(`finished on tick #${m.history.tick}, exiting`, s);
    m.exit(); // exit the state machine
  }
}

const test = new TestMachine();

const result = test.run(); // this does will block until the machine exits, unlike `.step()`

console.log('state machine exits with:', result);
  • The same prime machine from earlier, implemented in TypeScript:
import { StateMachine, when, MachineState } from 'when-ts';

interface PrimeState extends MachineState {
  counter: number;
  current: number;
  primes: number[];
}

class PrimeMachine extends StateMachine<PrimeState> {
  constructor() {
    super({ counter: 2, current: 3, primes: [2] });
  }

  @when(state => state.counter < state.current)
  incrementCounterOncePerTick({ counter }: PrimeState) {
    return { counter: counter + 1 };
  }

  @when(state => state.counter < state.current && state.current % state.counter === 0)
  resetNotPrime({ counter, primes, current }: PrimeState) {
    return { counter: 2, current: current + 1 };
  }

  @when(state => state.counter >= state.current)
  capturePrime({ counter, primes, current }: PrimeState) {
    return { counter: 2, current: current + 1, primes: [...primes, current] };
  }

  @when(state => state.primes.length >= 10)
  exitMachine() {
    this.exit();
  }
}

const primeMachine = new PrimeMachine();

const result = primeMachine.run();

if (result)
  console.log(result!.primes);

Contributions

All contributions and pull requests are welcome.

If you have something to suggest or an idea you'd like to discuss, then please submit an issue or a pull request.

Please make sure that test coverage does not drop below the set limits in package.json.

License (MIT)

Copyright (c) 2018 Abdullah A. Hassan

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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