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Nnamdi Okpala
Nnamdi Okpala

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How I minimized a state machine.

Hi, my name is Nnamdi Michael Okpala, and I’m a researcher passionate about solving problems efficiently. Today, I’m going to share how I minimized a state machine, and optimized an abstract syntax tree (AST) using something we’re all familiar with: a game of tennis.

Note that this technology is patented from data of references in formal documentation in of github repo.
The Problem: Keeping Track of Tennis Scores

Imagine you and I are playing a game of tennis. The goal is simple — to win. In tennis, the score progresses like this:

0 (Love)
15
30
40
Game Point (1)
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Now let’s say you’re a professional tennis player, and I’m a complete beginner. We agree to play 5 games, and every time, you win all 5 games while I score nothing.

A program to track this game could be designed in two ways:
Program A: Keeping Track of Everything

Program A would track every single event during the game. It would record:

Each point you score.
Every time I fail to score (which is a lot).
All transitions from one state (score) to another.
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For example:

Game 1:
You: 0 → 15 → 30 → 40 → 1 Point
Me: 0 → 0 → 0 → 0 → 0
Game 2, 3, 4, 5:
Similar redundant records.
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This approach stores everything, even the fact that my score remains stuck at 0 (Love). It works, but it’s wasteful. It uses too much memory and spends unnecessary time keeping track of things that don’t change.
Program B: A Smarter Way

Now, let’s think smarter. Program B keeps track only of what matters:

It starts by recording the scores at 0 (Love).
It tracks when you score points and advances your score through 15, 30, 40, and 1 Point.
It doesn’t track my score every time because it knows I’m stuck at 0 (Love).
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For example:

Game 1:
You: 0 → 15 → 30 → 40 → 1 Point
Game 2, 3, 4, 5:
Same efficient record.
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This program is smaller, faster, and doesn’t waste time storing unnecessary information.
The Automaton and AST Connection

This tennis game is like a state machine — a system that moves between states based on input. In our case:

States: Scores like 0, 15, 30, 40, and 1 Point.
Transitions: Events like scoring a point.
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In Program A, the state machine tracks all states and transitions, including redundant ones. In Program B, I applied minimization techniques to:

Combine Redundant States: For example, “Me at 0” is constant and doesn’t need to be tracked repeatedly.
Focus on Important Transitions: The program tracks only your scoring events.
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Now, the AST (abstract syntax tree) represents the structure of these transitions. Imagine the AST as a tree where:

Each branch represents a transition.
Each node represents a state (like 15 or 30).
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By optimizing the AST, I:

Removed unnecessary nodes (e.g., “Me at 0”).
Simplified the tree so it only showed meaningful transitions (your scoring path).
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Why Does This Matter?

Minimizing the state machine and optimizing the AST saved both memory and computation time. The program became faster and leaner while still delivering the correct result: You win all 5 games.
The Bigger Picture

This idea isn’t just about tennis. It’s how we can make programs smarter and more efficient in real-world applications. Whether it’s managing network traffic, optimizing a website, or building AI systems, state minimization and AST optimization make everything run smoother.

So next time you’re watching a tennis match, think about how scores move between states — and remember that even in simplicity, there’s power.

Thanks for reading!

gosilang/docs/books/Automaton State Minimization and AST Optimization.pdf at main · obinexuscomputing/gosilang

https://github.com/obinexuscomputing/gosilang/blob/main/docs/books/Automaton%20State%20Minimization.pdf

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