Atcd Unit-3 PDF
Atcd Unit-3 PDF
Push Down Automata: Definition of the Pushdown Automaton : the Languages of a PDA, Equivalence of
PDA and CFG's, Acceptance by final state
Turing Machines: Introduction to Turing Machine, Formal Description, Instantaneous description, the
language of a Turing machine
Pushdown automata is a way to implement a CFG in the same way we design DFA for a regular grammar.
A DFA can remember a finite amount of information, but a PDA can remember an infinite amount of
information.
Pushdown automata is simply an NFA augmented with an "external stack memory".
The addition of stack is used to provide a last-in-first-out memory management capability to Pushdown
automata.
Pushdown automata can store an unbounded amount of information on the stack.
It can access a limited amount of information on the stack.
A PDA can push an element onto the top of the stack and pop off an element from the top of the stack.
To read an element into the stack, the top elements must be popped off and are lost.
A PDA is more powerful than FA.
Any language which can be acceptable by FA can also be acceptable by PDA.
PDA also accepts a class of language which even cannot be accepted by FA. Thus PDA is much more superior to
FA.
PDA Components:
Input tape: The input tape is divided in many cells or symbols.
The input head is read-only and may only move from left to right, one symbol at a time.
Finite control: The finite control has some pointer which points the current symbol which is to be read.
Stack: The stack is a structure in which we can push and remove the items from one end only.
It has an infinite size.
In PDA, the stack is used to store the items temporarily.
Formal definition of PDA:
The PDA can be defined as a collection of 7 components:
Q: the finite set of states
∑: the input set
Γ: a stack symbol which can be pushed and popped from the stack
q0: the initial state
Z: a start symbol which is in Γ.
F: a set of final states
δ: mapping function which is used for moving from current state to next state
the items temporarily.
Turnstile Notation
⊢ sign is called a “turnstile notation” and represents
one move.
⊢* sign represents a sequence of moves.
δ( q0, a, Z ) = { ( q0, AZ ) }
δ( q0, a, A) = { ( q0, AA ) }
δ( q0, b, A) = { ( q1, ∈) }
δ( q1, b, A) = { ( q1, ∈) }
δ( q1, ∈, Z) = { ( q1, ∈) }
Explanation : Initially, the state of automata is q0 and symbol on stack is Z and the input is aaabbb as shown
in row 1. On reading 'a' (shown in bold in row 2), the state will remain q0 and it will push symbol A on stack.
On next 'a' (shown in row 3), it will push another symbol A on stack. After reading 3 a’s, the stack will be
AAAZ with A on the top. After reading 'b' (as shown in row 5), it will pop A and move to state q1 and stack
will be AAZ. When all b’s are read, the state will be q1 and stack will be Z. In row 8, on input symbol '∈' and
Z on stack, it will pop Z and stack will be empty. This type of acceptance is known as acceptance by empty
stack.
PDA Acceptance
1. Acceptance by Final State: The PDA is said to accept its input by the final state if it enters any final state in
zero or more moves after reading the entire input.
Let P =(Q, ∑, Γ, δ, q0, Z, F) be a PDA. The language acceptable by the final state can be defined as: L(PDA) =
{w | (q0, w, Z) ⊢* (p, ε, ε), q ∈ F}
2. Acceptance by Empty Stack: On reading the input string from the initial configuration for some PDA, the
stack of PDA gets empty.
Let P =(Q, ∑, Γ, δ, q0, Z, F) be a PDA. The language acceptable by empty stack can be defined as:
N(PDA) = {w | (q0, w, Z) ⊢* (p, ε, ε), q ∈ Q}
⊢ δ(q1, b, aZ)
⊢ δ(q1, ε, Z)
⊢ δ(q2, ε)
ACCEPT
Solution: In this PDA, n number of 0's are followed by any number of 1's followed n number of 0's.
Push all 0's onto the stack on encountering first 0's. Then if we read 1, just do nothing. Then read 0, and on each
read of 0, pop one 0 from the stack.
This scenario can be written in the ID form as:
δ(q0, 1, 0) = δ(q1, 0)
δ(q0, 1, 0) = δ(q1, 0)
δ(q1, 0, 0) = δ(q1, ε)
Now we will simulate this PDA for the input string "0011100".
⊢ δ(q1, 0, 0Z)
⊢ δ(q1, ε, Z)
⊢ δ(q2, Z)
ACCEPT
Example: Design PDA for Palindrome strips.
Solution:
Suppose the language consists of string L = {aba, aa, bb, bab, bbabb, aabaa, ......]. The string can be odd
palindrome or even palindrome. The logic for constructing PDA is that we will push a symbol onto the stack till
half of the string then we will read each symbol and then perform the pop operation. We will compare to see
whether the symbol which is popped is similar to the symbol which is read. Whether we reach to end of the
input, we expect the stack to be empty.
This PDA is a non-deterministic PDA because finding the mid for the given string and reading the string from
left and matching it with from right (reverse) direction leads to non-deterministic moves.
Here is the ID
Simulation of abaaba
δ(q1, abaaba, Z) Apply rule 1
⊢ δ(q1, baaba, aZ) Apply rule 5
⊢ δ(q1, aaba, baZ) Apply rule 4
⊢ δ(q1, aba, abaZ) Apply rule 7
⊢ δ(q2, ba, baZ) Apply rule 8
⊢ δ(q2, a, aZ) Apply rule 7
⊢ δ(q2, ε, Z) Apply rule 11
⊢ δ(q2, ε) Accept
Example 1: Convert the following grammar to a PDA that accepts the same language.
S → 0S1 | A
A → 1A0 | S | ε
Solution:
The CFG can be first simplified by eliminating unit productions:
S → 0S1 | 1S0 | ε
Now we will convert this CFG to GNF:
S → 0SX | 1SY | ε
X→1
Y→0
The PDA can be:
R1: δ(q, ε, S) = {(q, 0SX) | (q, 1SY) | (q, ε)}
R2: δ(q, ε, X) = {(q, 1)}
R3: δ(q, ε, Y) = {(q, 0)}
R4: δ(q, 0, 0) = {(q, ε)}
R5: δ(q, 1, 1) = {(q, ε)}
Example 2: Construct PDA for the given CFG, and test whether 0104 is acceptable by this PDA.
S → 0BB
B → 0S | 1S | 0
Solution:
The PDA can be given as: A = {(q), (0, 1), (S, B, 0, 1), δ, q, S, ?}
The production rule δ can be:
R1: δ(q, ε, S) = {(q, 0BB)}
R2: δ(q, ε, B) = {(q, 0S) | (q, 1S) | (q, 0)}
R3: δ(q, 0, 0) = {(q, ε)}
R4: δ(q, 1, 1) = {(q, ε)}
Testing 0104 i.e. 010000 against PDA:
δ(q, 010000, S) ⊢ δ(q, 010000, 0BB)
⊢ δ(q, 10000, BB) R1
⊢ δ(q, 10000,1SB) R3
⊢ δ(q, 0000, SB) R2
⊢ δ(q, 0000, 0BBB) R1
⊢ δ(q, 000, BBB) R3
⊢ δ(q, 000, 0BB) R2
⊢ δ(q, 00, BB) R3
⊢ δ(q, 00, 0B) R2
⊢ δ(q, 0, B) R3
⊢ δ(q, 0, 0) R2
⊢ δ(q, ε) R3
ACCEPT
Thus 0104 is accepted by the PDA.
The CFG which accepts deterministic PDA accepts non-deterministic PDAs as well. Similarly, there are some
CFGs which can be accepted only by NPDA and not by DPDA. Thus NPDA is more powerful than DPDA
So, this is our required non deterministic PDA for accepting the language L = {anbncm | m, n>=1}.
PDA𝝳
So, this is our required non deterministic PDA for accepting the language L = { an bn | n>=1}
L1 says n no. of a’s followed by n no. of b’s followed by n no. of c’s and then any no. of d’s. L2 says any no. of
a’s followed by n no. of b’s followed by n no. of c’s followed by n no. of d’s. Their intersection says n no. of a’s
followed by n no. of b’s followed by n no. of c’s followed by n no. of d’s. So it can be decided by turing
machine, hence recursive.
Similarly, complement of recursive language L1 which is ?*-L1, will also be recursive.
Turing machine was invented in 1936 by Alan Turing. It is an accepting device which accepts Recursive
Enumerable Language generated by type 0 grammar.
So in this machine, the distinction between input and output has been removed. Thus a common set of alphabets
can be used for the Turing machine.
1. The input tape is having an infinite number of cells, each cell containing one input symbol and thus the input
string can be placed on tape. The empty tape is filled by blank characters.
2. The finite control and the tape head which is responsible for reading the current input symbol. The tape head
can move to left to right.
4. Finite set of symbols called external symbols which are used in building the logic of turing machine.
Transition Table:
Illustration
Let us see how this turing machine works for 0011. Initially head points to 0 which is underlined and state is
q0 as:
The move will be δ(q0, 0) = (q1, X, R). It means, it will go to state q1, replace 0 by X and head will move to
right as:
The move will be δ(q1, 0) = (q1, 0, R) which means it will remain in same state and without changing any
symbol, it will move to right as:
The move will be δ(q1, 1) = (q2, Y, L) which means it will move to q2 state and changing 1 to Y, it will move
to left as:
Working on it in the same way, the machine will reach state q3 and head will point to B as shown:
Note:
In non-deterministic turing machine, there can be more than one possible move for a given state
and tape symbol, but non-deterministic TM does not add any power.
Every non-deterministic TM can be converted into deterministic TM.
In multi-tape turing machine, there can be more than one tape and corresponding head pointers, but
it does not add any power to turing machine.
Every multi-tape TM can be converted into single tape TM.
Question: A single tape Turing Machine M has two states q0 and q1, of which q0 is the starting state. The
tape alphabet of M is {0, 1, B} and its input alphabet is {0, 1}. The symbol B is the blank symbol used to
indicate end of an input string. The transition function of M is described in the following
table.
The table is interpreted as illustrated below. The entry (q1, 1, R) in row q0 and column 1 signifies that if M is
in state q0 and reads 1 on the current tape square, then it writes 1 on the same tape square, moves its tape head
one position to the right and transitions to state q1. Which of the following statements is true about M?
1. M does not halt on any string in (0 + 1)+
2. M does not halt on any string in (00 + 1)*
3. M halts on all string ending in a 0
4. M halts on all string ending in a 1
Solution: Let us see whether machine halts on string ‘1’. Initially state will be q0, head will point to 1 as:
Using δ(q0, 1) = (q1, 1, R), it will move to state q1 and head will move to right as:
Using δ(q1, B) = (q0, B, L), it will move to state q0 and head will move to left as:
It will run in the same way again and again and not halt.
Option D says M halts on all string ending with 1, but it is not halting for 1. So, option D is incorrect.
Let us see whether machine halts on string ‘0’. Initially state will be q0, head will point to 1 as:
Using δ(q0, 0) = (q1, 1, R), it will move to state q1 and head will move to right as:
Using δ(q1,B)=(q0,B,L), it will move to state q0 and head will move to left as:
It will run in the same way again and again and not halt.
Option C says M halts on all string ending with 0, but it is not halting for 0. So, option C is incorrect.
Option B says that TM does not halt for any string (00 + 1)*. But NULL string is a part of (00 + 1)* and TM
will halt for NULL string. For NULL string, tape will be,
Using δ(q0, B) = halt, TM will halt. As TM is halting for NULL, this option is also incorrect.
So, option (A) is correct.
Transition Diagram
State a b B
q3 (q4, B, L) - (q7, B, H)
q6 - (q4, B, L) (q7, B, H)
Last one is similar to the palindrome but in real case, a palindrome could be of odd length or even length.
Let us see the Turing Machine that accepts the language L = {set of all palindromes over a, b}.
Null String
(q1,B)→(q7,B)[Halt]
The null string is accepted as a palindrome.
String "a"
(q1,aB)→(q2,BB)→(q3,BB)→(q7,BB)[Halt]
The string "a" is accepted as a palindrome.
String "aba"
(q1,abaB)→(q2,BbaB)→(q2,BbaB)→(q3,BbaB)→(q4,BBBB)→(q1,BBBB)→(q7,BBBB)[Halt]
(q1,baabB)→(q5,BaabB)→(q5,BaabB)→(q6,BaaB)→(q4,BaBB)→(q1,BaBB)→(q2,BBaBB)→(q3,BBABB)→(q7,BBBB
B)[Halt]
Last one is similar to the palindrome but in real case, a palindrome could be of odd length or even length. Let us see the
Turing Machine that accepts the language L = {set of all palindromes over a, b}.
Transition Diagram
Explanation of the Turing Machine
State a b c B X Y Z
q1 (q2, X, R) - - - - (q5, Y, R) -
q5 - - - - - (q5, Y, R) (q6, Z, R)
q6 - - - (qf, B, H) - - (q6, Z, R)
Transition Diagram
Construct a Turing Machine for language L = {0n1n2n | n≥1}
Prerequisite - Turing Machine The language L = {0n1n2n | n≥1} represents a kind of language where we use only
3 character, i.e., 0, 1 and 2. In the beginning language has some number of 0's followed by equal number of 1's
and then followed by equal number of 2's. Any such string which falls in this category will be accepted by this
language. The beginning and end of string is marked by $ sign.
Examples -
Input : 0 0 1 1 2 2
Output : Accepted
Input : 0 0 0 1 1 1 2 2 2 2
Output : Not accepted
Assumption: We will replace 0 by X, 1 by Y and 2 by Z Approach used - First replace a 0 from front by X,
then keep moving right till you find a 1 and replace this 1 by Y. Again, keep moving right till you find a 2,
replace it by Z and move left. Now keep moving left till you find a X. When you find it, move a right, then
follow the same procedure as above. A condition comes when you find a X immediately followed by a Y. At this
point we keep moving right and keep on checking that all 1's and 2's have been converted to Y and Z. If not then
string is not accepted. If we reach $ then string is accepted.
Step-1: Replace 0 by X and move right, Go to state Q1.
Step-2: Replace 0 by 0 and move right, Remain on same state Replace Y by Y and move right,
Remain on same state Replace 1 by Y and move right, go to state Q2.
Step-3: Replace 1 by 1 and move right, Remain on same state Replace Z by Z and move right,
Remain on same state Replace 2 by Z and move right, go to state Q3.
Step-4: Replace 1 by 1 and move left, Remain on same state Replace 0 by 0 and move left, Remain
on same state Replace Z by Z and move left, Remain on same state Replace Y by Y and move left,
Remain on same state Replace X by X and move right, go to state Q0.
Step-5: If symbol is Y replace it by Y and move right and Go to state Q4 Else go to step 1
Step-6: Replace Z by Z and move right, Remain on same state Replace Y by Y and move right,
Remain on same state If symbol is $ replace it by $ and move left, STRING IS ACCEPTED, GO TO
FINAL STATE Q5
Input : 0 0 1 1 1 1 0 0
Output : Accepted
Input : 1 0 1 0 0 1 0 1
Output : Accepted
Input: 0 1 0
Output: Not Accepted
Basic Representation
Approach 1: Two Pointers
Start from the beginning of the input tape. If the symbol is 0, replace it with Y and move right, or if it's 1, replace
it with X and move right.
Once at the end of the string, move back to the position next to the symbol replaced at the beginning and repeat
the process.
In the new state, check if the symbol at the corresponding position from the end matches the one at the
beginning. If they match, continue; otherwise, reject the string.
Move left and repeat the process until the entire string is processed.
If all symbols match as expected, accept the string.
Assumption: We will replace 0 by Y and 1 by X.
Approach Used - First check the first symbol, if it's 0 then replace it by Y and by X if it's 1. Then go to the end
of string. So last symbol is same as first. We replace it also by X or Y depending on it. Now again come back to
the position next to the symbol replace from the starting and repeat the same process as told above. One
important thing to note is that since wr is reverse of w of both of them will have equal number of symbols. Every
time replace a nth symbol from beginning of string, replace a corresponding nth symbol from the end.
Step-1: If symbol is 0 replace it by Y and move right, Go to state Q2 If symbol is 1 replace it by
X and move right, Go to state Q1
Step-2: If symbol is 0 replace it by 0 and move right, remain on same state If symbol is 1 replace
it by 1 and move right, remain on same state ------------------------------------------------------------------- If symbol is
X replace it by X and move right, Go to state Q3 If symbol is Y replace it by Y and move right, Go to state Q3 If
symbol is $ replace it by $ and move right, Go to state Q3
Step-3: If symbol is 1 replace it by X and move left, Go to state Q4 If symbol is 0 replace it by Y
and move left, Go to state Q5
Step-4: If symbol is 1 replace it by 1 and move left If symbol is 0 replace it by 0 and move left
Remain on same state
Step-5: If symbol is X replace it by X and move right If symbol is Y replace it by Y and move
right Go to state Q0
Step-6: If symbol is X replace it by X and move right If symbol is Y replace it by Y and move
right Go to state Q6 ELSE Go to step 1
Step-7: If symbol is X replace it by X and move right, Remain on same state If symbol is Y
replace it by Y and move right, Remain on same state If symbol is $ replace it by $ and move left, STRING IS
ACCEPTED, GO TO FINAL STATE Q7
Example - Lets understand it with the help of an example. Lets string 1 0 1 1 0 1, so w = 1 0 1 and string
is of form (ww).
The first thing that we do is to find the midpoint. For this, we convert 1 in the beginning into Y and move
right till the end of the string. Here we convert 1 into y.
Now our string would look like Y 0 1 1 0 Y. Now move left till, find a X or Y. When we do so, convert
the 0 or 1 right of it to X or Y respectively and then do the same on the right end. Now our string would
look like Y X 1 1 X Y. Thereafter, convert these 1's also and finally it would look like Y X Y Y X Y.
At this point, you have achieved the first objective which was to find the midpoint. Now convert all X
and Y on the left of midpoint into 0 and 1 respectively, so string becomes 1 0 1 Y X Y. Now, convert the
1 into Y and move right till, find Y in the beginning of the right part of the string and convert this Y into
a blank (denoted by B). Now string looks like Y 0 1 B X Y.
Similarly, apply this on 0 and x followed by 1 and Y. After this string looks like Y X Y B B B. Now that
you have no 0 and 1 and all X and Y on the right part of the string are converted into blanks so our string
will be accepted.
Approach Used -
The first thing is to find the midpoint of the string, convert a 0 or 1 from the beginning of the string into
X or Y respectively and a corresponding 0 or 1 into X or Y from the end of the string. After continuously
doing it a point is reached when all 0's and 1's have been converted into X and Y respectively. At this
point, you are on the midpoint of the string. So, our first objective is fulfilled.
Now, convert all X's and Y's on the left of the midpoint into 0's and 1's. At this point the first half the
string is in the form of 0 and 1. The second half of the string is in the form of X and Y.
Now, start from the beginning of the string. If you have a 0 then convert it into X and move right till
reaching the second half, here if we find X then convert it into a blank(B). Then traverse back till find an
X or a Y. We convert the 0 or 1 on the right of it into X or Y respectively and correspondingly, convert
its X or Y in the second half of string into a blank(B).
Keep doing this till converted all symbols on the left part of the string into X and Y and all symbols on
the right of string into blanks. If any one part is completely converted but still some symbols in the other
half are left unchanged then the string will not be accepted. If you did not find an X or Y in the second
half for a corresponding 0 or 1 respectively in the first half. Then also string will not be accepted.
Examples:
Input : 1 1 0 0 1 1 0 0
Output : Accepted
Input : 1 0 1 1 1 0 1
Step-1:
If the symbol is 0 replace it by X and move right
If the symbol is 1 replace it by Y and move right,
Go to state Q1 and step 2
If the symbol is X replace it by X and move left or
If the symbol is Y replace it by Y and move left,
Go to state Q4 and step 5
Step-2:
If the symbol is 0 replace it by 0 and move right, remain on the same state
If the symbol is 1 replace it by 1 and move right, remain on the same state
If the symbol is X replace it by X and move left or
If the symbol is Y replace it by Y and move left or
If the symbol is $ replace it by $ and move left, Go to state Q2 and step 3
Step-3:
If symbol is 0 replace it by X and move left, or
If symbol is 1 replace it by Y and move left,
Go to state Q3 and step 4
Step-4:
If the symbol is 0 replace it by 0 and move left, remain on the same state
If the symbol is 1 replace it by 1 and move left, remain on the same state
---------------------------------------------
If the symbol is X replace it by X and move right or
If the symbol is Y replace it by Y and move right,
Go to state Q0 and step 1
Step-5:
If symbol is X replace it by X and move left or
If symbol is Y replace it by Y and move left
Go to state Q4 and step 6
Step-6:
If symbol is X replace it by 0 and move left, remain on same state
If symbol is Y replace it by 1 and move left, remain on same state
- - - - - - - - - -- - - - - - - - - - --
If symbol is $ replace it by $ and move right
Go to state Q4 and step 7
Step-7:
If symbol is 0 replace it by X and move right, go to state Q6 and step 8
If symbol is 1 replace it by Y and move right, go to state Q7 and step 9
- - - - - - - - - -- - - - - - - - - - --
If symbol is B replace it by B and move left, STRING ACCEPTED, GO TO FINAL STATE Q9
Step-8:
If symbol is 0 replace it by 0 and move right, remain on same state
If symbol is 1 replace it by 1 and move right, remain on same state
If symbol is B replace it by B and move right, remain on same state
- -- - - - - - - - - - - - - - - - - - -
If symbol is X replace it by B and move left
Go to state Q8 and step 10
Step-9:
Example
We will now consider some few important Decidable problems:
Are two regular languages L and M equivalent: We can easily check this by using Set
Difference operation. L-M =Null and M-L =Null. Hence (L-M) U (M-L) = Null, then L,M are equivalent.
Membership of a CFL: We can always find whether a string exists in a given CFL by using an
algorithm based on dynamic programming.
Emptiness of a CFL By checking the production rules of the CFL we can easily state whether
the language generates any strings or not.
What are Undecidable Problems?
The problems for which we can’t construct an algorithm that can answer the problem correctly in finite time
are termed as Undecidable Problems. These problems may be partially decidable but they will never be
decidable. That is there will always be a condition that will lead the Turing Machine into an infinite loop
without providing an answer at all.
We can understand Undecidable Problems intuitively by considering Fermat's Theorem, a popular
Undecidable Problem which states that no three positive integers a, b and c for any n>2 can ever satisfy the
equation: a^n + b^n = c^n. If we feed this problem to a Turing machine to find such a solution which gives a
contradiction then a Turing Machine might run forever, to find the suitable values of n, a, b and c. But we are
always unsure whether a contradiction exists or not and hence we term this problem as an Undecidable
Problem.
Example
These are few important Undecidable Problems:
Whether a CFG generates all the strings or not: As a Context Free Grammar (CFG) generates
infinite strings, we can’t ever reach up to the last string and hence it is Undecidable.
Whether two CFG L and M equal: Since we cannot determine all the strings of any CFG, we can
predict that two CFG are equal or not.
Ambiguity of CFG: There exist no algorithm which can check whether for the ambiguity of a
Context Free Language (CFL). We can only check if any particular string of the CFL generates two different
parse trees then the CFL is ambiguous.
Is it possible to convert a given ambiguous CFG into corresponding non-ambiguous CFL: It is
also an Undecidable Problem as there doesn’t exist any algorithm for the conversion of an ambiguous CFL to
non-ambiguous CFL.
Is a language Learning which is a CFL, regular: This is an Undecidable Problem as we can not
find from the production rules of the CFL whether it is regular or not.
The most well-known undecidable problem is the Halting Problem, which asks whether a given
program will stop running (halt) or continue running forever for a particular input. It has been proven that no
algorithm can solve this problem for all programs and inputs.
Some more Undecidable Problems related to Turing machine:
Membership problem of a Turing Machine
Finiteness of a Turing Machine
Emptiness of a Turing Machine
Whether the language accepted by Turing Machine is regular or CFL
Algorithm There is an algorithm that works for No algorithm can solve the problem
Aspect Decidable Problems Undecidable Problems
The algorithm stops (halts) and gives The algorithm might never stop for
Halting
an answer for every input. some inputs, or no algorithm exists.
Introduction
Undecidability is a fundamental concept in computability theory, referring to problems that cannot be solved
by a Turing machine or any other computational model. The Halting Problem is a classic example of an
undecidable problem.
Formal Definition
Formally, the Halting Problem can be defined as follows:
Given a program P and an input x, determine whether P will halt when run on x.
More precisely, we can define a halting oracle H that takes a pair (P, x) as input and returns:
- 1 if P halts on x
- 0 if P does not halt on x
The Halting Problem is undecidable because there cannot exist a general algorithm (Turing machine) that can
determine, given an arbitrary program P and input x, whether P will halt on x.
Example
Consider a simple program that takes a positive integer n as input and runs an infinite loop if n is even, but
halts if n is odd:
def halting_problem(n):
if n % 2 == 0:
while True:
pass
else:
return
Given this program and an input n, the Halting Problem would ask whether the program will halt. However,
there is no general algorithm that can determine this for all possible inputs n.
Implications
The undecidability of the Halting Problem has significant implications for computer science:
- Limits of Computation: It highlights the fundamental limits of computation, demonstrating that there are
problems that cannot be solved by any algorithm.
- Verification and Validation: It shows that verifying the correctness of programs is a challenging task, and
there cannot exist a general algorithm to determine whether a program will halt or produce the correct output.
- Artificial Intelligence: The Halting Problem has implications for artificial intelligence, as it demonstrates
the limitations of automated reasoning and decision-making.
The undecidability of the Halting Problem is a profound result that has far-reaching implications for the theory
and practice of computation.
Example of an RE Language
The language of all valid mathematical proofs is RE. A Turing machine can be designed to generate all
possible proofs by systematically exploring all possible combinations of axioms and inference rules.
Non-RE Languages
A language is non-RE if there is no Turing machine that can enumerate all strings in the language. In other
words, a language is non-RE if there is no algorithm that can generate all valid strings in the language.
Justification
The justification for these examples lies in the definitions of RE and non-RE languages:
- The language of all valid mathematical proofs is RE because we can systematically generate all possible
proofs using a Turing machine.
- The language of all Turing machines that do not halt on a given input is non-RE because the Halting Problem
is undecidable, and there is no general algorithm to determine whether a Turing machine will halt or run
forever.
These examples illustrate the difference between RE and non-RE languages, highlighting the limitations of
computation and the importance of understanding the theoretical foundations of computer science.
Decidable Problems
A decidable problem is a decision problem that can be solved by a Turing machine that halts on all inputs. In
other words, a decidable problem is one for which there exists an algorithm that can determine the answer (yes
or no) for any given input.
Undecidable Problems
An undecidable problem is a decision problem that cannot be solved by a Turing machine that halts on all
inputs. In other words, an undecidable problem is one for which there is no algorithm that can determine the
answer (yes or no) for any given input.
1. The Halting Problem: Given a Turing machine M and an input w, determine whether M will halt on w.
- Example: Consider a Turing machine M that takes a string w as input and runs an infinite loop if w
contains the substring "ab", but halts otherwise. The Halting Problem would ask whether M will halt on a
given input string w. There is no general algorithm to determine this.
2. The Emptiness Problem for Turing Machines: Given a Turing machine M, determine whether the
language accepted by M is empty (L(M) = ∅).
- Example: Consider a Turing machine M that accepts all strings that contain the substring "hello". The
Emptiness Problem would ask whether M accepts any strings. While this specific example can be solved, the
general problem is undecidable.
Implications
The existence of undecidable problems has significant implications for computer science:
Understanding the difference between decidable and undecidable problems is crucial for appreciating the
theoretical foundations of computer science and the limitations of computation
Reduction Method
To show that a problem is undecidable using reduction, we can use the following approach:
Example: Reducing the Halting Problem to the Problem of Determining whether a Turing Machine Accepts a
Given String
Let's consider the problem of determining whether a Turing machine M accepts a given string w. We can
reduce the Halting Problem to this problem as follows:
1. Given a Turing machine M' and an input w', construct a new Turing machine M that simulates M' on w' and
accepts if M' halts on w'.
2. If M' halts on w', then M accepts w'.
3. If we had a decider for the problem of determining whether M accepts w', we could use it to solve the
Halting Problem for M' and w'.
Implications
If we assume that the problem of determining whether M accepts w' is decidable, then we can use this decider
to solve the Halting Problem, which is known to be undecidable. This contradiction implies that the problem
of determining whether M accepts w' is also undecidable.