Design a Turing machine with input alphabet (a, b) that accepts a string if and only if the string has the property described. The input string has more a's than b's.
Design a Turing machine with input alphabet (a, b) that accepts a string if and only if the string has the property described. The input string has more a's than b's.
Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
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Transcribed Image Text:**Turing Machine Design with Input Alphabet {a, b}**
*Objective*:
Create a Turing machine with the input alphabet {a, b} that accepts a string if and only if the string has the specified property.
*Property*:
The input string contains more a's than b's.
### Detailed Explanation
In order to design a Turing machine that accepts any string with more `a`s than `b`s, consider the following high-level steps:
1. **Initialization**:
- Start from the beginning of the tape and leave an indicator or marker (such as `*`) to know where you began.
2. **Scan for Characters**:
- Traverse the tape to find the first unmarked `a` and replace it with a special symbol (like `X` or `Y`) to indicate it has been processed.
- Similarly, traverse the tape to find the first unmarked `b` and mark it similarly.
3. **Balancing a's and b's**:
- For each `a` marked, find a matching `b` and vice versa. If you manage to pair all `b`s but still have `a`s left, it means there are more `a`s than `b`s.
- Conversely, if you pair all `a`s but have `b`s left, the string doesn't have more `a`s.
4. **Final Check**:
- If you reach the end of the tape with more `a`s marked than `b`s, stop and accept the string.
- If `b`s exceed, the machine enters a reject state.
### Example Algorithm:
1. **Start State**: Traverse right looking for an `a` or `b`.
2. **Marking an `a`**:
- Upon finding an unmarked `a`, change it to `X` and move to a state to find a `b`.
3. **Marking a `b`**: On finding an unmarked `b`, change it to `Y` and revert back to the state searching for an `a`.
- Repeat the above two steps until all characters are marked.
4. **Decision**:
- Transition to the accept state if excess `a`s are found, else reject.
### Note:
The machine relies on marking `a`s and `b`s to balance them. By the end of the traversal, the excess of
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