#computerscience #formalmethods #petrinets
Lately I've been playing the game Star Rupture. A large part of the game involves setting up an industrial production line in a simulated 3d world. (It also involves exploring, base building, and fighting mobs of horrible giant bugs.)
While I was talking to Claude about strategies for organizing process management it brought up Petri nets, and I said aha, yes, in this context it makes perfect sense. (See parent post from last autumn, where it didn't yet.)
“The FMS context is almost a perfect Rosetta Stone for Petri nets. Your buffers are places, items in buffers are tokens, machines firing are transitions, and the input/output arcs are exactly the consumption and production of items. The "a transition can only fire when all its input places have tokens" rule is just "a machine can only run when all its input buffers are non-empty." The deadlock condition — a set of places in a cycle where no transition can fire because each is waiting on another — is precisely what you encountered.”
