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(1 - 1) CSA2001 - Module 2 Worksheet

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0% found this document useful (0 votes)
31 views11 pages

(1 - 1) CSA2001 - Module 2 Worksheet

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fejajo5625
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Module 2 – Worksheet 1

Multiple Choice Questions

Q.No 1. What is a key attribute of uninformed search algorithms?


a) They don’t utilize any additional information about the problem.
b) They utilize domain specific knowledge.
c) They are used to maximize or minimize the problem.
d) These algorithms have complete knowledge and understanding of the problem.
Answer:

Q.No 2. Based on the projected total cost from the start node to the target node, which
informed search algorithm prioritizes nodes?
a) A* algorithm.
b) Breadth First Search
c) Best First Search
Uniform Cost Search
Answer:

Q.No 3. If the heuristic isn't designed properly for a specific scenario, which informed
search method is most likely to underperform?
a) Greedy Best-First Search
b) Depth-First Search
c) Greedy A* algorithm
d) Uniform-Cost Search
Answer:

Q.No 4. What is the hardest thing about making heuristic functions for intelligent search
algorithms?
a) Making them computationally very expensive
b) None
c) Making them problem-independent
d) Maintaining a balance between informativeness and computational cost
Answer:

Q.No 5. Which of the following is often used to describe the additional information used
in informed search algorithms?
a) Greedy choice
b) Heuristic
c) Bias
d) Randomization
Answer:

Q.No 6. Which of the following is used for a Heuristic function?


a) Euclidean Distance
b) Manhattan Distance
c) Any function with a better guess
d) None
Answer:

Q.No 7. Which algorithm is commonly used for making decisions in adversarial, two-
player, zero-sum games?
a) Minimax algorithm
b) Depth-First Search
c) Breadth-First Search
d) A* algorithm
Answer:

Q.No 8. Which of the following is the objective in solving stochastic games?


a) Finding a strategy that maximizes the expected cumulative reward
b) Maximizing the number of players
c) Minimizing the number of random events
d) Achieving a perfect information state
Answer:

Q.No 9. In the Minimax algorithm, what does the term "utility function" represent?
a) Opponent winning probability
b) The total moves made by both players
c) The speed at which the AI processes the game moves
d) A measure (numerical) of the desirability of game states for the AI
Answer:

Q.No 10. What is the initial value of alpha at the root node in alpha-beta pruning?
a) -∞ (negative infinity)
b) 0
c) +∞ (positive infinity)
d) 1
Answer:
Module 2 – Worksheet 2
Fill in the blanks

Q.No.1. The evaluation function of the A* algorithm is ____________.


Answer:

Q.No.2. Alpha-beta pruning occurs during the ____________ phase of the minimax algorithm.
Answer:

Q.No.3. The utility function assigns a numerical value to each of the ____________ states in a
game.
Answer:

Q.No.4. The ____________ function is a critical component in backtracking algorithms,


providing a systematic way to explore the solution space.
Answer:

Q.No.5. In the context of searching with partial observations, the agent's knowledge is often
represented by a ____________.
Answer:

Match the following


PART A PART B
(1) BFS (A) The process of eliminating branches from the search tree
cannot affect the final decision.
(2) Hill Climbing (B) This search algorithm explores the shallowest nodes in the
search space before moving on to deeper nodes.
(3) Pruning (C) A state in the search space where no neighbouring states have
a higher value.
(4) Minmax Algorithm (D) A local search algorithm that iteratively moves in the direction
of increasing elevation in the solution space.
(5) Local Minimum (E) An algorithm for decision-making in two-player games to
minimize the possible loss.
Answer
(1) –
(2) –
(3) –
(4) –
(5) –
Module 2 – Worksheet 3

Q.No 1 : Apply alpha-beta pruning algorithm to prune the following game tree and also
find its time complexity

Solution

Q.No 2: Provide a detailed illustration of the following points in applying the Hill Climbing
Algorithm to the Traveling Salesman Problem (TSP).
 State Representation.
 The Objective Function.
 The Initial Solution.
 Generation of neighborhood of a state.
 Hill Climbing Iteration.
 Condition for Termination.
Solution:
Q. No 3: Apply A* algorithm to the following graph and find the possible states required to
move from S to G. Also find its time complexity.

Solution
Q. No: 4. Explain several components of “problem formulation” for a problem-solving
agent. Illustrate the key components of problem formulation for an eight-puzzle problem.
Solution:

Q. No: 5. How does Uniform Cost Search differ from BFS and DFS? Which solution would
BFS find to move from node S to node G if run on the graph below?

Ans-
Q. No: 6. Apply Best First Search on the following graph to reach state I from S.

Solution:
Q. No: 7. Develop an algorithm for a 3×3 game board for a simple two-player Tic-Tac-Toe
game.
Solution:
Q. No 8. Draw the state space diagram for the Hill Climbing Search and also explain
several regions of it.
Solution

Q. No 9. Provide a step-by-step procedure or a pseudocode required to apply


backtracking search to solve a SUDOKU puzzle.
Solution
Q. No 10. Write the worst-case time complexity of the following techniques with a
detailed illustration of each term.
 A* Algorithm.
 Min-Max Algorithm with Alpha-Beta Pruning.
 Best First Search Algorithm.
Solution

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