**SEARCH**
The figure shows a map on a uniform grid where each tile is 1x1 in size.
The start node is S and the goal node is G.
The MoveGen function returns nodes in alphabetical order.
Use Manhattan Distance as the heuristic function.
**Tie-breaker:** If several nodes have the same cost, use node labels to break the tie.
Based on the above data, answer the given subquestions.
What is the path found by the Best First Search algorithm? Enter the path as a comma separated
list of node labels.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: S,X,Y,Z**
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map on a uniform grid where each tile is 1x1 in size.
The start node is S and the goal node is G.
The MoveGen function returns nodes in alphabetical order.
Use Manhattan Distance as the heuristic function.
**Tie-breaker:** If several nodes have the same cost, use node labels to break the tie.
Based on the above data, answer the given subquestions.
What is the path found by A* search algorithm? Enter the path as a comma separated list of node
labels.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: S,X,Y,Z**
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map on a uniform grid where each tile is 1x1 in size.
The start node is S and the goal node is G.
The MoveGen function returns nodes in alphabetical order.
Use Manhattan Distance as the heuristic function.
**Tie-breaker:** If several nodes have the same cost, use node labels to break the tie.
Based on the above data, answer the given subquestions.
What is the path found by Branch-and-Bound search algorithm? Enter the path as a comma
separated list of node labels.
Use the Branch-and-Bound variation that avoids cyclic expansions like S,B,S,B,S,B,...
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: S,X,Y,Z**
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map on a uniform grid where each tile is 1x1 in size.
The start node is S and the goal node is G.
The MoveGen function returns nodes in alphabetical order.
Use Manhattan Distance as the heuristic function.
**Tie-breaker:** If several nodes have the same cost, use node labels to break the tie.
Based on the above data, answer the given subquestions.
For the given map, which algorithm finds the shortest path from S to G?
**SEARCH**
The figure shows a map on a uniform grid where each tile is 1x1 in size.
The start node is S and the goal node is G.
The MoveGen function returns nodes in alphabetical order.
Use Manhattan Distance as the heuristic function.
**Tie-breaker:** If several nodes have the same cost, use node labels to break the tie.
Based on the above data, answer the given subquestions.
Select the correct statement(s) about the given graph.
6406534785386.
Heuristic is admissible.
6406534785387.
Heuristic is not admissible.
6406534785388.
Heuristic is admissible in some cases and not admissible in other cases.
6406534785389.
There is not enough information to determine admissibility.
A published solution is not available for this question yet.
**TSP BnB**
TSP BnB algorithm is solving a TSP instance where the cities are A, B, C, .... and so on. The BnB
search tree (at the point when the algorithm discovers the optimal tour) is provided below.
Each node in the search tree displays an edge (either XY or ¬XY), a cost value, and a unique
reference number (a1, b1, ..., c1, ..., d1, ..., e1, e2). Use the reference numbers to break ties. When
required, use reference numbers in short answers.
What information can you glean from the search tree? Answer the sub-questions based on the
information gleaned from the search tree.
Let S0 (ref. no. a1) be the first node to be refined, identify the next 4 nodes (2nd to 5th node) that
are refined by the TSP BnB algorithm. Enter the nodes (node reference numbers) in the order they
are refined.
Enter a comma separated list of node reference numbers.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: a9,b9,c9,d9**
A published solution is not available for this question yet.
**TSP BnB**
TSP BnB algorithm is solving a TSP instance where the cities are A, B, C, .... and so on. The BnB
search tree (at the point when the algorithm discovers the optimal tour) is provided below.
Each node in the search tree displays an edge (either XY or ¬XY), a cost value, and a unique
reference number (a1, b1, ..., c1, ..., d1, ..., e1, e2). Use the reference numbers to break ties. When
required, use reference numbers in short answers.
What information can you glean from the search tree? Answer the sub-questions based on the
information gleaned from the search tree.
Which node represents the optimal tour? Enter the node reference number in the text box, or
enter NIL if it is not possible to determine the optimal tour.
Enter a node reference number.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: a9**
A published solution is not available for this question yet.
**TSP BnB**
TSP BnB algorithm is solving a TSP instance where the cities are A, B, C, .... and so on. The BnB
search tree (at the point when the algorithm discovers the optimal tour) is provided below.
Each node in the search tree displays an edge (either XY or ¬XY), a cost value, and a unique
reference number (a1, b1, ..., c1, ..., d1, ..., e1, e2). Use the reference numbers to break ties. When
required, use reference numbers in short answers.
What information can you glean from the search tree? Answer the sub-questions based on the
information gleaned from the search tree.
What is the cost of the optimal tour? Enter the cost of the optimal tour in the text box, or enter NIL
if it is not possible to determine the optimal tour.
Enter an integer.
NO SPACES, TABS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: 42**
A published solution is not available for this question yet.
**TSP BnB**
TSP BnB algorithm is solving a TSP instance where the cities are A, B, C, .... and so on. The BnB
search tree (at the point when the algorithm discovers the optimal tour) is provided below.
Each node in the search tree displays an edge (either XY or ¬XY), a cost value, and a unique
reference number (a1, b1, ..., c1, ..., d1, ..., e1, e2). Use the reference numbers to break ties. When
required, use reference numbers in short answers.
What information can you glean from the search tree? Answer the sub-questions based on the
information gleaned from the search tree.
Determine the number of cities in the TSP instance. Enter the number of cities in the text box, or
enter NIL if it is not possible to determine the number of cities.
Enter an integer.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: 42**
A published solution is not available for this question yet.
**TSP BnB**
TSP BnB algorithm is solving a TSP instance where the cities are A, B, C, .... and so on. The BnB
search tree (at the point when the algorithm discovers the optimal tour) is provided below.
Each node in the search tree displays an edge (either XY or ¬XY), a cost value, and a unique
reference number (a1, b1, ..., c1, ..., d1, ..., e1, e2). Use the reference numbers to break ties. When
required, use reference numbers in short answers.
What information can you glean from the search tree? Answer the sub-questions based on the
information gleaned from the search tree.
Start from city A, what is the path representation of the optimal tour? Enter the path
representation in the text box, or enter NIL if it is not possible to determine the optimal tour.
Enter a comma separated list of cities (city labels).
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: A,B,C**
A published solution is not available for this question yet.
**GAMES**
The figure shows a game tree with evaluation function values at the leaf nodes.
The leaf nodes are labeled from A to K.
Use these labels to enter a leaf node or a list of leaf nodes in short answers (textbox).
**Tie-breaker:**
When several nodes carry the same best cost then select the deepest node,
if tie persists then select the leftmost of the deepest nodes to break the tie.
Based on the above data, answer the given subquestions.
Which of the following is a strategy for the MAX player?
6406534785395.
I,K
6406534785396.
E,F,G
6406534785397.
E,F
6406534785398.
I,J,K
A published solution is not available for this question yet.
**GAMES**
The figure shows a game tree with evaluation function values at the leaf nodes.
The leaf nodes are labeled from A to K.
Use these labels to enter a leaf node or a list of leaf nodes in short answers (textbox).
**Tie-breaker:**
When several nodes carry the same best cost then select the deepest node,
if tie persists then select the leftmost of the deepest nodes to break the tie.
Based on the above data, answer the given subquestions.
List the leaf nodes in the best strategy for MAX. Enter the node labels in alphabetical order.
Enter a comma separated list of node labels in alphabetical order.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: X,Y,Z**
A published solution is not available for this question yet.
**GAMES**
The figure shows a game tree with evaluation function values at the leaf nodes.
The leaf nodes are labeled from A to K.
Use these labels to enter a leaf node or a list of leaf nodes in short answers (textbox).
**Tie-breaker:**
When several nodes carry the same best cost then select the deepest node,
if tie persists then select the leftmost of the deepest nodes to break the tie.
Based on the above data, answer the given subquestions.
List the leaf nodes inspected by Alpha-Beta algorithm.
Enter a comma separated list of node labels in alphabetical order.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: X,Y,Z**
A published solution is not available for this question yet.
**GAMES**
The figure shows a game tree with evaluation function values at the leaf nodes.
The leaf nodes are labeled from A to K.
Use these labels to enter a leaf node or a list of leaf nodes in short answers (textbox).
**Tie-breaker:**
When several nodes carry the same best cost then select the deepest node,
if tie persists then select the leftmost of the deepest nodes to break the tie.
Based on the above data, answer the given subquestions.
A published solution is not available for this question yet.
**PROBLEM DECOMPOSITION**
The figure shows an AND-OR graph that depicts how a problem S can be decomposed into one or
more smaller problems. Nodes are uniquely identified by labels (S, A, B, …). The number in each
node is the heuristic estimate of the cost of solving that node.
Nodes shown in double lines are primitive nodes and their values are actual costs. Observe that a
primitive node is added to the graph by its parent when the parent is expanded, and the primitive
node is labeled as SOLVED and it will not be expanded subsequently.
**The cost of each edge is 2 units.**
**Tie-breaker 1:** If several nodes have the same cost then break the tie using node labels.
**Tie-breaker 2:** For AND nodes, expand the unsolved branch with the highest cost.
Use AO* algorithm to solve S, then answer the subquestions.
A published solution is not available for this question yet.
**PROBLEM DECOMPOSITION**
The figure shows an AND-OR graph that depicts how a problem S can be decomposed into one or
more smaller problems. Nodes are uniquely identified by labels (S, A, B, …). The number in each
node is the heuristic estimate of the cost of solving that node.
Nodes shown in double lines are primitive nodes and their values are actual costs. Observe that a
primitive node is added to the graph by its parent when the parent is expanded, and the primitive
node is labeled as SOLVED and it will not be expanded subsequently.
**The cost of each edge is 2 units.**
**Tie-breaker 1:** If several nodes have the same cost then break the tie using node labels.
**Tie-breaker 2:** For AND nodes, expand the unsolved branch with the highest cost.
Use AO* algorithm to solve S, then answer the subquestions.
Determine the value of the start node S after each node is expanded. Enter the value of S after
each node is expanded.
Enter a comma separated list of numbers.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: 12,42,17**
A published solution is not available for this question yet.
**PROBLEM DECOMPOSITION**
The figure shows an AND-OR graph that depicts how a problem S can be decomposed into one or
more smaller problems. Nodes are uniquely identified by labels (S, A, B, …). The number in each
node is the heuristic estimate of the cost of solving that node.
Nodes shown in double lines are primitive nodes and their values are actual costs. Observe that a
primitive node is added to the graph by its parent when the parent is expanded, and the primitive
node is labeled as SOLVED and it will not be expanded subsequently.
**The cost of each edge is 2 units.**
**Tie-breaker 1:** If several nodes have the same cost then break the tie using node labels.
**Tie-breaker 2:** For AND nodes, expand the unsolved branch with the highest cost.
Use AO* algorithm to solve S, then answer the subquestions.
A published solution is not available for this question yet.
**RULE BASED EXPERT SYSTEMS**
A Rete Net for a rule based system to identify engines, turbines and motors is shown in the figure.
Here, BoM refers to Bill-of-Materials, which is a list of parts and their quantities needed for
assembling a machine.
The nodes in the network are uniquely identified by labels: A1,A2,... for Alpha nodes; B1,B2,... for
beta nodes; R1,R2,... for rules.
The Working Memory contains the following WMEs uniquely identified by timestamps (sequence
numbers). Assume that WMEs reside in the appropriate Alpha node, and Beta nodes simply point
to elements in the ancestor Alpha nodes.
The sub-questions are based on the first Match-Resolve-Execute cycle. Determine the locations of
the WMEs and compute the conflict set, then answer the given sub-questions.
Which of the following rule-data tuples occur in the conflict set?
6406534785405.
(Liquid-Fuel-Rocket, 102, 107)
6406534785406.
(Solid-Fuel-Rocket, 107, 101)
6406534785407.
(Windmill, 105, 104)
6406534785408.
(Generator, 104)
6406534785409.
(Generator, 106)
6406534785410.
(Rocket, 107)
A published solution is not available for this question yet.
**RULE BASED EXPERT SYSTEMS**
A Rete Net for a rule based system to identify engines, turbines and motors is shown in the figure.
Here, BoM refers to Bill-of-Materials, which is a list of parts and their quantities needed for
assembling a machine.
The nodes in the network are uniquely identified by labels: A1,A2,... for Alpha nodes; B1,B2,... for
beta nodes; R1,R2,... for rules.
The Working Memory contains the following WMEs uniquely identified by timestamps (sequence
numbers). Assume that WMEs reside in the appropriate Alpha node, and Beta nodes simply point
to elements in the ancestor Alpha nodes.
The sub-questions are based on the first Match-Resolve-Execute cycle. Determine the locations of
the WMEs and compute the conflict set, then answer the given sub-questions.
If the Inference Engine uses **Specificity** for conflict resolution then which rule-data tuple will fire in
the first round?
6406534785411.
(Liquid-Fuel-Rocket, 102, 107)
6406534785412.
(Solid-Fuel-Rocket, 107, 101)
6406534785413.
(Windmill, 105, 104)
6406534785414.
(Generator, 104)
6406534785415.
(Generator, 106)
6406534785416.
(Rocket, 107)
A published solution is not available for this question yet.
**RULE BASED EXPERT SYSTEMS**
A Rete Net for a rule based system to identify engines, turbines and motors is shown in the figure.
Here, BoM refers to Bill-of-Materials, which is a list of parts and their quantities needed for
assembling a machine.
The nodes in the network are uniquely identified by labels: A1,A2,... for Alpha nodes; B1,B2,... for
beta nodes; R1,R2,... for rules.
The Working Memory contains the following WMEs uniquely identified by timestamps (sequence
numbers). Assume that WMEs reside in the appropriate Alpha node, and Beta nodes simply point
to elements in the ancestor Alpha nodes.
The sub-questions are based on the first Match-Resolve-Execute cycle. Determine the locations of
the WMEs and compute the conflict set, then answer the given sub-questions.
If the Inference Engine uses **Recency** for conflict resolution which rule-data tuple will fire in the
first round?
6406534785417.
(Liquid-Fuel-Rocket, 102, 107)
6406534785418.
(Solid-Fuel-Rocket, 107, 101)
6406534785419.
(Windmill, 105, 104)
6406534785420.
(Generator, 104)
6406534785421.
(Generator, 106)
6406534785422.
(Rocket, 107)
A published solution is not available for this question yet.
Does the given CSP have a solution? Enter the solution for regions A,B,C as a comma separated list
of colours. Enter NIL if there is no solution.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
**Answer format: r,b,r**
A published solution is not available for this question yet.