Tut 3 - Sol
Tut 3 - Sol
Tut 3 - Sol
HCM
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ARTIFICIAL INTELLIGENCE
Tutorial 3 Solutions
Question 1.
The heuristic path algorithm is a best-first search in which the objective function is
f(n) = (2 - w).g(n) + w.h(n)
For what values of w is this algorithm guaranteed to be optimal? (You may assume that h
is admissible) What kind of search does this perform when w = 0? When w = l? When
w = 2?
Solution:
The algorithm guaranteed to be optimal when w = 0. This behaves exactly like uniform-
cost search – the factor of two makes no difference in the ordering of the nodes.
w = 0: uniform-cost search.
w = 1: A* search.
w = 2: greedy search.
Solution:
a. When all step costs are equal, g(n) ~ depth(n), so uniform-cost search reproduces
breadth-first search.
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Question 3.
Figure 1 gives a simplified road map of Romania, in which the road distances between
cities are indicated. Meanwhile, Table 1 presents the straight-line distance from the cities
to Bucharest.
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a. Find a path from Arad to Bucharest using the greedy algorithm, in which the h function
is defined as the straight-line distance given in Table 1. Present the total cost and the
nodes (cities) to be expanded, in the corresponding order.
b. Find a path from Arad to Bucharest using the uniform-cost search algorithm, in which
the g function is defined as the road distance given in Figure 1. Present the total cost and
the nodes (cities) to be expanded, in the corresponding order.
c. Find a path from Arad to Bucharest using A* algorithm, whose g and f functions are as
presented in Question 1a and 1b. Present the actual total cost and the nodes (cities) to be
expanded, in the corresponding order.
d. Find a case that the greedy function will suffer infinitive loop when finding path
between cities in Romania?
Solution:
a. The path: Arad -> Sibiu -> Fagaras -> Bucharest
The total cost: 140 + 99 + 211 = 450
The order of expanded nodes: same as the path.
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b. The path: Arad -> Sibiu -> Rimnicu Vilcea -> Pitesti -> Bucharest
The total cost: 140 + 80 + 97 + 101 = 418
The order of expanded nodes: Arad (0), Zerind (70), Timisoara (118), Sibiu (140),
Oraeda (146), Rimnicu Vilcea (220), Lugoj (229), Fagaras (239), Mehadia (299), Pitesti
(317), Craiova (366), Dobreta (374), Bucharest (418).
c. The path: Arad -> Sibiu -> Rimnicu Vilcea -> Pitesti -> Bucharest
The actual total cost: 140 + 80 + 97 + 101 = 418
The order of expanded nodes: Arad (366), Sibiu (393), Rimnicu Vilcea (413), Pitesti
(415), Fagaras (417), Bucharest (418).
Question 4.
Table 2 – The results returned by the static function when directly applied
Node Score
A 0.95
B 0.25
C 0.1
D 0.05
E 1.0
F -1.0
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G -0.2
H -0.7
I 0.75
J -1.0
State the next move that the game playing program will choose if using a Minimax
algorithm. Redraw the subtree with nodes associated with the corresponding evaluated
scores. Suppose that the Minimax algorithm will be set to cover:
a. Up to level 1
b. Up to level 2
c. Unlimited depth.
Solution:
a. Selected move: B
b. Selected move: D
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Question 5.
Figure 3 presents a resultant tree when the Minimax algorithm is fully applied on the tree.
In the best case of applying alpha-beta prunes (i.e. best nodes will be incidentally visited
first), which nodes (and branches) will be cut-off?
Solution:
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Question 6.
Figure 4 presents a resultant Minimax-applied tree. What are the corresponding resultant
trees when the alpha-beta prunes are applied in the following cases:
a. Normal case: nodes will be visited from left to right when in the same levels
b. Best case
c. Worst case
Solution:
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a.
Evaluation times: 14
Static evaluation times: 6
b.
Evaluation times: 9
Static evaluation times: 4
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c.
Evaluation times: 22
Static evaluation times: 13
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