Artificial Intelligence: Tutorial 3 Questions Heuristic Search and Game Playing

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TRNG I HC BCH KHOA TP.

HCM Khoa Khoa hc & K thut My tnh

ARTIFICIAL INTELLIGENCE
Tutorial 3 Questions HEURISTIC SEARCH AND GAME PLAYING
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? Question 2. Prove each of the following statements: a. Breadth-first search is a special case of uniform-cost search. b. Breadth-first search, depth-first search, and uniform-cost search are special cases of best-first search. c. Uniform-cost search is a special case of A* search. Question 3.

Figure 1 A road map of Romania 1

TRNG I HC BCH KHOA TP.HCM Khoa Khoa hc & K thut My tnh 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. Table 1 The straight-line distances to Bucharest

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?

TRNG I HC BCH KHOA TP.HCM Khoa Khoa hc & K thut My tnh Question 4. Given a tree of a game state as presented in Figure 2 (assume that node A is corresponding to the MAXs player). If directly applied in the nodes, the static function will yield the results as given in Table 2.

Figure 2 A game-state tree Table 2 The results returned by the static function when directly applied Node A B C D E F G H I J Score 0.95 0.25 0.1 0.05 1.0 -1.0 -0.2 -0.7 0.75 -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.

TRNG I HC BCH KHOA TP.HCM Khoa Khoa hc & K thut My tnh 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?

Figure 3 - A game-state tree with Minimax applied 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

TRNG I HC BCH KHOA TP.HCM Khoa Khoa hc & K thut My tnh

Figure 4 - A resultant Minimax-applied tree -- End --

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