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January 2026 term · AI: Search Methods for Problem Solving · BSCS3003

AI: Search Methods for Problem Solving End Term: 10 May 2026, Set 1 (January 2026 term)

The IIT Madras BS AI: Search Methods for Problem Solving (AI Search Methods) End Term paper sat on 10 May 2026, in the January 2026 term, set 1: 42 questions for 42 marks in 180 minutes. Every question is below with its answer. Take it as a timed mock test to be marked, or read it through first.

Questions
42
Marks
42
Duration
180 min
MSQ
14
Written
21
MCQ
7

Updated

Official paper: Ai: Search Methods For Problem Solving 06 May 26 · No negative marking.

Question 1

+1 markOne or more correct options
Figure from the original question paper

Select all that apply.

  1. A

    Printed graph sheets were provided on time.

  2. B

    Printed graph sheets were provided late.

  3. C

    Printed graph sheets were not provided.

  4. D

    I used the graph sheets.

  5. E

    I did not use graph sheets.

Show answer

Correct answers

  • A

    Printed graph sheets were provided on time.

  • D

    I used the graph sheets.

Question 2

+1 markWritten answer

SEARCH Consider a water-jug puzzle with three jugs a, b and c of capacities 5L, 3L and 2L, respectively. A state, encoded as a digit string ABC, denotes volume of water in jugs a, b and c, respectively. For example, state 212 denotes that jugs a, b and c contain 2L, 1L and 2L of water, respectively.

MoveGen takes a state ABC and returns a set of neighbours that are one move away from ABC. For example, MoveGen(212) = { 032, 302, 410, 230 }. Based on the above data, answer the given subquestions.

SEARCH  Consider a water-jug puzzle with three jugs a, b and c of capacities 5L, 3L and 2L, respectively. A state, encod

Let 320 be the start state and 401 be the goal state, find the shortest path from start to goal. Enter the path starting with 320 as a comma separated list of states. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 320,302,500 Answers Case Sensitive : No

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A written answer, not marked automatically.

Question 3

+1 markWritten answer

SEARCH Consider a water-jug puzzle with three jugs a, b and c of capacities 5L, 3L and 2L, respectively. A state, encoded as a digit string ABC, denotes volume of water in jugs a, b and c, respectively. For example, state 212 denotes that jugs a, b and c contain 2L, 1L and 2L of water, respectively.

MoveGen takes a state ABC and returns a set of neighbours that are one move away from ABC. For example, MoveGen(212) = { 032, 302, 410, 230 }. Based on the above data, answer the given subquestions.

SEARCH  Consider a water-jug puzzle with three jugs a, b and c of capacities 5L, 3L and 2L, respectively. A state, encod

Let 320 be the start state and 401 be the goal state, find the sequence of moves that produce the shortest path from start to goal. Enter the sequence of moves as a comma separated list. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: aEb,aTc,bETa,cETb Answers Case Sensitive : No

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A written answer, not marked automatically.

Question 4

+1 markOne correct option

SEARCH ALGORITHMS Answer the given subquestions.

Which of the following variants of Depth First Iterative Deepening (DFID) is guaranteed to find the shortest path if one exists?

  1. A

    DFID that inspects only new nodes.

  2. B

    DFID that inspects new as well as open nodes.

  3. C

    DFID that inspects new as well as closed nodes.

  4. D

    None of these.

Show answer

Correct answer

  • C

    DFID that inspects new as well as closed nodes.

Question 5

+1 markOne or more correct options

SEARCH ALGORITHMS Answer the given subquestions.

Given a finite state space with edge costs that may or may not be Euclidean and a heuristic function whose properties are not known, which of the following algorithms are suitable for finding the optimal path?

Select all that apply.

  1. A

    Depth First Search

  2. B

    Breadth First Search

  3. C

    Dijkstra's algorithm

  4. D

    Branch and Bound Search

  5. E

    A*

  6. F

    WA* for some w

  7. G

    Sparse Memory Graph Search (SMGS)

Show answer

Correct answers

  • C

    Dijkstra's algorithm

  • D

    Branch and Bound Search

Question 6

+1 markOne or more correct options

SEARCH ALGORITHMS Answer the given subquestions.

If w is set to zero then wA* algorithm will __________ .

Select all that apply.

  1. A

    behave like Best-First Search

  2. B

    behave like Dijkstra's algorithm

  3. C

    always find the optimal path

  4. D

    sometimes find a suboptimal path

Show answer

Correct answers

  • B

    behave like Dijkstra's algorithm

  • C

    always find the optimal path

Question 7

+1 markWritten answer

GAMES: ALPHA-BETA Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the subtree shown in the figure.

Each leaf node A to D takes a UNIQUE EVAL VALUE from the set {1, 2, 3, 4}. Alpha-Beta algorithm is entering the subtree with alpha=2 and beta=4; find an optimal eval assignment (for nodes A to D) that maximizes the number of leaves pruned; find the minimax value, the type of cuts and the leaves pruned for that assignment. Based on the above data, answer the given subquestions.

GAMES: ALPHA-BETA  Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the sub

Enter the optimal eval assignment (evals of nodes A to D) in the text box. Enter a comma separated list of evals. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 1,2,3,4 Answers Case Sensitive : No

Show answer

A written answer, not marked automatically.

Question 8

+1 markWritten answer

GAMES: ALPHA-BETA Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the subtree shown in the figure.

Each leaf node A to D takes a UNIQUE EVAL VALUE from the set {1, 2, 3, 4}. Alpha-Beta algorithm is entering the subtree with alpha=2 and beta=4; find an optimal eval assignment (for nodes A to D) that maximizes the number of leaves pruned; find the minimax value, the type of cuts and the leaves pruned for that assignment. Based on the above data, answer the given subquestions.

GAMES: ALPHA-BETA  Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the sub

The minimax value of the subtree for the optimal eval assignment is __________ . Enter an integer. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.

Show answer

A written answer, not marked automatically.

Question 9

+1 markWritten answer

GAMES: ALPHA-BETA Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the subtree shown in the figure.

Each leaf node A to D takes a UNIQUE EVAL VALUE from the set {1, 2, 3, 4}. Alpha-Beta algorithm is entering the subtree with alpha=2 and beta=4; find an optimal eval assignment (for nodes A to D) that maximizes the number of leaves pruned; find the minimax value, the type of cuts and the leaves pruned for that assignment. Based on the above data, answer the given subquestions.

GAMES: ALPHA-BETA  Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the sub

Enter the number of alpha-cuts followed by the number of beta-cuts as a comma separated list. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 1,2 Answers Case Sensitive : No

Show answer

A written answer, not marked automatically.

Question 10

+1 markWritten answer

GAMES: ALPHA-BETA Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the subtree shown in the figure.

Each leaf node A to D takes a UNIQUE EVAL VALUE from the set {1, 2, 3, 4}. Alpha-Beta algorithm is entering the subtree with alpha=2 and beta=4; find an optimal eval assignment (for nodes A to D) that maximizes the number of leaves pruned; find the minimax value, the type of cuts and the leaves pruned for that assignment. Based on the above data, answer the given subquestions.

GAMES: ALPHA-BETA  Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the sub

Enter the label of leaf nodes pruned by Alpha-Beta algorithm, or enter NIL if no leaves were pruned. Enter a comma separated list of labels (A to D), or enter NIL. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: W,X,Y,Z Answers Case Sensitive : No

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A written answer, not marked automatically.

Question 11

+1 markWritten answer

GAMES: SSS STAR The figure shows a game tree with evaluation function values at the horizon nodes. The horizon nodes are labeled from A to J. Where applicable, use these labels in short answers. 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.

Run SSS* algorithm on the game tree, then answer the sub-questions.

GAMES: SSS STAR  The figure shows a game tree with evaluation function values at the horizon nodes.  The horizon nodes a

Find the horizon nodes that are assigned SOLVED status by SSS* algorithm. Enter the labels of those nodes in the textbox, or enter NIL if no nodes are assigned SOLVED status. Enter node labels as a comma separated list in alphabetical order. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: X,Y,Z Answers Case Sensitive : No

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A written answer, not marked automatically.

Question 12

+1 markWritten answer

GAMES: SSS STAR The figure shows a game tree with evaluation function values at the horizon nodes. The horizon nodes are labeled from A to J. Where applicable, use these labels in short answers. 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.

Run SSS* algorithm on the game tree, then answer the sub-questions.

GAMES: SSS STAR  The figure shows a game tree with evaluation function values at the horizon nodes.  The horizon nodes a

Find the SOLVED horizon nodes that are pruned from the queue by SSS* algorithm, i.e., SOLVED horizon nodes removed from the queue when a MAX-ancestor is SOLVED. Enter the labels of those nodes in the textbox, or enter NIL if SOLVED nodes were never pruned. Enter node labels as a comma separated list in alphabetical order. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: X,Y,Z Answers Case Sensitive : No

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A written answer, not marked automatically.

Question 13

+1 markWritten answer

PROBLEM DECOMPOSITION The figure shows an AND-OR decomposition of problem S into smaller problems. The nodes are uniquely identified by labels (S, A, B, C, …). Each node shows the heuristic estimate of the cost of solving that node. Nodes shown in double lines are primitive nodes and their values are actual costs. A primitive node is added to the graph, with SOLVED status, when its parent is expanded. And therefore, a primitive node is never expanded. 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, select the unsolved branch with the highest cost.

Use AO* algorithm to solve S, then answer the sub-questions.

PROBLEM DECOMPOSITION  The figure shows an AND-OR decomposition of problem S into smaller problems. The nodes are unique

List the nodes expanded by AO* algorithm. List the nodes in the order they are expanded. Observe that primitive nodes are not expanded. Enter a comma separated list of node labels. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: S,X,Y,Z Answers Case Sensitive : No

Show answer

A written answer, not marked automatically.

Question 14

+1 markWritten answer

PROBLEM DECOMPOSITION The figure shows an AND-OR decomposition of problem S into smaller problems. The nodes are uniquely identified by labels (S, A, B, C, …). Each node shows the heuristic estimate of the cost of solving that node. Nodes shown in double lines are primitive nodes and their values are actual costs. A primitive node is added to the graph, with SOLVED status, when its parent is expanded. And therefore, a primitive node is never expanded. 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, select the unsolved branch with the highest cost.

Use AO* algorithm to solve S, then answer the sub-questions.

PROBLEM DECOMPOSITION  The figure shows an AND-OR decomposition of problem S into smaller problems. The nodes are unique

For each node expanded by AO* algorithm, determine the value propagated to the start node S. Enter the values of S as a list. Enter a comma separated list of numbers. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 12,42,17 Answers Case Sensitive : No

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A written answer, not marked automatically.

Question 15

+1 markOne correct option

PROBLEM DECOMPOSITION The figure shows an AND-OR decomposition of problem S into smaller problems. The nodes are uniquely identified by labels (S, A, B, C, …). Each node shows the heuristic estimate of the cost of solving that node. Nodes shown in double lines are primitive nodes and their values are actual costs. A primitive node is added to the graph, with SOLVED status, when its parent is expanded. And therefore, a primitive node is never expanded. 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, select the unsolved branch with the highest cost.

Use AO* algorithm to solve S, then answer the sub-questions.

PROBLEM DECOMPOSITION  The figure shows an AND-OR decomposition of problem S into smaller problems. The nodes are unique

What can you conclude about the given AND-OR decomposition?

  1. A

    The heuristic is admissible.

  2. B

    The heuristic is inadmissible.

  3. C

    The heuristic is sometimes admissible and sometimes inadmissible.

Show answer

Correct answer

  • A

    The heuristic is admissible.

Question 16

+1 markOne or more correct options

RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figure. The labels A1, A2, ..., A10, A16, ..., B1, B2, B3, R1, …, R4 uniquely identify the nodes in the network. When required, use the above label ordering to break ties and to enter short answers. Note: "attribute <> x" is true when that attribute exists and its value is not equal to x.

Run the Rete algorithm for the Working Memory shown below, the WMEs are in timestamp order. Assume that WMEs reside at appropriate Alpha nodes, and the Beta nodes point to WMEs residing in Alpha nodes.

For each WME identify its location (node label) in the Rete Net, and prepare the conflict set for the first cycle, then answer the given subquestions.

RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figu
RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figu

Which of the following rule-data tuples are in the conflict-set?

Select all that apply.

  1. A

    R1,205,206

  2. B

    R2,209

  3. C

    R3,204,207

  4. D

    R4,203,208

  5. E

    R1,203,206

  6. F

    R4,205,208

Show answer

Correct answers

  • A

    R1,205,206

  • B

    R2,209

  • C

    R3,204,207

  • D

    R4,203,208

Question 17

+1 markOne or more correct options

RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figure. The labels A1, A2, ..., A10, A16, ..., B1, B2, B3, R1, …, R4 uniquely identify the nodes in the network. When required, use the above label ordering to break ties and to enter short answers. Note: "attribute <> x" is true when that attribute exists and its value is not equal to x.

Run the Rete algorithm for the Working Memory shown below, the WMEs are in timestamp order. Assume that WMEs reside at appropriate Alpha nodes, and the Beta nodes point to WMEs residing in Alpha nodes.

For each WME identify its location (node label) in the Rete Net, and prepare the conflict set for the first cycle, then answer the given subquestions.

RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figu
RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figu

If the Inference Engine uses Specificity as the conflict resolution strategy then which of the following rule-data tuples will qualify?

Select all that apply.

  1. A

    R1,205,206

  2. B

    R2,209

  3. C

    R3,204,207

  4. D

    R4,203,208

  5. E

    R1,203,206

  6. F

    R4,205,208

Show answer

Correct answers

  • C

    R3,204,207

  • D

    R4,203,208

Question 18

+1 markOne correct option

RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figure. The labels A1, A2, ..., A10, A16, ..., B1, B2, B3, R1, …, R4 uniquely identify the nodes in the network. When required, use the above label ordering to break ties and to enter short answers. Note: "attribute <> x" is true when that attribute exists and its value is not equal to x.

Run the Rete algorithm for the Working Memory shown below, the WMEs are in timestamp order. Assume that WMEs reside at appropriate Alpha nodes, and the Beta nodes point to WMEs residing in Alpha nodes.

For each WME identify its location (node label) in the Rete Net, and prepare the conflict set for the first cycle, then answer the given subquestions.

RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figu
RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figu

If the Inference Engine uses Recency as the conflict resolution strategy then which of the following rule-data tuples will qualify?

  1. A

    R1,205,206

  2. B

    R2,209

  3. C

    R3,204,207

  4. D

    R4,203,208

  5. E

    R1,203,206

  6. F

    R4,205,208

Show answer

Correct answer

  • B

    R2,209

Question 19

+1 markOne or more correct options

AUTOMATED PLANNING 1 Answer the given subquestions.

Consider actions a and b and two feasible orderings (a then b) and (b then a). Which of the following conditions (each taken independently) will produce different outcomes for each ordering?

Select all that apply.

  1. A

    P is in pre(a) and Q is in del-effects(b).

  2. B

    P is in add-effects(a) and also in del-effects(b).

  3. C

    None of these.

Show answer

Correct answers

  • A

    P is in pre(a) and Q is in del-effects(b).

  • B

    P is in add-effects(a) and also in del-effects(b).

Question 20

+1 markOne or more correct options

AUTOMATED PLANNING 1 Answer the given subquestions.

In planning graphs constructed by GraphPlan, actions a and b in layer n are mutex __________ .

Select all that apply.

  1. A

    only if every P in pre(a) is mutex with every Q in pre(b)

  2. B

    only if every P in pre(a) is present in del-effects(b)

  3. C

    if P is in pre(a) and also in del-effects(b)

  4. D

    if P is in add-effects(a) and also in del-effects(b)

Show answer

Correct answers

  • C

    if P is in pre(a) and also in del-effects(b)

  • D

    if P is in add-effects(a) and also in del-effects(b)

Question 21

+1 markOne correct option

AUTOMATED PLANNING 1 Answer the given subquestions.

In planning graphs constructed by GraphPlan, which of the following are true?

  1. A

    If actions A and B are non mutex in a layer n then it will remain non mutex in all future layers.

  2. B

    If actions A and B are non mutex in a layer n then it can become mutex in some future layer.

  3. C

    If actions A and B are non mutex in a layer n then it must be mutex in a past layer.

  4. D

    None of these.

Show answer

Correct answer

  • A

    If actions A and B are non mutex in a layer n then it will remain non mutex in all future layers.

Question 22

+1 markOne or more correct options

AUTOMATED PLANNING 2 The domain description of a Blocks World with a single one-armed robot is given below.

Consider the following planning problem.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.

Which of the following are applicable actions for FSSP?

Select all that apply.

  1. A

    Putdown(C)

  2. B

    Stack(B,C)

  3. C

    Stack(C,D)

  4. D

    Stack(C,E)

  5. E

    Unstack(D,A)

  6. F

    Unstack(E,B)

Show answer

Correct answers

  • A

    Putdown(C)

  • C

    Stack(C,D)

  • D

    Stack(C,E)

Question 23

+1 markOne or more correct options

AUTOMATED PLANNING 2 The domain description of a Blocks World with a single one-armed robot is given below.

Consider the following planning problem.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.

Which of the following are relevant actions for BSSP?

Select all that apply.

  1. A

    Putdown(C)

  2. B

    Stack(B,C)

  3. C

    Stack(C,D)

  4. D

    Stack(C,E)

  5. E

    Unstack(D,A)

  6. F

    Unstack(E,B)

Show answer

Correct answers

  • B

    Stack(B,C)

  • C

    Stack(C,D)

Question 24

+1 markOne or more correct options

AUTOMATED PLANNING 2 The domain description of a Blocks World with a single one-armed robot is given below.

Consider the following planning problem.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.

In the planning graph, which of the following are mutex action pairs in layer 1?

Select all that apply.

  1. A

    Stack(C,D) and nop for armEmpty

  2. B

    Stack(C,D) and nop for clear(E)

  3. C

    Stack(C,D) and nop for holding(C)

  4. D

    Stack(C,D) and Putdown(C)

Show answer

Correct answers

  • C

    Stack(C,D) and nop for holding(C)

  • D

    Stack(C,D) and Putdown(C)

Question 25

+1 markOne or more correct options

AUTOMATED PLANNING 2 The domain description of a Blocks World with a single one-armed robot is given below.

Consider the following planning problem.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.

In the planning graph, which of the following are mutex proposition pairs in layer 1?

Select all that apply.

  1. A

    armEmpty and clear(E)

  2. B

    armEmpty and holding(C)

  3. C

    on(C,D) and clear(E)

  4. D

    on(C,D) and onTable(C)

Show answer

Correct answers

  • B

    armEmpty and holding(C)

  • D

    on(C,D) and onTable(C)

Question 26

+1 markOne or more correct options

AUTOMATED PLANNING 2 The domain description of a Blocks World with a single one-armed robot is given below.

Consider the following planning problem.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.

In the planning graph, which of the following are applicable actions in layer 2?

Select all that apply.

  1. A

    Pickup(C)

  2. B

    Putdown(C)

  3. C

    Unstack(D,A)

  4. D

    Unstack(E,B)

Show answer

Correct answers

  • B

    Putdown(C)

  • C

    Unstack(D,A)

  • D

    Unstack(E,B)

Question 27

+1 markOne correct option

AUTOMATED PLANNING 2 The domain description of a Blocks World with a single one-armed robot is given below.

Consider the following planning problem.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.

For the given planning problem, does a plan exist?

  1. A

    Yes

  2. B

    No

  3. C

    Cannot be determined

Show answer

Correct answer

  • B

    No

Question 28

+1 markWritten answer

AUTOMATED PLANNING 2 The domain description of a Blocks World with a single one-armed robot is given below.

Consider the following planning problem.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.

For the given planning problem, the length of the plan found by GraphPlan is __________ . Enter an integer or enter NIL if GraphPlan cannot find a plan. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 12 Answers Case Sensitive : No

Show answer

A written answer, not marked automatically.

Question 29

+1 markOne or more correct options

CONSTRAINT SATISFACTION Consider a CSP over 3 variables A, B, C where the domains and constraints are:

where, mod(n,d) returns the remainder after dividing n by d, for example, mod(8,3)=2, mod(12,4)=0, mod(9,4)=1. Compute the three relations to match the domain constraints, then draw the constraint graph and matching-diagram, and then answer the sub-questions.

CONSTRAINT SATISFACTION  Consider a CSP over 3 variables A, B, C where the domains and constraints are:

Which of the following tuples occur in R_AC?

Select all that apply.

  1. A

    (1,2)

  2. B

    (2,1)

  3. C

    (2,4)

  4. D

    (4,2)

Show answer

Correct answers

  • A

    (1,2)

  • B

    (2,1)

  • C

    (2,4)

Question 30

+1 markOne or more correct options

CONSTRAINT SATISFACTION Consider a CSP over 3 variables A, B, C where the domains and constraints are:

where, mod(n,d) returns the remainder after dividing n by d, for example, mod(8,3)=2, mod(12,4)=0, mod(9,4)=1. Compute the three relations to match the domain constraints, then draw the constraint graph and matching-diagram, and then answer the sub-questions.

CONSTRAINT SATISFACTION  Consider a CSP over 3 variables A, B, C where the domains and constraints are:

Which of the following tuples occur in R_BA?

Select all that apply.

  1. A

    (1,3)

  2. B

    (2,2)

  3. C

    (3,1)

  4. D

    (4,2)

Show answer

Correct answers

  • A

    (1,3)

  • B

    (2,2)

  • C

    (3,1)

Question 31

+1 markOne correct option

CONSTRAINT SATISFACTION Consider a CSP over 3 variables A, B, C where the domains and constraints are:

where, mod(n,d) returns the remainder after dividing n by d, for example, mod(8,3)=2, mod(12,4)=0, mod(9,4)=1. Compute the three relations to match the domain constraints, then draw the constraint graph and matching-diagram, and then answer the sub-questions.

CONSTRAINT SATISFACTION  Consider a CSP over 3 variables A, B, C where the domains and constraints are:

Is the given CSP arc-consistent?

  1. A

    Yes

  2. B

    No

  3. C

    Cannot be determined

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  • B

    No

Question 32

+1 markOne correct option

CONSTRAINT SATISFACTION Consider a CSP over 3 variables A, B, C where the domains and constraints are:

where, mod(n,d) returns the remainder after dividing n by d, for example, mod(8,3)=2, mod(12,4)=0, mod(9,4)=1. Compute the three relations to match the domain constraints, then draw the constraint graph and matching-diagram, and then answer the sub-questions.

CONSTRAINT SATISFACTION  Consider a CSP over 3 variables A, B, C where the domains and constraints are:

If the given CSP is not already arc-consistent, then make it arc-consistent, and then check if the resulting network is path consistent.

  1. A

    It is path consistent.

  2. B

    It is not path consistent.

  3. C

    Path consistency does not apply because the constraint graph has a cycle.

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  • A

    It is path consistent.

Question 33

+1 markWritten answer

CONSTRAINT SATISFACTION Consider a CSP over 3 variables A, B, C where the domains and constraints are:

where, mod(n,d) returns the remainder after dividing n by d, for example, mod(8,3)=2, mod(12,4)=0, mod(9,4)=1. Compute the three relations to match the domain constraints, then draw the constraint graph and matching-diagram, and then answer the sub-questions.

CONSTRAINT SATISFACTION  Consider a CSP over 3 variables A, B, C where the domains and constraints are:

Does the given CSP have a solution? Enter the solution for the variables A,B,C as a comma separated list. Enter NIL if there is no solution. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 1,2,3 Answers Case Sensitive : No

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Question 34

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SEARCH Consider a water-jug puzzle with three jugs a, b and c of capacities 5L, 3L and 2L, respectively. A state, encoded as a digit string ABC, denotes volume of water in jugs a, b and c, respectively. For example, state 212 denotes that jugs a, b and c contain 2L, 1L and 2L of water, respectively.

MoveGen takes a state ABC and returns a set of neighbours that are one move away from ABC. For example, MoveGen(212) = { 032, 302, 410, 230 }. Based on the above data, answer the given subquestions.

SEARCH  Consider a water-jug puzzle with three jugs a, b and c of capacities 5L, 3L and 2L, respectively. A state, encod
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Question 35

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SEARCH ALGORITHMS Answer the given subquestions.

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Question 36

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GAMES: ALPHA-BETA Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the subtree shown in the figure.

Each leaf node A to D takes a UNIQUE EVAL VALUE from the set {1, 2, 3, 4}. Alpha-Beta algorithm is entering the subtree with alpha=2 and beta=4; find an optimal eval assignment (for nodes A to D) that maximizes the number of leaves pruned; find the minimax value, the type of cuts and the leaves pruned for that assignment. Based on the above data, answer the given subquestions.

GAMES: ALPHA-BETA  Consider a game tree with the root node as MAX, where an arbitrary path from the root reaches the sub
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Question 37

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GAMES: SSS STAR The figure shows a game tree with evaluation function values at the horizon nodes. The horizon nodes are labeled from A to J. Where applicable, use these labels in short answers. 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.

Run SSS* algorithm on the game tree, then answer the sub-questions.

GAMES: SSS STAR  The figure shows a game tree with evaluation function values at the horizon nodes.  The horizon nodes a
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Question 38

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PROBLEM DECOMPOSITION The figure shows an AND-OR decomposition of problem S into smaller problems. The nodes are uniquely identified by labels (S, A, B, C, …). Each node shows the heuristic estimate of the cost of solving that node. Nodes shown in double lines are primitive nodes and their values are actual costs. A primitive node is added to the graph, with SOLVED status, when its parent is expanded. And therefore, a primitive node is never expanded. 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, select the unsolved branch with the highest cost.

Use AO* algorithm to solve S, then answer the sub-questions.

PROBLEM DECOMPOSITION  The figure shows an AND-OR decomposition of problem S into smaller problems. The nodes are unique
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Question 39

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RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figure. The labels A1, A2, ..., A10, A16, ..., B1, B2, B3, R1, …, R4 uniquely identify the nodes in the network. When required, use the above label ordering to break ties and to enter short answers. Note: "attribute <> x" is true when that attribute exists and its value is not equal to x.

Run the Rete algorithm for the Working Memory shown below, the WMEs are in timestamp order. Assume that WMEs reside at appropriate Alpha nodes, and the Beta nodes point to WMEs residing in Alpha nodes.

For each WME identify its location (node label) in the Rete Net, and prepare the conflict set for the first cycle, then answer the given subquestions.

RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figu
RULE BASED EXPERT SYSTEMS A part of the Rete Net that classifies mushrooms (as edible or poisonous) is shown in the figu
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Question 40

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AUTOMATED PLANNING 1 Answer the given subquestions.

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Question 41

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AUTOMATED PLANNING 2 The domain description of a Blocks World with a single one-armed robot is given below.

Consider the following planning problem.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
AUTOMATED PLANNING 2  The domain description of a Blocks World with a single one-armed robot is given below.
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Question 42

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CONSTRAINT SATISFACTION Consider a CSP over 3 variables A, B, C where the domains and constraints are:

where, mod(n,d) returns the remainder after dividing n by d, for example, mod(8,3)=2, mod(12,4)=0, mod(9,4)=1. Compute the three relations to match the domain constraints, then draw the constraint graph and matching-diagram, and then answer the sub-questions.

CONSTRAINT SATISFACTION  Consider a CSP over 3 variables A, B, C where the domains and constraints are:
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