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

AI: Search Methods for Problem Solving Quiz 1: 19 July 2026 (May 2026 term)

The IIT Madras BS AI: Search Methods for Problem Solving (AI Search Methods) Quiz 1 paper sat on 19 Jul 2026, in the May 2026 term: 25 questions for 25 marks in 120 minutes. Every question is below with its answer. Take it as a timed mock test to be marked, or read it through first.

Questions
25
Marks
25
Duration
120 min
Written
11
Numerical
2
MSQ
6
MCQ
6

Updated

Official paper: Ai: Search Methods For Problem Solving 16 Jul 26 · No negative marking.

Question 1

+1 markWritten answer

STATE SPACE SEARCH
A gameboard is made of hexagonal tiles, allowing 6 directions of movement from each tile:
north, south, north-east, north-west, south-east, and south-west.
A knight can move in two equivalent ways: take two steps in a chosen direction, turn 60 degrees left or right, and take one final step; or equivalently take one step in a chosen direction, turn 60 degrees left or right, and take two final steps.
This rule generates 12 move choices as illustrated below.

A move is valid if its starting and landing tiles exist, even if the intervening tiles are missing.
Problem Statement:
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid move choices in alphabetical order, e.g., MoveGen(A) = [E,L].

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
Based on the above data, answer the given subquestions.

Design a state representation for the gameboard, enter its description in the textbox as succinct as possible. Answers Case Sensitive : No

Show answer

Correct answer: Gameboard position

Question 2

+1 markNumerical answer

STATE SPACE SEARCH
A gameboard is made of hexagonal tiles, allowing 6 directions of movement from each tile:
north, south, north-east, north-west, south-east, and south-west.
A knight can move in two equivalent ways: take two steps in a chosen direction, turn 60 degrees left or right, and take one final step; or equivalently take one step in a chosen direction, turn 60 degrees left or right, and take two final steps.
This rule generates 12 move choices as illustrated below.

A move is valid if its starting and landing tiles exist, even if the intervening tiles are missing.
Problem Statement:
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid move choices in alphabetical order, e.g., MoveGen(A) = [E,L].

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
Based on the above data, answer the given subquestions.

The number of unique states in the gameboard state space is __________ .
Enter an integer. NO SPACES, TABS, DOTS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer Format: 42

Show answer

Correct answer: 12

Question 3

+1 markWritten answer

STATE SPACE SEARCH
A gameboard is made of hexagonal tiles, allowing 6 directions of movement from each tile:
north, south, north-east, north-west, south-east, and south-west.
A knight can move in two equivalent ways: take two steps in a chosen direction, turn 60 degrees left or right, and take one final step; or equivalently take one step in a chosen direction, turn 60 degrees left or right, and take two final steps.
This rule generates 12 move choices as illustrated below.

A move is valid if its starting and landing tiles exist, even if the intervening tiles are missing.
Problem Statement:
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid move choices in alphabetical order, e.g., MoveGen(A) = [E,L].

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
Based on the above data, answer the given subquestions.

MoveGen(G) is __________ . Enter a comma separated list of positions. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer Format: A,B,C,D Answers Case Sensitive : No

Show answer

Correct answer: C,H

Question 4

+1 markNumerical answer

STATE SPACE SEARCH
A gameboard is made of hexagonal tiles, allowing 6 directions of movement from each tile:
north, south, north-east, north-west, south-east, and south-west.
A knight can move in two equivalent ways: take two steps in a chosen direction, turn 60 degrees left or right, and take one final step; or equivalently take one step in a chosen direction, turn 60 degrees left or right, and take two final steps.
This rule generates 12 move choices as illustrated below.

A move is valid if its starting and landing tiles exist, even if the intervening tiles are missing.
Problem Statement:
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid move choices in alphabetical order, e.g., MoveGen(A) = [E,L].

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
Based on the above data, answer the given subquestions.

d(C,G) is __________ .
Enter a decimal number rounded to one decimal place. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS.
Answer Format: 42.1

Show answer

Correct answer: 4.6

Question 5

+1 markOne or more correct options

STATE SPACE SEARCH
A gameboard is made of hexagonal tiles, allowing 6 directions of movement from each tile:
north, south, north-east, north-west, south-east, and south-west.
A knight can move in two equivalent ways: take two steps in a chosen direction, turn 60 degrees left or right, and take one final step; or equivalently take one step in a chosen direction, turn 60 degrees left or right, and take two final steps.
This rule generates 12 move choices as illustrated below.

A move is valid if its starting and landing tiles exist, even if the intervening tiles are missing.
Problem Statement:
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid move choices in alphabetical order, e.g., MoveGen(A) = [E,L].

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
Based on the above data, answer the given subquestions.

What is true about the gameboard state space?
(Note: a path is a sequence of one or more moves.)

Select all that apply.

  1. A

    At least one state has no path from another state.

  2. B

    Every state has a path to every other state.

  3. C

    Every state has at most two neighbours.

  4. D

    Every state has at least 12 neighbours.

Show answer

Correct answers

  • A

    At least one state has no path from another state.

  • C

    Every state has at most two neighbours.

Question 6

+1 markOne correct option

STATE SPACE SEARCH
A gameboard is made of hexagonal tiles, allowing 6 directions of movement from each tile:
north, south, north-east, north-west, south-east, and south-west.
A knight can move in two equivalent ways: take two steps in a chosen direction, turn 60 degrees left or right, and take one final step; or equivalently take one step in a chosen direction, turn 60 degrees left or right, and take two final steps.
This rule generates 12 move choices as illustrated below.

A move is valid if its starting and landing tiles exist, even if the intervening tiles are missing.
Problem Statement:
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid move choices in alphabetical order, e.g., MoveGen(A) = [E,L].

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
Based on the above data, answer the given subquestions.

Can a knight complete a TSP tour on the gameboard, visiting all the positions?

  1. A

    Yes

  2. B

    No

  3. C

    Cannot be determined

Show answer

Correct answer

  • B

    No

Question 7

+1 markWritten answer

SEARCH
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid knight move choices in alphabetical order, e.g., MoveGen(A) = [E,L]. Valid knight move choices are as described in the STATE SPACE SEARCH section.

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
There is a knight in position F and no other pieces on the board.
Take F as the start position and C as the goal position.
Use the Euclidean Distance as the heuristic function.
Use alphabetical order to break ties. Note: When we say a node (a state) is inspected/expanded/refined it means: the node (the state) is picked up from OPEN, and goal test is called, if goal test fails then MoveGen is called and, depending on the algorithm, the neighbours are selectively placed in OPEN.
Note: RemoveSeen procedure will drop neighbours already present in OPEN or CLOSED list.
Based on the above data, answer the given subquestions.

List the first 4 positions inspected by Depth-First Search. List the positions in the order they are inspected. If the algorithm terminates early then list the positions inspected up until termination.
Enter a comma separated list of positions. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS.
Answer Format: X,Y,Z Answers Case Sensitive : No

Show answer

Correct answer: F,E,A,L

Question 8

+1 markWritten answer

SEARCH
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid knight move choices in alphabetical order, e.g., MoveGen(A) = [E,L]. Valid knight move choices are as described in the STATE SPACE SEARCH section.

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
There is a knight in position F and no other pieces on the board.
Take F as the start position and C as the goal position.
Use the Euclidean Distance as the heuristic function.
Use alphabetical order to break ties. Note: When we say a node (a state) is inspected/expanded/refined it means: the node (the state) is picked up from OPEN, and goal test is called, if goal test fails then MoveGen is called and, depending on the algorithm, the neighbours are selectively placed in OPEN.
Note: RemoveSeen procedure will drop neighbours already present in OPEN or CLOSED list.
Based on the above data, answer the given subquestions.

What is the path found by Depth-First Search?
Enter the path as a comma separated list of positions. Enter NIL if a path to the goal is not found. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer Format: X,Y,Z Answers Case Sensitive : No

Show answer

Correct answer: F,E,A,L,H,G,C

Question 9

+1 markWritten answer

SEARCH
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid knight move choices in alphabetical order, e.g., MoveGen(A) = [E,L]. Valid knight move choices are as described in the STATE SPACE SEARCH section.

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
There is a knight in position F and no other pieces on the board.
Take F as the start position and C as the goal position.
Use the Euclidean Distance as the heuristic function.
Use alphabetical order to break ties. Note: When we say a node (a state) is inspected/expanded/refined it means: the node (the state) is picked up from OPEN, and goal test is called, if goal test fails then MoveGen is called and, depending on the algorithm, the neighbours are selectively placed in OPEN.
Note: RemoveSeen procedure will drop neighbours already present in OPEN or CLOSED list.
Based on the above data, answer the given subquestions.

List the first 4 positions inspected by Breadth-First Search. List the positions in the order they are inspected. If the algorithm terminates early then list the positions inspected up until termination.
Enter a comma separated list of positions. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer Format: X,Y,Z Answers Case Sensitive : No

Show answer

Correct answer: F,E,J,A

Question 10

+1 markWritten answer

SEARCH
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid knight move choices in alphabetical order, e.g., MoveGen(A) = [E,L]. Valid knight move choices are as described in the STATE SPACE SEARCH section.

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
There is a knight in position F and no other pieces on the board.
Take F as the start position and C as the goal position.
Use the Euclidean Distance as the heuristic function.
Use alphabetical order to break ties. Note: When we say a node (a state) is inspected/expanded/refined it means: the node (the state) is picked up from OPEN, and goal test is called, if goal test fails then MoveGen is called and, depending on the algorithm, the neighbours are selectively placed in OPEN.
Note: RemoveSeen procedure will drop neighbours already present in OPEN or CLOSED list.
Based on the above data, answer the given subquestions.

What is the path found by Breadth-First Search?
Enter the path as a comma separated list of positions. Enter NIL if a path to the goal is not found. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer Format: X,Y,Z Answers Case Sensitive : No

Show answer

Correct answer: F,J,K,B,C

Question 11

+1 markWritten answer

SEARCH
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid knight move choices in alphabetical order, e.g., MoveGen(A) = [E,L]. Valid knight move choices are as described in the STATE SPACE SEARCH section.

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
There is a knight in position F and no other pieces on the board.
Take F as the start position and C as the goal position.
Use the Euclidean Distance as the heuristic function.
Use alphabetical order to break ties. Note: When we say a node (a state) is inspected/expanded/refined it means: the node (the state) is picked up from OPEN, and goal test is called, if goal test fails then MoveGen is called and, depending on the algorithm, the neighbours are selectively placed in OPEN.
Note: RemoveSeen procedure will drop neighbours already present in OPEN or CLOSED list.
Based on the above data, answer the given subquestions.

Inscript List the first 4 positions inspected by Best-First Search. List the positions in the order they are inspected. If the algorithm terminates early then list the positions inspected up until termination.
Enter a comma separated list of positions. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer Format: X,Y,Z Answers Case Sensitive : No

Show answer

Correct answer: F,E,A,L

Question 12

+1 markWritten answer

SEARCH
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid knight move choices in alphabetical order, e.g., MoveGen(A) = [E,L]. Valid knight move choices are as described in the STATE SPACE SEARCH section.

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
There is a knight in position F and no other pieces on the board.
Take F as the start position and C as the goal position.
Use the Euclidean Distance as the heuristic function.
Use alphabetical order to break ties. Note: When we say a node (a state) is inspected/expanded/refined it means: the node (the state) is picked up from OPEN, and goal test is called, if goal test fails then MoveGen is called and, depending on the algorithm, the neighbours are selectively placed in OPEN.
Note: RemoveSeen procedure will drop neighbours already present in OPEN or CLOSED list.
Based on the above data, answer the given subquestions.

What is the path found by Best-First Search?
Enter the path as a comma separated list of positions. Enter NIL if a path to the goal is not found. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer Format: X,Y,Z Answers Case Sensitive : No

Show answer

Correct answer: F,E,A,L,H,G,C

Question 13

+1 markWritten answer

SEARCH
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid knight move choices in alphabetical order, e.g., MoveGen(A) = [E,L]. Valid knight move choices are as described in the STATE SPACE SEARCH section.

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
There is a knight in position F and no other pieces on the board.
Take F as the start position and C as the goal position.
Use the Euclidean Distance as the heuristic function.
Use alphabetical order to break ties. Note: When we say a node (a state) is inspected/expanded/refined it means: the node (the state) is picked up from OPEN, and goal test is called, if goal test fails then MoveGen is called and, depending on the algorithm, the neighbours are selectively placed in OPEN.
Note: RemoveSeen procedure will drop neighbours already present in OPEN or CLOSED list.
Based on the above data, answer the given subquestions.

What is the path found by Hill Climbing? Enter the path as a comma separated list of positions. Enter NIL if a path to the goal is not found. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer Format: X,Y,Z Answers Case Sensitive : No

Show answer

Correct answer: NIL

Question 14

+1 markOne or more correct options

SEARCH
Figure shows a gameboard with 12 positions (tiles A to L). MoveGen takes a position and returns a list of valid knight move choices in alphabetical order, e.g., MoveGen(A) = [E,L]. Valid knight move choices are as described in the STATE SPACE SEARCH section.

Each position is a regular hexagon with unit sides, where opposite vertices are 2 units apart and opposite sides are sqrt(3) units apart.
Take the distance between two positions as the Euclidean Distance between the center points of corresponding hexagons. For example, d(A,A) = 0, d(A,B) = 3, d(A,F) = sqrt(3).
There is a knight in position F and no other pieces on the board.
Take F as the start position and C as the goal position.
Use the Euclidean Distance as the heuristic function.
Use alphabetical order to break ties. Note: When we say a node (a state) is inspected/expanded/refined it means: the node (the state) is picked up from OPEN, and goal test is called, if goal test fails then MoveGen is called and, depending on the algorithm, the neighbours are selectively placed in OPEN.
Note: RemoveSeen procedure will drop neighbours already present in OPEN or CLOSED list.
Based on the above data, answer the given subquestions.

The heuristic function for the gameboard __________ .

Select all that apply.

  1. A

    defines a maximization problem

  2. B

    defines a minimization problem

  3. C

    is monotonic

  4. D

    is non-monotonic

Show answer

Correct answers

  • B

    defines a minimization problem

  • D

    is non-monotonic

Question 15

+1 markOne or more correct options

ALGORITHMS
Answer the given subquestions.

Select the formulas that are in Conjunctive Normal Form.

Select all that apply.

  1. A

    (A ∧ B) ∨ (¬B ∧ C) ∨ (¬D)

  2. B

    (A ∨ B) ∧ (¬B ∨ C) ∧ (¬D)

  3. C

    A ∧ B ∧ ¬C ∧ D

  4. D

    A ∨ B ∨ ¬C ∨ D

  5. E

    A ∨ (B ∧ (¬C ∨ ¬D))

Show answer

Correct answers

  • B

    (A ∨ B) ∧ (¬B ∨ C) ∧ (¬D)

  • C

    A ∧ B ∧ ¬C ∧ D

  • D

    A ∨ B ∨ ¬C ∨ D

Question 16

+1 markOne or more correct options

ALGORITHMS
Answer the given subquestions.

Perturbation method(s) used for TSP tour creation is/are __________ .

Select all that apply.

  1. A

    2-city exchange operator

  2. B

    3-edge exchange operator

  3. C

    single-point crossover operator

  4. D

    Nearest Neighbour Heuristic

Show answer

Correct answers

  • A

    2-city exchange operator

  • B

    3-edge exchange operator

Question 17

+1 markOne correct option

ALGORITHMS
Answer the given subquestions.

If a genetic algorithm prematurely converges to a homogeneous suboptimal population, then which modification will prevent such convergence?

  1. A

    Increasing the selection pressure.

  2. B

    Decreasing the mutation rate.

  3. C

    Increasing the mutation rate.

  4. D

    Truncating low rank parents before crossover.

Show answer

Correct answer

  • C

    Increasing the mutation rate.

Question 18

+1 markOne correct option

ALGORITHMS
Answer the given subquestions.

If you initially implement Breadth-First Search using First-In-First-Out Queue and later replace the queue with Max-Priority Queue based on node depth (larger depth equals higher priority), then the memory footprint of the queue would __________ .

  1. A

    drop to O(1)

  2. B

    practically remain the same

  3. C

    significantly decrease

  4. D

    significantly increase

Show answer

Correct answer

  • C

    significantly decrease

Question 19

+1 markOne correct option

ALGORITHMS
Answer the given subquestions.

In the Simulated Annealing schedule, if the temperature parameter T drops to absolute zero very early in the search process, the algorithm will move from the current node N to a random neighbour X __________ .

  1. A

    only if N is better than X

  2. B

    only if X is better than N

  3. C

    unconditionally (resulting in a random walk)

Show answer

Correct answer

  • B

    only if X is better than N

Question 20

+1 markOne correct option

TSP
Figure shows a distance matrix for 5 cities, use it to construct TSP tours.

Based on the above data, answer the given subquestions.

The given TSP is a __________ . (CAUTION: May require bull work.)

  1. A

    Euclidean TSP

  2. B

    non Euclidean TSP

Show answer

Correct answer

  • A

    Euclidean TSP

Question 21

+1 markWritten answer

TSP
Figure shows a distance matrix for 5 cities, use it to construct TSP tours.

Based on the above data, answer the given subquestions.

Construct a tour using Nearest Neighbour Heuristic, start from city A. Enter the path representation of the tour in the order it is constructed.
Enter a comma separated list of city names. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer format: A,X,Y Answers Case Sensitive : No

Show answer

Correct answer: A,D,E,C,B

Question 22

+1 markWritten answer

TSP
Figure shows a distance matrix for 5 cities, use it to construct TSP tours.

Based on the above data, answer the given subquestions.

Use city A as the base (fulcrum) city to complete the savings list then construct the Savings tour. Enter the path representation of the tour starting from city A.

Enter a comma separated list of city names. NO SPACES, TABS, BRACKETS, PARENTHESIS OR UNWANTED CHARACTERS. Answer format: A,X,Y Answers Case Sensitive : No

Show answer

Correct answer: A,B,D,E,C

Question 23

+1 markOne or more correct options

TSP ALGORITHMS
Answer the given subquestions.

A major drawback of Nearest Neighbour Heuristic for TSP is __________ .

Select all that apply.

  1. A

    it takes exponential computation time

  2. B

    it cannot handle sparse graphs

  3. C

    it often leaves a very long edge for the final return leg

  4. D

    it often returns premature subtours

Show answer

Correct answer

  • C

    it often leaves a very long edge for the final return leg

Question 24

+1 markOne or more correct options

TSP ALGORITHMS
Answer the given subquestions.

What is the core principle used in the Savings Heuristic for TSP?

Select all that apply.

  1. A

    Add the cheapest available edge to the tour.

  2. B

    Maximize the distance saved in merging two subtours.

  3. C

    Minimize the number of cities in each subtour.

  4. D

    Sort the cities by their distance from the base/fulcrum city.

Show answer

Correct answer

  • B

    Maximize the distance saved in merging two subtours.

Question 25

+1 markOne correct option

TSP ALGORITHMS
Answer the given subquestions.

The savings S(a,b) for two cities a and b relative to base/fulcrum city n is __________ , where C(x,y) is the distance between cities x and y.

  1. A

    C(a,b) - (C(n,a) + C(n,b))

  2. B

    (C(n,a) + C(n,b)) - 2*C(a,b)

  3. C

    (C(n,a) * C(n,b)) / C(a,b)

  4. D

    (C(n,a) + C(n,b)) - C(a,b)

Show answer

Correct answer

  • D

    (C(n,a) + C(n,b)) - C(a,b)