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

AI: Search Methods for Problem Solving Quiz 2: 12 April 2026 (January 2026 term)

The IIT Madras BS AI: Search Methods for Problem Solving (AI Search Methods) Quiz 2 paper sat on 12 Apr 2026, in the January 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
MSQ
5
Written
15
MCQ
5

Updated

Official paper: Ai: Search Methods For Problem Solving 07 Apr 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 The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points. The start node is S, and the goal node is G. MoveGen returns neighbours in alphabetical order. Use Manhattan distance as the heuristic function. Tie-breaker: Use alphabetical order to break ties.

Emulate A*, WA* (w=2) and Branch-and-Bound on the given map, then answer the sub-questions.

SEARCH  The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points.  The start no

In the map, S is the first node to be refined, determine the next 3 nodes (from the 2nd to 4th node) refined by A*. Enter the nodes in the order they are refined. Enter a comma separated list of node labels. 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 3

+1 markWritten answer

SEARCH The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points. The start node is S, and the goal node is G. MoveGen returns neighbours in alphabetical order. Use Manhattan distance as the heuristic function. Tie-breaker: Use alphabetical order to break ties.

Emulate A*, WA* (w=2) and Branch-and-Bound on the given map, then answer the sub-questions.

SEARCH  The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points.  The start no

What is the final path found by A* ? Enter the path as a comma separated list. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: S,X,Y,G Answers Case Sensitive : No

Show answer

A written answer, not marked automatically.

Question 4

+1 markWritten answer

SEARCH The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points. The start node is S, and the goal node is G. MoveGen returns neighbours in alphabetical order. Use Manhattan distance as the heuristic function. Tie-breaker: Use alphabetical order to break ties.

Emulate A*, WA* (w=2) and Branch-and-Bound on the given map, then answer the sub-questions.

SEARCH  The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points.  The start no

For w=2, what is the final path found by WA* ? Enter the path as a comma separated list. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: S,X,Y,G Answers Case Sensitive : No

Show answer

A written answer, not marked automatically.

Question 5

+1 markWritten answer

SEARCH The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points. The start node is S, and the goal node is G. MoveGen returns neighbours in alphabetical order. Use Manhattan distance as the heuristic function. Tie-breaker: Use alphabetical order to break ties.

Emulate A*, WA* (w=2) and Branch-and-Bound on the given map, then answer the sub-questions.

SEARCH  The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points.  The start no

Inscript What is the cost of the path found by Branch-and-Bound algorithm? Enter a natural number. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 42

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A written answer, not marked automatically.

Question 6

+1 markOne or more correct options

SEARCH The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points. The start node is S, and the goal node is G. MoveGen returns neighbours in alphabetical order. Use Manhattan distance as the heuristic function. Tie-breaker: Use alphabetical order to break ties.

Emulate A*, WA* (w=2) and Branch-and-Bound on the given map, then answer the sub-questions.

SEARCH  The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points.  The start no

For the given map, which algorithms find a path that is also an optimal path?

Select all that apply.

  1. A

    A*

  2. B

    Branch and Bound

  3. C

    Breadth First Search

  4. D

    Hill Climbing

  5. E

    WA* (w=2)

Show answer

Correct answers

  • B

    Branch and Bound

  • C

    Breadth First Search

Question 7

+1 markOne correct option

SEARCH The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points. The start node is S, and the goal node is G. MoveGen returns neighbours in alphabetical order. Use Manhattan distance as the heuristic function. Tie-breaker: Use alphabetical order to break ties.

Emulate A*, WA* (w=2) and Branch-and-Bound on the given map, then answer the sub-questions.

SEARCH  The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points.  The start no

Is the heuristic admissible?

  1. A

    Yes

  2. B

    No

Show answer

Correct answer

  • B

    No

Question 8

+1 markOne correct option

SEARCH The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points. The start node is S, and the goal node is G. MoveGen returns neighbours in alphabetical order. Use Manhattan distance as the heuristic function. Tie-breaker: Use alphabetical order to break ties.

Emulate A*, WA* (w=2) and Branch-and-Bound on the given map, then answer the sub-questions.

SEARCH  The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points.  The start no

A* algorithm calls MoveGen function, then drops neighbours already present in either OPEN or CLOSED, only then adds remaining neighbours to OPEN.

  1. A

    True

  2. B

    False

Show answer

Correct answer

  • B

    False

Question 9

+1 markWritten answer

TSP Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances to other cities are listed in ascending order. For example, Column 1 shows the distance from A to D as 14, A to B as 26 and so on.

Note 1: A segment is a two-way edge between a pair of cities. Note 2: In TSP BnB, after adding or dropping a permanent-segment, first, infer new (included/excluded) permanent-segments, then compute the lower bound. Use the above information to answer the sub-questions.

TSP  Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances t
TSP  Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances t

According to the TSP BnB algorithm covered in the lecture, select the first segment XY to refine the root node S0, then compute the lower bound cost of the node (S0, ~XY) that permanently excludes XY. Enter the lower bound cost in the textbox. Enter a natural number. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 42

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A written answer, not marked automatically.

Question 10

+1 markWritten answer

TSP Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances to other cities are listed in ascending order. For example, Column 1 shows the distance from A to D as 14, A to B as 26 and so on.

Note 1: A segment is a two-way edge between a pair of cities. Note 2: In TSP BnB, after adding or dropping a permanent-segment, first, infer new (included/excluded) permanent-segments, then compute the lower bound. Use the above information to answer the sub-questions.

TSP  Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances t
TSP  Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances t

How many tours are represented by the node (S0, BC, AD, BE, ~AB, AF)? Enter a natural number. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 42

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A written answer, not marked automatically.

Question 11

+1 markWritten answer

TSP Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances to other cities are listed in ascending order. For example, Column 1 shows the distance from A to D as 14, A to B as 26 and so on.

Note 1: A segment is a two-way edge between a pair of cities. Note 2: In TSP BnB, after adding or dropping a permanent-segment, first, infer new (included/excluded) permanent-segments, then compute the lower bound. Use the above information to answer the sub-questions.

TSP  Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances t
TSP  Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances t

Infer all the permanently included and permanently excluded segments in the node (S0, BC, AD, BE, ~AB, AF). Enter the total number of permanently included segments followed by the total number of permanently excluded segments as a comma separated list. Enter two natural numbers as a comma separated list. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 17,42 Answers Case Sensitive : No

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A written answer, not marked automatically.

Question 12

+1 markOne or more correct options

GAMES

Based on the above data, answer the given subquestions.

GAMES

What defines the best strategy for the MAX player?

Select all that apply.

  1. A

    It is a strategy for the MAX player.

  2. B

    It yields the best value for the MAX player.

  3. C

    It admits only perfect play.

  4. D

    It always wins the game for the MAX player.

Show answer

Correct answers

  • A

    It is a strategy for the MAX player.

  • B

    It yields the best value for the MAX player.

  • C

    It admits only perfect play.

Question 13

+1 markWritten answer

GAMES

Based on the above data, answer the given subquestions.

GAMES

For the given game tree, list the leaf nodes in the best strategy. Enter the node labels as a comma separated list in ASCENDING 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 14

+1 markWritten answer

GAMES

Based on the above data, answer the given subquestions.

GAMES

List the leaf nodes pruned by Alpha-Beta algorithm. Enter the node labels as a comma separated list in ASCENDING 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 15

+1 markWritten answer

GAMES

Based on the above data, answer the given subquestions.

GAMES

Solve the game tree using SSS* algorithm. List the leaf nodes (that are not in the initial cluster) that are assigned SOLVED status. Enter the node labels as a comma separated list in ASCENDING 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 16

+1 markOne correct option

GAMES

Based on the above data, answer the given subquestions.

GAMES

Alpha value is refined by Alpha-Beta algorithm whenever __________ .

  1. A

    eval(child) <= Alpha

  2. B

    Alpha < eval(child) < Beta

  3. C

    Beta <= eval(child)

  4. D

    Alpha = eval(child) = Beta

Show answer

Correct answer

  • B

    Alpha < eval(child) < Beta

Question 17

+1 markOne or more correct options

AUTOMATED PLANNING The domain description of Blocks World with a one-armed robot is given below. The same domain description used in assignments.

Tie-breaker 1: When choosing actions non-deterministically, choose actions that lead to a plan. Ignore actions that lead to dead-ends or cycles. Tie-breaker 2: Treat the goal description, preconditions and effects as lists that are accessed from left to right. Tie-breaker 3: When list elements are pushed one by one to a stack, the last element in the list will be at the top of the stack. A planning problem is given below, find a plan using operators and predicates provided in the blocks-world domain.

Based on the above data, answer the given subquestions.

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

Which of the following are applicable actions for the given planning problem?

Select all that apply.

  1. A

    Pickup(E)

  2. B

    Stack(A,B)

  3. C

    Stack(B,C)

  4. D

    Stack(D,E)

  5. E

    Unstack(A,B)

  6. F

    Unstack(D,C)

Show answer

Correct answers

  • A

    Pickup(E)

  • E

    Unstack(A,B)

  • F

    Unstack(D,C)

Question 18

+1 markOne or more correct options

AUTOMATED PLANNING The domain description of Blocks World with a one-armed robot is given below. The same domain description used in assignments.

Tie-breaker 1: When choosing actions non-deterministically, choose actions that lead to a plan. Ignore actions that lead to dead-ends or cycles. Tie-breaker 2: Treat the goal description, preconditions and effects as lists that are accessed from left to right. Tie-breaker 3: When list elements are pushed one by one to a stack, the last element in the list will be at the top of the stack. A planning problem is given below, find a plan using operators and predicates provided in the blocks-world domain.

Based on the above data, answer the given subquestions.

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

Which of the following are relevant actions for the given planning problem?

Select all that apply.

  1. A

    Pickup(E)

  2. B

    Stack(A,B)

  3. C

    Stack(B,C)

  4. D

    Stack(D,E)

  5. E

    Unstack(A,B)

  6. F

    Unstack(D,C)

Show answer

Correct answers

  • B

    Stack(A,B)

  • C

    Stack(B,C)

  • D

    Stack(D,E)

Question 19

+1 markOne correct option

AUTOMATED PLANNING The domain description of Blocks World with a one-armed robot is given below. The same domain description used in assignments.

Tie-breaker 1: When choosing actions non-deterministically, choose actions that lead to a plan. Ignore actions that lead to dead-ends or cycles. Tie-breaker 2: Treat the goal description, preconditions and effects as lists that are accessed from left to right. Tie-breaker 3: When list elements are pushed one by one to a stack, the last element in the list will be at the top of the stack. A planning problem is given below, find a plan using operators and predicates provided in the blocks-world domain.

Based on the above data, answer the given subquestions.

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

For the given goal description, as per the tie breaking rules, which of the following is the first action popped out of the stack by Goal Stack Planning?

  1. A

    Stack(A,B)

  2. B

    Stack(B,C)

  3. C

    Stack(D,E)

  4. D

    Unstack(A,B)

  5. E

    Unstack(D,C)

Show answer

Correct answer

  • E

    Unstack(D,C)

Question 20

+1 markWritten answer

AUTOMATED PLANNING The domain description of Blocks World with a one-armed robot is given below. The same domain description used in assignments.

Tie-breaker 1: When choosing actions non-deterministically, choose actions that lead to a plan. Ignore actions that lead to dead-ends or cycles. Tie-breaker 2: Treat the goal description, preconditions and effects as lists that are accessed from left to right. Tie-breaker 3: When list elements are pushed one by one to a stack, the last element in the list will be at the top of the stack. A planning problem is given below, find a plan using operators and predicates provided in the blocks-world domain.

Based on the above data, answer the given subquestions.

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

For the given goal description, as per the tie breaking rules, Goal Stack Planning will push the goal description (compound goal) to the stack __________ time(s). Enter a natural number. NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS. Answer format: 42

Show answer

A written answer, not marked automatically.

Question 21

+1 markOne correct option

AUTOMATED PLANNING The domain description of Blocks World with a one-armed robot is given below. The same domain description used in assignments.

Tie-breaker 1: When choosing actions non-deterministically, choose actions that lead to a plan. Ignore actions that lead to dead-ends or cycles. Tie-breaker 2: Treat the goal description, preconditions and effects as lists that are accessed from left to right. Tie-breaker 3: When list elements are pushed one by one to a stack, the last element in the list will be at the top of the stack. A planning problem is given below, find a plan using operators and predicates provided in the blocks-world domain.

Based on the above data, answer the given subquestions.

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

While working on a new subgoal, if Goal Stack Planning breaks a previously completed subgoal then it will immediately terminate and report failure.

  1. A

    True

  2. B

    False

Show answer

Correct answer

  • B

    False

Question 22

+1 markWritten answer

SEARCH The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points. The start node is S, and the goal node is G. MoveGen returns neighbours in alphabetical order. Use Manhattan distance as the heuristic function. Tie-breaker: Use alphabetical order to break ties.

Emulate A*, WA* (w=2) and Branch-and-Bound on the given map, then answer the sub-questions.

SEARCH  The figure shows a map on a grid where each tile is 1x1 in size. All locations are at grid points.  The start no
Show answer

A written answer, not marked automatically.

Question 23

+1 markWritten answer

TSP Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances to other cities are listed in ascending order. For example, Column 1 shows the distance from A to D as 14, A to B as 26 and so on.

Note 1: A segment is a two-way edge between a pair of cities. Note 2: In TSP BnB, after adding or dropping a permanent-segment, first, infer new (included/excluded) permanent-segments, then compute the lower bound. Use the above information to answer the sub-questions.

TSP  Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances t
TSP  Distance matrix for 6 cities (A to F) and sorted segments are provided in the figure. For each city the distances t
Show answer

A written answer, not marked automatically.

Question 24

+1 markWritten answer

GAMES

Based on the above data, answer the given subquestions.

GAMES
Show answer

A written answer, not marked automatically.

Question 25

+1 markWritten answer

AUTOMATED PLANNING The domain description of Blocks World with a one-armed robot is given below. The same domain description used in assignments.

Tie-breaker 1: When choosing actions non-deterministically, choose actions that lead to a plan. Ignore actions that lead to dead-ends or cycles. Tie-breaker 2: Treat the goal description, preconditions and effects as lists that are accessed from left to right. Tie-breaker 3: When list elements are pushed one by one to a stack, the last element in the list will be at the top of the stack. A planning problem is given below, find a plan using operators and predicates provided in the blocks-world domain.

Based on the above data, answer the given subquestions.

AUTOMATED PLANNING  The domain description of Blocks World with a one-armed robot is given below. The same domain descri
AUTOMATED PLANNING  The domain description of Blocks World with a one-armed robot is given below. The same domain descri
Show answer

A written answer, not marked automatically.