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Question 43 SHORT_TEXT · 1.0 marks
**SEARCH**
The figure shows a map with several locations on a grid where each tile is 1x1 in size. The locations
are at grid points and are connected by two way edges (roads), where each edge has a cost that is
the same in both directions. Observe that the edge costs are not necessarily proportional to the
coordinate based distance estimates.
The start node is S and the goal node is G, the MoveGen function returns neighbours in
alphabetical order. Use Manhattan distance as the heuristic function.
**Tie-breaker:** when several nodes have the same best cost, use alphabetical order to break ties.
Emulate A\(^{*}\), wA\(^{*}\) and Branch-and-Bound on the given map, then answer the given subquestions .
In the map, S is the first node to be inspected, determine the next 4 nodes (from the 2nd to 5th
node) inspected by A\(^{*}\). Enter the nodes in the order they were inspected.
Enter a comma separated list of node labels.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: W,X,Y,Z
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map with several locations on a grid where each tile is 1x1 in size. The locations
are at grid points and are connected by two way edges (roads), where each edge has a cost that is
the same in both directions. Observe that the edge costs are not necessarily proportional to the
coordinate based distance estimates.
The start node is S and the goal node is G, the MoveGen function returns neighbours in
alphabetical order. Use Manhattan distance as the heuristic function.
**Tie-breaker:** when several nodes have the same best cost, use alphabetical order to break ties.
Emulate A\(^{*}\), wA\(^{*}\) and Branch-and-Bound on the given map, then answer the given subquestions .
For the 4 nodes from the 2nd to 5th node, list the f-values of those nodes as a comma separated
list.
Enter a comma separated list of natural numbers.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: 2,7,1,8
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map with several locations on a grid where each tile is 1x1 in size. The locations
are at grid points and are connected by two way edges (roads), where each edge has a cost that is
the same in both directions. Observe that the edge costs are not necessarily proportional to the
coordinate based distance estimates.
The start node is S and the goal node is G, the MoveGen function returns neighbours in
alphabetical order. Use Manhattan distance as the heuristic function.
**Tie-breaker:** when several nodes have the same best cost, use alphabetical order to break ties.
Emulate A\(^{*}\), wA\(^{*}\) and Branch-and-Bound on the given map, then answer the given subquestions .
For the 4 nodes from the 2nd to 5th node, list the parent nodes assigned by A\(^{*}\).
Enter a comma separated list of parent node labels.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: W,X,Y,Z
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map with several locations on a grid where each tile is 1x1 in size. The locations
are at grid points and are connected by two way edges (roads), where each edge has a cost that is
the same in both directions. Observe that the edge costs are not necessarily proportional to the
coordinate based distance estimates.
The start node is S and the goal node is G, the MoveGen function returns neighbours in
alphabetical order. Use Manhattan distance as the heuristic function.
**Tie-breaker:** when several nodes have the same best cost, use alphabetical order to break ties.
Emulate A\(^{*}\), wA\(^{*}\) and Branch-and-Bound on the given map, then answer the given subquestions .
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,Z,G
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map with several locations on a grid where each tile is 1x1 in size. The locations
are at grid points and are connected by two way edges (roads), where each edge has a cost that is
the same in both directions. Observe that the edge costs are not necessarily proportional to the
coordinate based distance estimates.
The start node is S and the goal node is G, the MoveGen function returns neighbours in
alphabetical order. Use Manhattan distance as the heuristic function.
**Tie-breaker:** when several nodes have the same best cost, use alphabetical order to break ties.
Emulate A\(^{*}\), wA\(^{*}\) and Branch-and-Bound on the given map, then answer the given subquestions .
For w=2, what is the final path found by wA\(^{*}\) algorithm?
Enter the path as a comma separated list.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: S,X,Y,Z,G
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map with several locations on a grid where each tile is 1x1 in size. The locations
are at grid points and are connected by two way edges (roads), where each edge has a cost that is
the same in both directions. Observe that the edge costs are not necessarily proportional to the
coordinate based distance estimates.
The start node is S and the goal node is G, the MoveGen function returns neighbours in
alphabetical order. Use Manhattan distance as the heuristic function.
**Tie-breaker:** when several nodes have the same best cost, use alphabetical order to break ties.
Emulate A\(^{*}\), wA\(^{*}\) and Branch-and-Bound on the given map, then answer the given subquestions .
What is the cost of the path found by Branch-and-Bound algorithm? Use the Branch-and-Bound
version that PREVENTS cyclic expansions like S,A,S,A,S,A,...
Enter a natural number.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: 17
A published solution is not available for this question yet.
**SEARCH**
The figure shows a map with several locations on a grid where each tile is 1x1 in size. The locations
are at grid points and are connected by two way edges (roads), where each edge has a cost that is
the same in both directions. Observe that the edge costs are not necessarily proportional to the
coordinate based distance estimates.
The start node is S and the goal node is G, the MoveGen function returns neighbours in
alphabetical order. Use Manhattan distance as the heuristic function.
**Tie-breaker:** when several nodes have the same best cost, use alphabetical order to break ties.
Emulate A\(^{*}\), wA\(^{*}\) and Branch-and-Bound on the given map, then answer the given subquestions .
Is the heuristic admissible in the given map?
6406531967055.
Yes
6406531967056.
No
6406531967057.
Cannot be determined
A published solution is not available for this question yet.
**AUTOMATED PLANNING**
The domain description of a blocks-world with a single one-armed robot is provided below.
Note: this is the same domain description used in the weekly assignments.
**Subgoal ordering rule:** treat the start state, goal description, preconditions and the effects as lists
that are accessed from left to right. When the elements in a list are pushed one by one onto a
stack, the last element in the list will be at the top of the stack. It has the effect of reversing the list.
**Tie-breaker for block placement:** when there are multiple locations for placing a block, first
choose a location that satisfies a goal at hand, or else, choose a location that will lead to a plan, or
else, place it on the table.
**Tie-breaker for action selection:** when actions are chosen non-deterministically, choose actions
that lead to a plan, even a suboptimal plan is fine. Throwaway the actions that may lead to loops.
A planning problem is given below, find a plan using the operators and predicates defined in the
blocks-world domain.
Based on the above data,answer the given subquestions.
What is the length of the optimal plan? Enter the number of actions in the optimal plan.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: 42
A published solution is not available for this question yet.
**AUTOMATED PLANNING**
The domain description of a blocks-world with a single one-armed robot is provided below.
Note: this is the same domain description used in the weekly assignments.
**Subgoal ordering rule:** treat the start state, goal description, preconditions and the effects as lists
that are accessed from left to right. When the elements in a list are pushed one by one onto a
stack, the last element in the list will be at the top of the stack. It has the effect of reversing the list.
**Tie-breaker for block placement:** when there are multiple locations for placing a block, first
choose a location that satisfies a goal at hand, or else, choose a location that will lead to a plan, or
else, place it on the table.
**Tie-breaker for action selection:** when actions are chosen non-deterministically, choose actions
that lead to a plan, even a suboptimal plan is fine. Throwaway the actions that may lead to loops.
A planning problem is given below, find a plan using the operators and predicates defined in the
blocks-world domain.
Based on the above data,answer the given subquestions.
Which of the following are **applicable** actions in the start state for the given planning problem?
6406531967073.
Pickup(A)
6406531967074.
Unstack(B,D)
6406531967075.
Stack(C,A)
6406531967076.
Stack(A,B)
6406531967077.
Putdown(B)
A published solution is not available for this question yet.
**AUTOMATED PLANNING**
The domain description of a blocks-world with a single one-armed robot is provided below.
Note: this is the same domain description used in the weekly assignments.
**Subgoal ordering rule:** treat the start state, goal description, preconditions and the effects as lists
that are accessed from left to right. When the elements in a list are pushed one by one onto a
stack, the last element in the list will be at the top of the stack. It has the effect of reversing the list.
**Tie-breaker for block placement:** when there are multiple locations for placing a block, first
choose a location that satisfies a goal at hand, or else, choose a location that will lead to a plan, or
else, place it on the table.
**Tie-breaker for action selection:** when actions are chosen non-deterministically, choose actions
that lead to a plan, even a suboptimal plan is fine. Throwaway the actions that may lead to loops.
A planning problem is given below, find a plan using the operators and predicates defined in the
blocks-world domain.
Based on the above data,answer the given subquestions.
Which of the following are **relevant** actions for the goal description in the given planning
problem?
6406531967078.
Pickup(A)
6406531967079.
Unstack(B,D)
6406531967080.
Stack(C,A)
6406531967081.
Stack(A,B)
6406531967082.
Putdown(B)
A published solution is not available for this question yet.
**AUTOMATED PLANNING**
The domain description of a blocks-world with a single one-armed robot is provided below.
Note: this is the same domain description used in the weekly assignments.
**Subgoal ordering rule:** treat the start state, goal description, preconditions and the effects as lists
that are accessed from left to right. When the elements in a list are pushed one by one onto a
stack, the last element in the list will be at the top of the stack. It has the effect of reversing the list.
**Tie-breaker for block placement:** when there are multiple locations for placing a block, first
choose a location that satisfies a goal at hand, or else, choose a location that will lead to a plan, or
else, place it on the table.
**Tie-breaker for action selection:** when actions are chosen non-deterministically, choose actions
that lead to a plan, even a suboptimal plan is fine. Throwaway the actions that may lead to loops.
A planning problem is given below, find a plan using the operators and predicates defined in the
blocks-world domain.
Based on the above data,answer the given subquestions.
For the given goal description, according to the subgoal ordering rule, which of the following
represents the stack after the first call to PushSet in the Goal Stack Planning algorithm? In the
representation below, the bottom of the stack is on the right end, marked by BOTTOM.
**AUTOMATED PLANNING**
The domain description of a blocks-world with a single one-armed robot is provided below.
Note: this is the same domain description used in the weekly assignments.
**Subgoal ordering rule:** treat the start state, goal description, preconditions and the effects as lists
that are accessed from left to right. When the elements in a list are pushed one by one onto a
stack, the last element in the list will be at the top of the stack. It has the effect of reversing the list.
**Tie-breaker for block placement:** when there are multiple locations for placing a block, first
choose a location that satisfies a goal at hand, or else, choose a location that will lead to a plan, or
else, place it on the table.
**Tie-breaker for action selection:** when actions are chosen non-deterministically, choose actions
that lead to a plan, even a suboptimal plan is fine. Throwaway the actions that may lead to loops.
A planning problem is given below, find a plan using the operators and predicates defined in the
blocks-world domain.
Based on the above data,answer the given subquestions.
For the given goal description, according to the subgoal ordering rule and tie-breaking rules,
which of the following is the first action popped out of the stack in Goal Stack Planning?
6406531967088.
Pickup(C)
6406531967089.
Stack(C,A)
6406531967090.
Stack(A,B)
6406531967091.
Pickup(A)
A published solution is not available for this question yet.
**AUTOMATED PLANNING**
The domain description of a blocks-world with a single one-armed robot is provided below.
Note: this is the same domain description used in the weekly assignments.
**Subgoal ordering rule:** treat the start state, goal description, preconditions and the effects as lists
that are accessed from left to right. When the elements in a list are pushed one by one onto a
stack, the last element in the list will be at the top of the stack. It has the effect of reversing the list.
**Tie-breaker for block placement:** when there are multiple locations for placing a block, first
choose a location that satisfies a goal at hand, or else, choose a location that will lead to a plan, or
else, place it on the table.
**Tie-breaker for action selection:** when actions are chosen non-deterministically, choose actions
that lead to a plan, even a suboptimal plan is fine. Throwaway the actions that may lead to loops.
A planning problem is given below, find a plan using the operators and predicates defined in the
blocks-world domain.
Based on the above data,answer the given subquestions.
For the given goal description, according to the subgoal ordering rule and tie-breaking rules, does
the Goal Stack Planning algorithm find an optimal plan?
6406531967092.
Yes
6406531967093.
No
6406531967094.
Cannot be determined
A published solution is not available for this question yet.
**AUTOMATED PLANNING**
The domain description of a blocks-world with a single one-armed robot is provided below.
Note: this is the same domain description used in the weekly assignments.
**Subgoal ordering rule:** treat the start state, goal description, preconditions and the effects as lists
that are accessed from left to right. When the elements in a list are pushed one by one onto a
stack, the last element in the list will be at the top of the stack. It has the effect of reversing the list.
**Tie-breaker for block placement:** when there are multiple locations for placing a block, first
choose a location that satisfies a goal at hand, or else, choose a location that will lead to a plan, or
else, place it on the table.
**Tie-breaker for action selection:** when actions are chosen non-deterministically, choose actions
that lead to a plan, even a suboptimal plan is fine. Throwaway the actions that may lead to loops.
A planning problem is given below, find a plan using the operators and predicates defined in the
blocks-world domain.
Based on the above data,answer the given subquestions.
If the subgoals in the goal description are reversed then does the Goal Stack Planning algorithm
find an optimal plan?
6406531967095.
Yes
6406531967096.
No
6406531967097.
Cannot be determined
A published solution is not available for this question yet.
What is the lower bound on the cost of the tours (S0) as per the TSP BnB algorithm discussed in
class?
Enter an integer.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: 17
A published solution is not available for this question yet.
Based on the above figure,answer the given subquestions.
Enter the total number of strategies that are possible for MAX.
Enter an integer.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: 17
A published solution is not available for this question yet.
Based on the above figure,answer the given subquestions.
List the horizon nodes in the best strategy for MAX.
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
A published solution is not available for this question yet.
Based on the above figure,answer the given subquestions.
List the horizon nodes pruned by Alpha-Beta algorithm.
Enter the node labels as a comma separated list in ASCENDING order.
Enter NIL if no nodes are pruned.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: X,Y,Z
A published solution is not available for this question yet.
Based on the above figure,answer the given subquestions.
List the horizon nodes in the initial cluster formed by SSS\(^{*}\) 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
A published solution is not available for this question yet.
Based on the above figure,answer the given subquestions.
List the horizon nodes assigned SOLVED status by the SSS\(^{*}\) 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
A published solution is not available for this question yet.
**GAMES**
The figure shows a game tree with evaluations W (win), L (loss) and D (draw) from MAX's
perspective. The nodes are labeled in a level-by-level (a,b,...,e) left-to-right (1,2,3,...) manner as
indicated in the game tree.
Based on the above data,answer the given subquestions.
What is the outcome (W, D or L) of the game when both players play perfectly?
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: X
A published solution is not available for this question yet.
**GAMES**
The figure shows a game tree with evaluations W (win), L (loss) and D (draw) from MAX's
perspective. The nodes are labeled in a level-by-level (a,b,...,e) left-to-right (1,2,3,...) manner as
indicated in the game tree.
Based on the above data,answer the given subquestions.
Identify the leaf nodes in the best strategy for MAX. Enter the labels of the leaf nodes as a comma
separated list in ascending order (a1,b1,b2,b3,...,c1,c2,c3,...). Enter NIL if there is no best strategy
for MAX.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: a1,b3,c2
A published solution is not available for this question yet.
**GAMES**
The figure shows a game tree with evaluations W (win), L (loss) and D (draw) from MAX's
perspective. The nodes are labeled in a level-by-level (a,b,...,e) left-to-right (1,2,3,...) manner as
indicated in the game tree.
Based on the above data,answer the given subquestions.
Evaluate the game tree in depth-first left-to-right order, for this evaluation order identify the don’t
care nodes in level c, nodes c1 to c12. Enter one of the don’t care nodes and its minimax value as a
comma separated list.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: c1,X
A published solution is not available for this question yet.
**GAMES**
The figure shows a game tree with evaluations W (win), L (loss) and D (draw) from MAX's
perspective. The nodes are labeled in a level-by-level (a,b,...,e) left-to-right (1,2,3,...) manner as
indicated in the game tree.
Based on the above data,answer the given subquestions.
Choose one leaf node and change its eval so that the game outcome changes. Which leaf node will
you choose and what will be its new eval? Enter the label of the leaf node and its new eval as a
comma separated list.
NO SPACES, TABS, DOTS, BRACKETS OR EXTRANEOUS CHARACTERS.
Answer format: a1,X
A published solution is not available for this question yet.