Podcast
Questions and Answers
In the context of the maze solver assignment, why might the path found by DFS not be the shortest path?
In the context of the maze solver assignment, why might the path found by DFS not be the shortest path?
DFS explores paths to their full depth before exploring other branches, it doesn't guarantee finding the shortest path. It reports the valid path found first, not necessarily the path with the fewest steps.
Explain how bi-directional BFS can improve the efficiency of route-finding compared to standard BFS, particularly in the context of Assignment 2.
Explain how bi-directional BFS can improve the efficiency of route-finding compared to standard BFS, particularly in the context of Assignment 2.
Bi-directional BFS searches from both the start and end points simultaneously, meeting in the middle. This can significantly reduce the number of nodes explored, as the search space expands exponentially from both ends, leading to faster convergence.
In the treasure-seeking task (Assignment 3), what is the role of the heuristic in Best-First Search, and how does the choice of heuristic influence the search process?
In the treasure-seeking task (Assignment 3), what is the role of the heuristic in Best-First Search, and how does the choice of heuristic influence the search process?
The heuristic estimates the distance or cost from the current cell to the treasure. The choice of heuristic influences the search process by guiding the algorithm towards cells that appear closer to the treasure, affecting both the path taken and the efficiency of the search.
In Uniform Cost Search (Assignment 4), how does it differ from BFS, and when is Uniform Cost Search preferred?
In Uniform Cost Search (Assignment 4), how does it differ from BFS, and when is Uniform Cost Search preferred?
In the 8-puzzle problem (Assignment 5), what is the purpose of defining heuristic functions like 'number of misplaced tiles' and 'sum of Manhattan distances', and how do they contribute to the efficiency of the A* search algorithm?
In the 8-puzzle problem (Assignment 5), what is the purpose of defining heuristic functions like 'number of misplaced tiles' and 'sum of Manhattan distances', and how do they contribute to the efficiency of the A* search algorithm?
Explain how you would adapt the A* search algorithm for a robot path planning problem (Assignment 6) in a 2D grid with obstacles, specifically focusing on how the heuristic function is used and how the algorithm avoids obstacles.
Explain how you would adapt the A* search algorithm for a robot path planning problem (Assignment 6) in a 2D grid with obstacles, specifically focusing on how the heuristic function is used and how the algorithm avoids obstacles.
How can BFS and DFS be adapted to explore game states in a simple turn-based game like Tic-Tac-Toe (Assignment 7)? Discuss their limitations in this context.
How can BFS and DFS be adapted to explore game states in a simple turn-based game like Tic-Tac-Toe (Assignment 7)? Discuss their limitations in this context.
In Assignment 8, describe how you would modify the A* search algorithm to handle multiple goals with differing priorities or costs in a navigation problem.
In Assignment 8, describe how you would modify the A* search algorithm to handle multiple goals with differing priorities or costs in a navigation problem.
How is the A* search algorithm applied in Assignment 9 to optimize task scheduling, and what role does the heuristic play in guiding the search for an optimal schedule?
How is the A* search algorithm applied in Assignment 9 to optimize task scheduling, and what role does the heuristic play in guiding the search for an optimal schedule?
When comparing search algorithms like BFS, DFS, and A* (Assignment 10), what metrics would be most important to consider, and explain why each is significant.
When comparing search algorithms like BFS, DFS, and A* (Assignment 10), what metrics would be most important to consider, and explain why each is significant.
In the context of solving AI-based search problems, explain the concept of local optimization techniques like Hill Climbing, and discuss their strengths and limitations.
In the context of solving AI-based search problems, explain the concept of local optimization techniques like Hill Climbing, and discuss their strengths and limitations.
Explain how a Genetic Algorithm (GA) can be applied to solve AI-based search problems, detailing the roles of key GA components such as selection, crossover, and mutation.
Explain how a Genetic Algorithm (GA) can be applied to solve AI-based search problems, detailing the roles of key GA components such as selection, crossover, and mutation.
In the Water-Jugs problem (Assignment 13), how does the Minimax algorithm determine the optimal move for the AI player, and what role does the utility function play in this process?
In the Water-Jugs problem (Assignment 13), how does the Minimax algorithm determine the optimal move for the AI player, and what role does the utility function play in this process?
In the 4-Queens problem (Assignment 14), describe how alpha-beta pruning enhances the efficiency of the Minimax algorithm.
In the 4-Queens problem (Assignment 14), describe how alpha-beta pruning enhances the efficiency of the Minimax algorithm.
Explain how transforming the Tower of Hanoi into a competitive two-player game (Assignment 15) allows for the implementation of adversarial search strategies.
Explain how transforming the Tower of Hanoi into a competitive two-player game (Assignment 15) allows for the implementation of adversarial search strategies.
Flashcards
DFS (Depth-First Search)
DFS (Depth-First Search)
A search algorithm that explores all possible paths and reports one valid path, not necessarily the shortest.
BFS (Breadth-First Search)
BFS (Breadth-First Search)
A search algorithm that finds the shortest path by exploring all neighbors at the present depth prior to moving on to the nodes at the next depth level.
Bi-Directional Search
Bi-Directional Search
A search algorithm that minimizes the number of explored nodes by searching from both the initial and goal states simultaneously.
Best-First Search
Best-First Search
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Uniform Cost Search
Uniform Cost Search
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A* Search
A* Search
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Manhattan Distance
Manhattan Distance
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Misplaced Tiles
Misplaced Tiles
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Greedy Best-First Search (GBFS)
Greedy Best-First Search (GBFS)
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Minimax Algorithm
Minimax Algorithm
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Alpha-Beta Pruning
Alpha-Beta Pruning
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Study Notes
General Course Information
- The course code is CS 39002.
- The course title is Artificial Intelligence Laboratory (AI Lab).
- The LTP structure is 2-0-0-2, totaling 1 credit.
- The faculty is Rajdeep Chatterjee, Ph.D., email [email protected], room F101(c), First Floor, Block-C, Campus-14.
- The course is offered to the School of Computer Engineering.
- Course aims to provide skills for designing and analyzing AI algorithms, enable work on AI tools, and work towards solving real-life problems.
- Python and VS Code IDE or Google Colab can be used for implementation.
- KIIT mail ID must be used for Google Colab Notebooks, named "RollNo_AssignmentNo.ipynb".
- Students should gain a brief understanding of it's searching techniques and adversarial search.
Assignment 1: Maze Solver using BFS and DFS
- Objective: Implement Breadth-First Search (BFS) and Depth-First Search (DFS) to solve mazes.
- Problem: Given a grid maze where 0 is a wall and 1 is a path, find the shortest path from start to end.
- Tasks include using BFS, DFS, and comparing nodes explored by each.
Assignment 2: Route Finder Using Bi-Directional BFS/DFS
- Objective: Solve a navigation problem using Bi-directional BFS/DFS.
- Problem: Find the shortest path between two locations in a city map represented as a graph.
- Tasks involve implementing Bi-directional BFS, comparing performance, and visualizing the search using Python libraries.
Assignment 3: Search for Treasure using the Best-First Search
- Objective: Find a treasure in a grid using Best-First Search.
- Problem: Locate a treasure hidden in a grid where each cell has a heuristic value indicating closeness.
- Tasks include using Manhattan distance, moving to the most promising cell first with the minimum heuristic value, and analyzing how heuristic choice affects performance.
Assignment 4: Uniform Cost Search for Optimal Path
- Objective: Implement Uniform Cost Search for a weighted graph.
- Problem: Find the minimum-cost path between two nodes in a weighted graph.
- Tasks are to represent the graph as an adjacency list, implement Uniform Cost Search, and compare with BFS.
Assignment 5: A Search for a Puzzle Solver
- Objective: Solve the 8-puzzle using A* search.
- Problem: Solve the 8-puzzle by sliding tiles to achieve a goal state using A* search.
- Tasks require defining heuristic functions (H1: misplaced tiles, H2: Manhattan distance sum), implementing A* with both, and comparing performance based on nodes explored and solution depth.
Assignment 6: Path Planning for a Robot
- Objective: Use A* Search to find an optimal path for a robot navigating a 2D grid with obstacles.
- Tasks include implementing A* with Manhattan and Euclidean distance heuristics and comparing A* with BFS and Uniform Cost Search.
Assignment 7: Game AI Using Search Algorithms
- Objective: Implement AI for a simple turn-based game using search algorithms.
- Problem: Design an AI agent to play a game like Tic-Tac-Toe using search algorithms.
- Tasks include using BFS/DFS and A* Search with a heuristic function.
Assignment 8: Navigation with Multiple Goals
- Objective: Solve a problem with multiple goals using search algorithms.
- Problem: A robot in a grid needs to collect items (goals) before reaching an exit; each goal has a different priority or cost.
- Tasks include using BFS/DFS and implementing A* or Uniform Cost Search for weighted scenarios and analyzing path length vs. goal priority.
Assignment 9: AI Planner Using A for Task Scheduling
- Objective: Use A* Search to optimize task scheduling.
- Problem: Schedule a set of tasks to minimize total time, considering dependencies and durations.
- Tasks require representing tasks as a directed graph, using A* with remaining tasks' duration estimations, and comparing results with a greedy algorithm.
Assignment 10: Comparative Study
- Objective: Evaluate and compare different search algorithms.
- Focus: Evaluate BFS, DFS, Bi-directional BFS, Uniform Cost Search, Best-First Search, and A* Search on a given domain like pathfinding.
- Tasks require analyzing efficiency (nodes explored, time taken) and optimality, and creating visualizations.
Assignment 11: Local Optimization Techniques
- Implementation of local optimization techniques, such as Hill Climbing, for solving AI-based search problems
Assignment 12: Genetic Algorithm
- Assignment involves implementation of Genetic Algorithm (GA) for solving AI-based search problems.
Assignment 13: Solving the Water-Jugs Problem Using Adversarial Search
- Objective: Develop a competitive Water-Jugs game using the Minimax algorithm.
- Problem: Two players try to reach a target volume T using jugs of capacities A and B.
- Tasks include implementing the Water-Jugs problem, using the Minimax algorithm, defining a utility function, integrating alpha-beta pruning, allowing player interaction, and comparing execution times.
Assignment 14: Solving the 4-Queens Problem Using Adversarial Search
- Objective: Design a competitive 4-Queens puzzle.
- Involves placing queens on a 4x4 chessboard such that no two queens threaten each other.
- Implement the Minimax algorithm, Alpha-beta pruning is used for optimization.
- Tasks include representing the board, evaluation of moves, and analysis of performance.
Assignment 15: Solving the Tower of Hanoi Problem Using Adversarial Search
- Objective: Transform Tower of Hanoi into a two-player game using adversarial search.
- Problem: Players move disks between three rods, and the player moving the largest disk to the target wins.
- Tasks include representing the rods and disks, implementing the Minimax algorithm with alpha-beta pruning, defining a utility function, and analyzing performance. Game ends when all disks are moved.
Assignment 16: Intelligent Solving of the 8-Puzzle Problem Using Heuristic Search
- Objective: Implement and compare A* and Greedy Best-First Search (GBFS) for solving the 8-Puzzle.
- Problem: Arrange tiles in a 3x3 grid in a specified order.
- Tasks include modeling the puzzle, implementing Manhattan distance and misplaced tiles heuristics, comparing the performance of the used algorithms, and ensuring the solution handles unsolvable configurations.
Course Evaluation
- The total number of assignments is 16.
- Continuous Evaluation (daily basis): 20 Marks
- Lab Test-I (pre-midterm) and Lab Test-II (post-midterm): 15 Marks
- Quiz: 10 Marks
- Viva: 05 Marks
- Lab record hard-copy (hand written complete code): 20 Marks
- Sessional Test (External): 30 Marks
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