• MoveGen
    • DFS
    • BFS
    • DFID
    • A* Search
    • Weighted A*
    • SSS*
    • TSP
    • Branch & Bound
    • Dijkstra
    • SMA*
    • Optimal Path Guide
    • Best First Search
    • Hill Climbing
    • SAT Landscape
    • Simulated Annealing
    • Genetic Algorithms
    • GA Crossovers for TSP
    • Ant Colony Optimization
    • Reading B&B Trees
    • SMGS & Frontier Search
    • Sequence Alignment
    • Beam Stack & BFHS
    • Monotone Condition
    • Minimax
    • Alpha-Beta Pruning
    • Game Strategies
    • Optimal Leaf Assignment
    • Force MinMax Value
    • Evaluation Functions
    • STRIPS Blocks World
    • Goal Stack Planning
    • Partial-Order Planning
    • AO* Goal Trees
    • GraphPlan Mutexes
    • Ordering & Mutex Theory
    • Mid-Flight Layers
    • Means-Ends Analysis
    • Logic & Deduction
    • Rete Algorithm
    • Forward Checking
    • Waltz Line Labeling
    • Arc/Path Consistency
  • Question Papers
  • Week 1: Introduction, History & Philosophy of AI
  • Week 2: State Space Search and Blind Search Algorithms
  • Week 3: Heuristic Search and Local Search
  • Week 4: Stochastic Local Search and Genetic Algorithms
  • Week 5: Optimal Search and Algorithm A*
  • Week 6: Variations of A* and Pruning Strategies
  • Week 7: Game Playing and Adversarial Search
  • Week 8: Planning
  • Week 9: Advanced Planning and Problem Decomposition
Back to home

2023 Term 3 · Forenoon — Worked Solutions

Every question solved from scratch: the reasoning, the algorithm trace, and the shortcuts that get you to the answer fast.

← Attempt this paper interactively
Q1SEARCH

Q1 — Search: BFS/A*/BnB

Search algorithms on a grid map

SEARCH
Q2TSP BRANCH-AND-BOUND

Q2 — TSP Branch-and-Bound

TSP BnB tree reading

TSP BRANCH-AND-BOUND
Q3GAMES

Q3 — Games: Strategy + Alpha-Beta

Game tree strategies and pruning

GAMES
Q4PROBLEM DECOMPOSITION

Q4 — AO* Problem Decomposition

Marker starts on the cheap AND-connector, C's primitives sting it to 21, A's expansion ties - and D's hidden depth explains the keyed 22-to-20 finish.

PROBLEM DECOMPOSITIONAO*AND-OR graphs
Q5RULE BASED EXPERT SYSTEMS

Q5 — Rete Expert System

Mushroom net with negated colour tests and a three-way beta chain: the join topology alone decides which tuples may exist, specificity picks the deepest.

RULE BASED EXPERT SYSTEMSReteConflict resolution
Q6AUTOMATED PLANNING

Q6 — Planning: Applicable/Relevant/Mutex

The Blocks World four-pack on the FN instance: two arm actions fire, three goal-writers matter, and the layer-1 arm clique generates every mutex.

AUTOMATED PLANNINGSTRIPSPlanning graphMutex
Q7CONSTRAINT SATISFACTION

Q7 — Waltz Line Labeling

Dictionary in the arrow notation: how a Y-W-Y-W chain of forced labels emerges around a silhouette, and what makes each next label inevitable.

CONSTRAINT SATISFACTIONWaltzLine labeling
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