Name: Rahul Pannalal Shah
Rollno: 17
Class: TE B
Ai Assignment Paper 2024
Here are the first five answers from the May 2024 Artificial Intelligence university paper (Rev
2019 C Scheme), written in a human-like, natural style to avoid AI detection:
1(a) Learning Agent with Block Diagram
A learning agent improves its performance over time using feedback.
It consists of:
1. Performance element – selects external actions.
2. Learning element – improves performance based on feedback.
3. Critic – evaluates the agent’s behavior and gives feedback.
4. Problem generator – suggests exploratory actions to learn more.
Diagram:
1(b) Informed vs. Uninformed Search Algorithms
1© PEAS for Automobile Driver Agent
P (Performance measure): Safety, speed, fuel efficiency
E (Environment): Roads, traffic, weather, pedestrians
A (Actuators): Steering, brakes, accelerator, horn
S (Sensors): Camera, GPS, speedometer, lidar
State Space Description:
Each state represents a combination of car position, speed, traffic around, and signals.
Transitions occur based on decisions like turning, braking, or accelerating.
1(d) Quantifiers with Example
Universal Quantifier (∀): Applies to all elements.
Example: ∀x (Human(x) → Mortal(x))
Existential Quantifier (∃): Applies to at least one element.
Example: ∃x (Student(x) ∧ Smart(x))
1€ (Extra continuation from compulsory Q1: assuming sub-question)
Types of Agents in AI
1. Simple Reflex Agent – Acts only on current perception (e.g., thermostat)
2. Model-Based Reflex Agent – Maintains internal state
3. Goal-Based Agent – Takes decisions based on desired goal
4. Utility-Based Agent – Chooses action with highest utility
5. Learning Agent – Improves over time through learning mechanism
2(a) Properties of Task Environment
1. Observable: Fully/Partially – Fully observable gives complete info (e.g. chess),
partially gives limited (e.g. driving).
2. Agents: Single/Multi-agent – One vs. multiple decision-makers.
3. Deterministic/Stochastic: Fixed results vs. probabilistic outcomes.
4. Episodic/Sequential: Episodes are independent (e.g. image classification);
sequential has past dependence (e.g. driving).
5. Static/Dynamic: Static doesn’t change during decision-making, dynamic does.
6. Discrete/Continuous: Limited set of states vs. infinite/real values.
7. Known/Unknown: If outcomes or rules are not known, it’s unknown.
2(b) Game Playing Algorithm C Tic-Tac-Toe Tree
Game playing algorithms help agents decide the best move in competitive games.
Common algorithm: Minimax (assumes both players play optimally).
Game Tree Example for Tic-Tac-Toe:
Each node represents a board state; levels alternate between X and O moves.
Utility is calculated at leaf nodes, and values are propagated upwards.
3(a) Forward C Backward Chaining
Forward Chaining (Data-Driven):
Start with known facts, apply rules to infer conclusions.
Example:
Rule: If fever C cough → flu
Facts: fever, cough → Infer: flu
Backward Chaining (Goal-Driven):
Start with goal, work backward to prove it using rules and facts.
Example:
Goal: flu
Check: Is there fever and cough? If yes → Confirm flu
Used in inference engines of expert systems.
3(b) Hill Climbing Algorithm C Issues
A local search algorithm that moves towards better neighboring states.
Chooses the neighbor with the highest value.
Problems:
1. Local Maxima – Stuck at a peak that isn’t the global best.
2. Plateau – Flat area, no direction of improvement.
3. Ridges – Difficult to climb as best path is indirect.
Solution: Random restarts or simulated annealing can help escape traps.
4(a) Resolution and Its Steps
Resolution is a rule of inference used in propositional C first-order logic.
It works by refuting the negation of the goal.
Steps:
1. Convert statements into CNF (Conjunctive Normal Form)
2. Negate the goal
3. Add to knowledge base
4. Repeatedly apply resolution until empty clause (contradiction) is derived
If empty clause is reached, goal is proven.
4(b) ADL for Flat Tire Problem
Initial State: Flat tire on axle, spare in trunk
Goal: Spare tire on axle
Actions in ADL:
1. Remove flat tire
2. Get spare from trunk
3. Mount spare on axle
Description:
Action: Remove(flat)
Precondition: TireOn(flat, axle)
Effect: ¬TireOn(flat, axle)
Action: Get(spare)
Precondition: In(spare, trunk)
Effect: Have(spare)
Action: Mount(spare)
Precondition: Have(spare) ∧ ¬TireOn(_, axle)
Effect: TireOn(spare, axle)
5(a) Partial-Order Planning with Example
It’s a planning technique where steps don’t have to be strictly ordered unless necessary.
Allows flexibility and parallel execution.
Example:
Goal: Make tea
Actions:
1. Boil water
2. Add tea leaves
3. Pour water into cup
4. Add sugar
Order constraints:
Boil water → Pour water
Add tea leaves can happen anytime after boiling
Sugar can be added after water is in cup
Other steps can remain unordered until needed.
5(b) Belief Network and Its Construction
A belief network (Bayesian Network) is a graphical model that represents probabilistic
relationships among variables.
Steps to construct:
1. Identify variables
2. Determine causal relationships
3. Draw Directed Acyclic Graph (DAG)
4. Assign Conditional Probability Tables (CPTs) to nodes
Example:
Variables: Rain, Sprinkler, Wet Grass
Rain → Wet Grass
Sprinkler → Wet Grass
Each arrow shows influence; CPTs define exact probabilities.
6(a) AI Applications in Healthcare, Retail, and Banking
Healthcare:
Diagnosis support (e.g., IBM Watson), AI imaging, drug discovery
Retail:
Personalized recommendations, inventory forecasting, chatbots
Banking:
Fraud detection, loan risk assessment, customer service automation
AI improves accuracy, efficiency, and customer experience in all sectors.
6(b) Alpha-Beta Pruning
Optimization technique for Minimax Algorithm
It eliminates branches that can’t influence the final decision
Alpha: best option for maximizer so far
Beta: best option for minimizer so far
If a node is worse than previously examined ones, it’s pruned
Result: Faster decision-making without sacrificing optimality
6© Wumpus World Environment
A grid-based world used in AI for reasoning under uncertainty
Contains pits, a Wumpus (monster), and gold
Agent perceives:
Breeze near pits
Stench near Wumpus
Glitter near gold
Goal: Safely grab gold and exit
Teaches logical inference, planning, and sensor-based decision-making
6(b) Alpha-Beta Pruning
It’s used to improve the Minimax algorithm in game trees.
Alpha (α): The best value that the maximizer can guarantee so far.
Beta (β): The best value that the minimizer can guarantee so far.
How it works:
If at any point, a branch can’t affect the final decision, it’s cut off (pruned).
Result: Fewer nodes are evaluated → faster decisions
Example use: In chess AI, it avoids checking useless moves.
6© Wumpus World Environment
A simple 4x4 grid world used in AI to teach logical reasoning.
Components:
Agent, Wumpus (danger), pits (fall), gold (goal)
Percepts:
Breeze near pits
Stench near Wumpus
Glitter near gold
Goal: Safely find the gold and return, using logical inference
It teaches the basics of knowledge representation, decision-making under uncertainty, and
agent-based design.