151. Main features of hill climbing algorithm is ______.
Generate and test variant
No back tracking
Greedy approach
All of the above
Show me the answer
Answer: 4. All of the above
Explanation:
Hill Climbing is a generate-and-test variant that does not backtrack.
It uses a greedy approach to move towards the best neighbor state.
152. ______ is the problem in Hill climbing searching.
Local Maximum
Plateau
Ridges
All of mentioned above
Show me the answer
Answer: 4. All of mentioned above
Explanation:
Hill Climbing can get stuck in local maxima, plateaus, and ridges.
These are common problems that prevent the algorithm from finding the global optimum.
153. In ______ we escape local maxima by allowing some "bad" moves but gradually decrease their frequency.
Hill Climbing
Simulated Annealing
Mini max
Alpha beta pruning
Show me the answer
Answer: 2. Simulated Annealing
Explanation:
Simulated Annealing allows some "bad" moves to escape local maxima.
The frequency of these moves decreases over time, helping the algorithm converge to the global optimum.
154. Simulated Annealing is ______ optimization technique.
Local
Global
Both Local and Global
None of above
Show me the answer
Answer: 2. Global
Explanation:
Simulated Annealing is a global optimization technique.
It is designed to find the global optimum by exploring the search space more thoroughly.
155. Simulated Annealing is a ______ algorithm, the algorithm does not use any information gathered during the search.
Memory equipped
Memory less
Processor equipped
None of above
Show me the answer
Answer: 2. Memory less
Explanation:
Simulated Annealing is a memoryless algorithm.
It does not use any information gathered during the search to guide future moves.
156. The process of annealing can be simulated with the metropolis algorithm which is based on ______ techniques.
Closed form solution
Monte-Carlo simulation
Numerical Transformation Method
Proposed Method
Show me the answer
Answer: 2. Monte-Carlo simulation
Explanation:
The Metropolis Algorithm used in Simulated Annealing is based on Monte-Carlo simulation techniques.
It uses random sampling to explore the search space.
157. Adversarial Search uses ______ environment
Collective
Competitive
Cooperative
Both Collective and Cooperative
Show me the answer
Answer: 2. Competitive
Explanation:
Adversarial Search is used in competitive environments where multiple agents compete against each other.
Examples include games like chess and tic-tac-toe.
158. General game involves ______ agents
Multi
Single
Only single and multi
Neither single nor multi
Show me the answer
Answer: 3. Only single and multi
Explanation:
General games can involve either single-agent or multi-agent scenarios.
The nature of the game determines the number of agents involved.
159. ______ search methods only consider how close the agent is to the goal state.
Multi-agent
Single-agent
Both single and multi-agent
None of above
Show me the answer
Answer: 2. Single-agent
Explanation:
Single-agent search methods focus on how close the agent is to the goal state.
They do not consider the actions of other agents.
160. In ______ games, decisions of both agents have to be taken into account: a decision made by one agent will affect the resulting search space that the other agent would need to explore.
Single player
Two-player
No Player
Both Single and Two player
Show me the answer
Answer: 2. Two-player
Explanation:
In two-player games, the decisions of both agents affect the search space.
Each agent's move influences the possible moves of the other agent.
161. To formalize a two-player game as a search problem an agent can be called ______ and the opponent can be called ______.
MINI, MAX
MAX, MIN
MIN, MIN
MAX, MAX
Show me the answer
Answer: 2. MAX, MIN
Explanation:
In two-player games, the agent is often called MAX (aiming to maximize its score), and the opponent is called MIN (aiming to minimize the agent's score).
This is the basis of the Minimax Algorithm.
162. MINI MAX Algorithm is perfect for deterministic and is a ______ game.
Single player (Computer)
Two-player (Computer and User)
Single player (User)
None of above
Show me the answer
Answer: 2. Two-player (Computer and User)
Explanation:
The Minimax Algorithm is perfect for deterministic two-player games.
It is commonly used in games like chess and tic-tac-toe.
163. Free cell, 8-puzzle, Rubrik’s cube is an example of ______.
Deterministic Multi player
Deterministic Single player
Non-Deterministic single player
Non-deterministic multi player
Show me the answer
Answer: 2. Deterministic Single player
Explanation:
Free cell, 8-puzzle, and Rubik’s cube are examples of deterministic single-player games.
The outcome is determined solely by the player's actions.
164. Tic-tac-toe, Chess, Checker is a example of ______.
Deterministic Multi player
Deterministic Single player
Non-Deterministic single player
Non-deterministic multi player
Show me the answer
Answer: 1. Deterministic Multi player
Explanation:
Tic-tac-toe, chess, and checkers are examples of deterministic multi-player games.
The outcome depends on the actions of both players.
165. In ______ game, one player maximize result, another player minimize result.
Zero-player
One-player
Two-player
Thee-player
Show me the answer
Answer: 3. Two-player
Explanation:
In two-player games, one player aims to maximize their result, while the other aims to minimize it.
This is the basis of the Minimax Algorithm.
166. ______ is the time and ______ is the space complexity of MINI MAX Algorithm.
O(bm), O(bm)
O(bm+1), O(bm)
O(bm), O(bm)
O(bm), O(bm)
Show me the answer
Answer: 1. O(bm), O(bm)
Explanation:
The time complexity of the Minimax Algorithm is O(bm), where b is the branching factor and m is the maximum depth.
The space complexity is O(bm) because it stores the current path in the stack.
167. The minimax algorithm performs a complete ______ exploration of the game tree.
Breadth-first
Depth-first
Best-first
None of above
Show me the answer
Answer: 2. Depth-first
Explanation:
The Minimax Algorithm performs a depth-first exploration of the game tree.
It explores each branch to the maximum depth before backtracking.
168. Is MINI MAX Search complete if tree is finite?
May be
No
Yes
Rather not say
Show me the answer
Answer: 3. Yes
Explanation:
Minimax Search is complete if the game tree is finite.
It will eventually find the optimal solution if one exists.
169. For making decision of win/lose, we apply ______ algorithm on game tree.
Greedy search Algorithm
Hill Climbing Algorithm
Mini Max Algorithm
BFS/DFS Algorithm
Show me the answer
Answer: 3. Mini Max Algorithm
Explanation:
The Minimax Algorithm is used to make decisions about winning or losing in game trees.
It evaluates all possible moves to determine the best strategy.
170. In Alpha-Beta Pruning Algorithm, Pruning ______ the final result.
Might affect
Does not affect
Affect
Sometime affects, sometime doesn’t affect
Show me the answer
Answer: 2. Does not affect
Explanation:
Alpha-Beta Pruning does not affect the final result.
It only reduces the number of nodes evaluated, improving efficiency without changing the outcome.
171. Why it is called Alpha-Beta? α is the value of the best ______ choice found so far at any choice point along the path for max.
Lowest value
Average value
Highest value
Infinite value
Show me the answer
Answer: 3. Highest value
Explanation:
In Alpha-Beta Pruning, α represents the highest value choice found so far for the MAX player.
β represents the lowest value choice found so far for the MIN player.
172. ______ is a modified version of the Mini Max Algorithm.
Hill climbing
Alpha beta pruning
BFS
DFS
Show me the answer
Answer: 2. Alpha beta pruning
Explanation:
Alpha-Beta Pruning is a modified version of the Minimax Algorithm.
It reduces the number of nodes evaluated by pruning branches that cannot influence the final decision.
173. To ______ depth does the alpha-beta pruning can be applied.
12 states
5 States
1 States
Any depth
Show me the answer
Answer: 4. Any depth
Explanation:
Alpha-Beta Pruning can be applied to any depth in the game tree.
It is not limited to a specific number of states or levels.
174. In alpha-beta pruning, the initial value of alpha is ______ and beta is ______.
Negative Infinity, Positive Infinity
-1, +1
Positive Infinity, Negative Infinity
+1, -1
Show me the answer
Answer: 1. Negative Infinity, Positive Infinity
Explanation:
In Alpha-Beta Pruning, the initial value of α is negative infinity, and β is positive infinity.
These values are updated as the algorithm explores the game tree.
175. The main condition which required for alpha-beta pruning is?
alpha>=beta
alpha=beta
alpha<=bet
alpha!=beta
Show me the answer
Answer: 1. alpha>=beta
Explanation:
The main condition for Alpha-Beta Pruning is α≥β.
When this condition is met, the algorithm prunes the remaining branches.
176. The 2 types of move ordering in Alpha-Beta Pruning are ______ and ______.
Best ordering, Ideal Ordering
Worst ordering, Ideal Ordering
Best ordering, Random Ordering
Worst ordering, Random Ordering
Show me the answer
Answer: 2. Worst ordering, Ideal Ordering
Explanation:
The two types of move ordering in Alpha-Beta Pruning are worst ordering and ideal ordering.
Ideal ordering maximizes pruning efficiency, while worst ordering minimizes it.
177. In Alpha-Beta pruning, With "perfect ordering," time complexity = ______.
O(bm/2)
O(bm+1/2)
O(bm)
O(bm)
Show me the answer
Answer: 1. O(bm/2)
Explanation:
With perfect ordering, the time complexity of Alpha-Beta Pruning is O(bm/2).
This significantly reduces the number of nodes evaluated compared to Minimax.
178. Identify the type of knowledge in Artificial Intelligence.
Procedural and Declarative Knowledge
Meta Knowledge
Structural and Heuristic Knowledge
All of above
Show me the answer
Answer: 4. All of above
Explanation:
In AI, knowledge can be procedural, declarative, meta, structural, or heuristic.
These types of knowledge are used to represent and reason about information in AI systems.
179. ______ Knowledge is also known as Imperative Knowledge.
Procedural
Meta
Structural
Heuristic
Show me the answer
Answer: 1. Procedural
Explanation:
Procedural Knowledge is also known as Imperative Knowledge.
It involves knowing how to perform tasks or procedures.
180. ______ is non procedural, independent of targets and problem solving.
Procedural Knowledge
Declarative Knowledge
Meta Knowledge
Structural Knowledge
Show me the answer
Answer: 2. Declarative Knowledge
Explanation:
Declarative Knowledge is non-procedural and independent of specific targets or problem-solving methods.
It involves knowing facts and information.
181. ______ is a knowledge about knowledge and how to gain them.
Procedural Knowledge
Declarative Knowledge
Meta Knowledge
Structural Knowledge
Show me the answer
Answer: 3. Meta Knowledge
Explanation:
Meta Knowledge is knowledge about knowledge and how to acquire it.
It involves understanding the nature and structure of knowledge itself.
182. ______ represents a knowledge of some experts in a field or subject.
Procedural Knowledge
Declarative Knowledge
Heuristic Knowledge
Structural Knowledge
Show me the answer
Answer: 3. Heuristic Knowledge
Explanation:
Heuristic Knowledge represents the knowledge of experts in a field or subject.
It involves rules of thumb and practical strategies for problem-solving.
183. ______ talks about what relationship exists between concept/objects.
Procedural Knowledge
Declarative Knowledge
Heuristic Knowledge
Structural Knowledge
Show me the answer
Answer: 4. Structural Knowledge
Explanation:
Structural Knowledge describes the relationships between concepts or objects.
It involves understanding how different elements are connected.
184. Knowledge Representation and Reasoning represents information from the real world for a computer to understand and then utilize this knowledge to solve ______.
Simplest real-life problems
Complex real-life problems
Neither simplest nor complex problems
None of above
Show me the answer
Answer: 2. Complex real-life problems
Explanation:
Knowledge Representation and Reasoning is used to represent real-world information in a way that computers can understand.
This knowledge is then utilized to solve complex real-life problems.
185. Different kinds of knowledge that need to be represented in AI are ______.
Object, Events, Performance, Facts
Knowledge base
Meta knowledge
All of above
Show me the answer
Answer: 4. All of above
Explanation:
In AI, knowledge about objects, events, performance, facts, knowledge bases, and meta knowledge needs to be represented.
These types of knowledge are essential for reasoning and problem-solving.
186. ______ is the technique of knowledge representation in AI
Logical Representation
Semantic Network and Frame Representation
Production Rules
All of above
Show me the answer
Answer: 4. All of above
Explanation:
Logical Representation, Semantic Networks, Frame Representation, and Production Rules are all techniques used for knowledge representation in AI.
These techniques help in organizing and reasoning about knowledge.
187. ______ is a language with some definite rules which deal with propositions & has no ambiguity in representation.
Semantic Network representation
Logical Representation
Frame Representation
Production Rules
Show me the answer
Answer: 2. Logical Representation
Explanation:
Logical Representation is a language with definite rules that deal with propositions.
It ensures there is no ambiguity in the representation of knowledge.
188. In order to give information to agent and get info without errors in communication, we use ______ technique of knowledge representation.
Semantic Network representation
Logical Representation
Frame Representation
Production Rules
Show me the answer
Answer: 2. Logical Representation
Explanation:
Logical Representation is used to give information to agents and retrieve it without errors.
It provides a clear and unambiguous way to represent knowledge.
189. ______ work as an alternative of predicate logic for knowledge representation.
Semantic Network Representation
Logical Representation
Frame Representation
Production Rules
Show me the answer
Answer: 1. Semantic Network Representation
Explanation:
Semantic Network Representation is an alternative to predicate logic for knowledge representation.
It uses nodes and links to represent relationships between concepts.