ARTIFICIAL INTELLIGENCE - MCQs - 2
1. Which search is equal to minimax search but eliminates the branches that can’t influence the final decision?
A. Depth-first search
B. Breadth-first search
C. Alpha-beta pruning
D. None of the mentioned
Ans: C
2. Which values are independent in minimax search algorithm?
A. Pruned leaves x and y
B. Every states are dependent
C. Root is independent
D. None of the mentioned
Ans: A
3. To which depth does the alpha-beta pruning can be applied?
A. 10 states
B. 8 States
C. 6 States
D. Any depth
Ans: D
4. Which search is similar to minimax search?
A. Hill-climbing search
B. Depth-first search
C. Breadth-first search
D. All of the mentioned
Ans: B
5. Which value is assigned to alpha and beta in the alpha-beta pruning?
A. Alpha = max
B. Beta = min
C. Beta = max
D. Both Alpha = max & Beta = min
Ans: D
6. Where does the values of alpha-beta search get updated?
A. Along the path of search
B. Initial state itself
C. At the end
D. None of the mentioned
Ans: A
7. How the effectiveness of the alpha-beta pruning gets increased?
A. Depends on the nodes
B. Depends on the order in which they are executed
C. All of the mentioned
D. None of the mentioned
Ans: A
8. What is called as transposition table?
A. Hash table of next seen positions
B. Hash table of previously seen positions
C. Next value in the search
D. None of the mentioned
Ans: B
9. Which is identical to the closed list in Graph search?
A. Hill climbing search algorithm
B. Depth-first search
C. Transposition table
D. None of the mentioned
Ans: C
10. Which function is used to calculate the feasibility of whole game tree?
A. Evaluation function
B. Transposition
C. Alpha-beta pruning
D. All of the mentioned
Ans: A
11. General games involves ____________
A. Single-agent
B. Multi-agent
C. Neither Single-agent nor Multi-agent
D. Only Single-agent and Multi-agent
Ans: D
12. Adversarial search problems uses ____________
A. Competitive Environment
B. Cooperative Environment
C. Neither Competitive nor Cooperative Environment
D. Only Competitive and Cooperative Environment
Ans: A
13. Zero sum games are the one in which there are two agents whose actions must alternate and in which the utility values at the end of the game are always the same.
A. True
B. False
Ans: B
14. Zero sum game has to be a ______ game.
A. Single player
B. Two player
C. Multiplayer
D. Three player
Ans: C
15. A game can be formally defined as a kind of search problem with the following components.
A. Initial State
B. Successor Function
C. Terminal Test
D. All of the mentioned
Ans: D
16. The initial state and the legal moves for each side define the __________ for the game.
A. Search Tree
B. Game Tree
C. State Space Search
D. Forest
Ans: B
17. General algorithm applied on game tree for making decision of win/lose is ____________
A. DFS/BFS Search Algorithms
B. Heuristic Search Algorithms
C. Greedy Search Algorithms
D. MIN/MAX Algorithms
Ans: D
18. The minimax algorithm computes the minimax decision from the current state. It uses a simple recursive computation of the minimax values of each successor state, directly implementing the defining equations. The recursion proceeds all the way down to the leaves of the tree, and then the minimax values are backed up through the tree as the recursion unwinds.
A. True
B. False
Ans: A
19. Which is the most straightforward approach for planning algorithm?
A. Best-first search
B. State-space search
C. Depth-first search
D. Hill-climbing search
Ans: B
20. What are taken into account of state-space search?
A. Postconditions
B. Preconditions
C. Effects
D. Both Preconditions & Effects
Ans: D
21. Which approach is to pretend that a pure divide and conquer algorithm will work?
A. Goal independence
B. Subgoal independence
C. Both Goal & Subgoal independence
D. None of the mentioned
Ans: B
22. Which is the best way to go for Game playing problem?
A. Linear approach
B. Heuristic approach (Some knowledge is stored)
C. Random approach
D. An Optimal approach
Ans: B
23. A production rule consists of ____________
A. A set of Rule
B. A sequence of steps
C. Set of Rule & sequence of steps
D. Arbitrary representation to problem
Ans: C
24. Which search method takes less memory?
A. Depth-First Search
B. Breadth-First search
C. Linear Search
D. Optimal search
Ans: A
25. What is the major component/components for measuring the performance of problem solving?
A. Completeness
B. Optimality
C. Time and Space complexity
D. All of the mentioned
Ans: D
26. The Set of actions for a problem in a state space is formulated by a ___________
A. Intermediate states
B. Initial state
C. Successor function, which takes current action and returns next immediate state
D. None of the mentioned
Ans: C
27. What is state space?
A. The whole problem
B. Your Definition to a problem
C. Problem you design
D. Representing your problem with variable and parameter
Ans: D
28. What is the objective of tower of hanoi puzzle?
A. To move all disks to some other rod by following rules
B. To divide the disks equally among the three rods by following rules
C. To move all disks to some other rod in random order
D. To divide the disks equally among three rods in random order
Ans: A
29. Which of the following is NOT a rule of tower of hanoi puzzle?
A. No disk should be placed over a smaller disk
B. Disk can only be moved if it is the uppermost disk of the stack
C. No disk should be placed over a larger disk
D. Only one disk can be moved at a time
Ans: C
30. Recursive solution of tower of hanoi problem is an example of which of the following algorithm?
A. Dynamic programming
B. Backtracking
C. Greedy algorithm
D. Divide and conquer
Ans: D
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