2080

BIT252 · TU past paper

Artificial Intelligence 2080 question paper

The complete TU 2080 exam paper for Artificial Intelligence (BIT252), all 12 questions with solved model answers written to the mark scheme.

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  1. 110 marksTuring test and machine intelligenceAnswer

    List the properties that a machine must have to pass the Turing Test.Describe the ambiguities in each step in Natural Language Processing.[4+6]

    Note: The reference notes did not contain material for this topic. The answer below is based on standard AI/NLP curriculum content as taught in BSc CSIT programs, consistent with Russell & Norvig's Artificial Intelligence: A Modern Appro...

  2. 210 marksPEAS framework for agent descriptionAnswer

    Define agent. How do you describe PEAS for an agent? Describe the different types of environment with example.[10]

    Agent, PEAS, and Types of Environment


    1. Definition of Agent (2 marks)

    An agent is anything that can be viewed as perceiving its environment through sensors and acting upon that environment through actuators.

    "An agent is an entity that perceives its environment through sensors and acts upon that environment through actuators." -- Russell & Norvig

    • A human agent has eyes, ears (sensors) and hands, legs, mouth (actuators).
    • A software agent (robot, game-playing program) has file inputs, network packets (sensors) and screen output, motors (actuators).

    The agent's behavior is described by an agent function that maps any given percept sequence to an action:

    f : P* --> A
    

    where P* is the set of all possible percept sequences and A is the set of actions.


    2. PEAS Description (3 marks)

    PEAS stands for:

    LetterStands ForMeaning
    PPerformance MeasureCriterion that evaluates the agent's success
    EEnvironmentThe external world the agent interacts with
    AActuatorsThe mechanisms the agent uses to act
    SSensorsThe mechanisms the agent uses to perceive

    PEAS is used to specify the task environment of an agent before designing it.

    Example 1: Automated Taxi Driver

    PEAS ComponentDescription
    PerformanceSafe trip, fast, legal, comfortable, maximize profit
    EnvironmentRoads, traffic, pedestrians, customers, weather
    ActuatorsSteering wheel, accelerator, brake, horn, display
    SensorsCameras, GPS, speedometer, sonar, keyboard input

    Example 2: Medical Diagnosis System

    PEAS ComponentDescription
    PerformanceCorrect diagnosis, minimize cost, patient health
    EnvironmentPatient, hospital, medical staff
    ActuatorsDisplay diagnosis, order tests, prescribe treatment
    SensorsKeyboard input (symptoms), lab reports

    3. Types of Environment (5 marks)

    The environment in which an agent operates can be classified along several dimensions:


    3.1 Fully Observable vs. Partially Observable

    • Fully Observable: The agent's sensors give access to the complete state of the environment at each point in time.
      • Example: Chess game (entire board is visible)
    • Partially Observable: The agent cannot observe the full state due to noisy or limited sensors.
      • Example: Poker game (opponent's cards are hidden), self-driving car (blind spots)

    3.2 Single Agent vs. Multi-Agent

    • Single Agent: Only one agent operates in the environment.
      • Example: Crossword puzzle solver
    • Multi-Agent: Multiple agents interact in the same environment.
      • Competitive: Agents compete (e.g., Chess -- one agent wins, other loses)
      • Cooperative: Agents work together (e.g., multi-robot warehouse system)

    3.3 Deterministic vs. Stochastic

    • Deterministic: The next state of the environment is completely determined by the current state and the agent's action. No uncertainty.
      • Example: Chess
    • Stochastic: The next state is not fully determined; there is uncertainty.
      • Example: Taxi driving (uncertain traffic), card games

    Note: If the environment is deterministic except for the actions of other agents, it is called strategic.


    3.4 Episodic vs. Sequential

    • Episodic: The agent's experience is divided into independent episodes. Each episode consists of perceiving and acting; the next episode does not depend on previous ones.
      • Example: Spam email classifier (each email is independent)
    • Sequential: The current decision affects future decisions. Past actions matter.
      • Example: Chess, taxi driving

    3.5 Static vs. Dynamic

    • Static: The environment does not change while the agent is deliberating.
      • Example: Crossword puzzle
    • Dynamic: The environment can change while the agent is thinking.
      • Example: Taxi driving, stock market
    • Semi-dynamic: The environment does not change but the agent's performance score changes with time.
      • Example: Chess with a clock

    3.6 Discrete vs. Continuous

    • Discrete: A finite number of distinct states, percepts, and actions.
      • Example: Chess (finite board positions)
    • Continuous: States, time, and actions are continuous.
      • Example: Self-driving car (continuous speed, position)

    3.7 Known vs. Unknown

    • Known: The agent knows the rules/outcomes of all actions.
      • Example: Chess (rules are known)
    • Unknown: The agent does not know how the environment works and must learn.
      • Example: A new video game with unknown rules

    Summary Table

    DimensionType 1Type 2Example
    ObservabilityFully ObservablePartially ObservableChess vs. Poker
    AgentsSingle AgentMulti-AgentPuzzle vs. Chess
    OutcomeDeterministicStochasticChess vs. Taxi
    TimeEpisodicSequentialSpam filter vs. Chess
    ChangeStaticDynamicCrossword vs. Taxi
    StateDiscreteContinuousChess vs. Self-driving car
    KnowledgeKnownUnknownChess vs. New game

    Note: The real world is generally partially observable, stochastic, sequential, dynamic, continuous, and multi-agent -- making it the most challenging type of environment for an AI agent.

  3. 310 marksDepth limited searchAnswer

    How do Depth Limited Search solve the problem of Depth First Search and discuss about its limitations? Illustrate the concept of AO* search in multiplication of any 3 matrices.[10]

    --- DFS suffers from a critical problem: it can get trapped in infinite loops or go down infinitely deep paths in graphs/trees that have infinite depth or contain cycles. This means DFS may never find a solution even if one exists, makin...

  4. 45 marksExpert system architectureAnswer

    Explain the architecture of expert system. [5]

    Note: Reference notes were not available for this topic; the following answer is based on standard Computer Science / AI curriculum content appropriate for BSc CSIT. --- An Expert System is an AI-based computer program that simulates the...

  5. 55 marksGenetic algorithm operatorsAnswer

    How does Genetic algorithm work? Explain. [5]

    A Genetic Algorithm (GA) is a search and optimization technique inspired by the process of natural selection and biological evolution. It works by evolving a population of candidate solutions over successive generations to find an optima...

  6. 65 marksNeural network types and architecturesAnswer

    Discuss different types of Neural Network. [5]

    Note: Reference notes were not available for this topic. The following answer is based on standard Computer Science / AI curriculum content appropriate for BSc CSIT. --- A Neural Network is a computational model inspired by the human bra...

  7. 75 marksMachine learning definitionAnswer

    What is machine learning? Describe about NLU and NLG. [5]

    --- Machine Learning (ML) is a subfield of Artificial Intelligence (AI) that enables computers to learn from data and experience without being explicitly programmed for every task. Instead of writing fixed rules, a machine learning syste...

  8. 85 marksBackward chainingAnswer

    Distinguish between backward chaining and forward chaining with an example. [5]

    Backward Chaining vs Forward Chaining

    Forward Chaining (Data-Driven Reasoning)

    Forward chaining starts from known facts and applies inference rules to derive new facts, moving forward toward the goal.

    • It is a bottom-up approach
    • Begins with available data/facts
    • Fires rules whose conditions are satisfied
    • Continues until the goal is reached or no more rules can fire
    • Used when: all data is available and we want to derive conclusions

    Backward Chaining (Goal-Driven Reasoning)

    Backward chaining starts from the goal and works backward to find the facts that support it.

    • It is a top-down approach
    • Begins with the goal to be proved
    • Breaks the goal into sub-goals
    • Continues until all sub-goals are satisfied by known facts
    • Used when: the goal is clear and we want to verify it

    Key Differences

    FeatureForward ChainingBackward Chaining
    DirectionFacts → GoalGoal → Facts
    ApproachBottom-upTop-down
    Driven byDataGoal
    Starting pointKnown factsHypothesis/Goal
    UsageWhen facts are givenWhen goal is specific
    May deriveIrrelevant conclusionsOnly goal-relevant facts
    Example systemCLIPSProlog

    Example

    Given Rules and Facts:

    • Fact 1: It is raining
    • Fact 2: I have an umbrella
    • Rule 1: If it is raining AND I have an umbrella → I will not get wet
    • Rule 2: If I will not get wet → I will go outside
    • Goal: Will I go outside?

    Forward Chaining Solution:

    Start with known facts: {raining, have umbrella}
    
    Step 1: Rule 1 fires (raining + have umbrella)
            → Derive: "will not get wet"
    
    Step 2: Rule 2 fires (will not get wet)
            → Derive: "will go outside"
    
    Goal REACHED: Yes, I will go outside.
    

    Backward Chaining Solution:

    Start with Goal: "Will I go outside?"
    
    Step 1: To prove "go outside", need Rule 2
            → Sub-goal: Prove "will not get wet"
    
    Step 2: To prove "will not get wet", need Rule 1
            → Sub-goals: Prove "raining" AND "have umbrella"
    
    Step 3: Check facts:
            "raining" → TRUE (known fact)
            "have umbrella" → TRUE (known fact)
    
    Goal PROVED: Yes, I will go outside.
    

    Summary

    Forward chaining is suitable when we have a set of facts and want to derive all possible conclusions. Backward chaining is suitable when we have a specific goal and want to verify whether it can be supported by existing facts. Both are fundamental inference strategies used in expert systems and AI rule-based reasoning.

  9. 95 marksState space representationAnswer

    Define game. Give a state space representation of any problem you know. [5]

    Game and State Space Representation

    Definition of Game (2 marks)

    A game in the context of Artificial Intelligence is a type of search problem that involves two or more competing agents (players) who take turns making moves, each trying to achieve their own goal (usually to win) while the opponent tries to prevent it.

    Key characteristics of a game:

    • There are two players (usually called MAX and MIN)
    • Players take turns alternately
    • The game has a terminal state (win, lose, or draw)
    • Each player tries to maximize their own utility and minimize the opponent's utility
    • The outcome depends on the actions of both players

    Examples: Chess, Tic-Tac-Toe, Checkers, Go


    State Space Representation (3 marks)

    A state space is a way of representing a problem as a set of states, operators (actions), an initial state, and a goal state. It forms a graph where nodes represent states and edges represent transitions.

    Components of State Space Representation:

    ComponentDescription
    StatesAll possible configurations of the problem
    Initial StateThe starting configuration
    Operators/ActionsRules that move from one state to another
    Goal StateThe desired final configuration

    Example: 8-Puzzle Problem

    The 8-Puzzle consists of a 3x3 grid with 8 numbered tiles and one blank space. The goal is to reach a target arrangement by sliding tiles.

    Initial State:

    2 | 8 | 3
    ---------
    1 | 6 | 4
    ---------
    7 |   | 5
    

    Goal State:

    1 | 2 | 3
    ---------
    8 |   | 4
    ---------
    7 | 6 | 5
    

    State Space Representation:

    • State: The arrangement of all 8 tiles and the blank in the 3x3 grid
    • Initial State: The given starting arrangement
    • Operators: Move blank UP, DOWN, LEFT, or RIGHT
    • Goal State: The target arrangement of tiles
    • Path Cost: Each move costs 1 (total number of moves)

    Partial State Space Tree:

            [2,8,3,1,6,4,7,_,5]   <- Initial State
                  |
        __________|__________
        |                   |
    Move LEFT           Move UP
        |                   |
    [2,8,3,1,6,4,7,5,_] [2,8,3,1,_,4,7,6,5]
                             |
                        Move LEFT / RIGHT ...
                             |
                       ... (Goal State)
    

    Total number of possible states = 9! / 2 = 181,440 reachable states

    This state space is searched using algorithms like BFS, DFS, A*, or Hill Climbing to find the path from the initial state to the goal state.

  10. 105 marksSemantic networksAnswer

    Represent the following sentences into semantic network: a. All animals and plants are living things. b. Rose is a plant. c. All plant prepare food using photosynthesis process. d. Carnivorous animal don't eat plant. e. Tiger is carnivorous. [5]

    a. All animals and plants are living things. b. Rose is a plant. c. All plants prepare food using photosynthesis process. d. Carnivorous animals don't eat plants. e. Tiger is carnivorous. --- --- Node 1 (Subject) Relationship / Arc Node ...

  11. 115 marksBelief networksAnswer

    Explain about belief network with an example. [5]

    A Belief Network (also called a Bayesian Network or Probabilistic Graphical Model) is a directed acyclic graph (DAG) that represents a set of random variables and their conditional dependencies using probability theory. It provides a com...

  12. 125 marksHill climbing searchAnswer

    Discuss about Hill climbing search with its limitations. [5]

    Hill Climbing is a local search algorithm that continuously moves in the direction of increasing value (uphill) to find the peak (optimal solution). It is an iterative algorithm that starts with an arbitrary solution and attempts to find...