A hungry mouse wants to eat all four fruits in a maze such as the one below, in as few moves as possible. At each turn the mouse can move any number of squares in one of the directions up, down, left or right, but it is not allowed to enter (or jump over) any walls (i.e., the black squares). Thus, the mouse moves just like a rook in chess. To eat a fruit, the mouse has to stop at that square. Assume that the maze has 4 fruits, and the size of b xh squares. 1. Give a suitable representatión of the states in this searching problem. 2. How many possible actions can the mouse perform at each move? (1.e., what is the branching factor?)
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- Computer Science There is an n × n grid of squares. Each square is either special, or has a positive integer costassigned to it. No square on the border of the grid is special.A set of squares S is said to be good if it does not contain any special squares and, starting fromany special square, you cannot reach a square on the border of the grid by performing up, down,left and right moves without entering a cell belonging to S. 5 3 4 9 4 X 3 6 1 9 X 4 1 2 3 5 - Design an algorithm which receives an arbitrary n × n grid, runs in time poly-nomial in n and determines a good set of squares with minimum total cost.You will be given a square chess board with one queen and a number of obstacles placed on it. Determine how many squares the queen can attack. A queen is standing on an chessboard. The chess board's rows are numbered from to , going from bottom to top. Its columns are numbered from to , going from left to right. Each square is referenced by a tuple, , describing the row, , and column, , where the square is located. The queen is standing at position . In a single move, she can attack any square in any of the eight directions (left, right, up, down, and the four diagonals). In the diagram below, the green circles denote all the cells the queen can attack from : There are obstacles on the chessboard, each preventing the queen from attacking any square beyond it on that path. For example, an obstacle at location in the diagram above prevents the queen from attacking cells , , and : Given the queen's position and the locations of all the obstacles, find and print the number of…On a chess board of r rows and c columns there is a lone white rook surrounded by a group of opponent's black knights. Each knight attacks 8 squares as in a typical chess game, which are shown in the figure - the knight on the red square attacks the 8 squares with a red dot. The rook can move horizontally and vertically by any number of squares. The rook can safely pass through an empty square that is attacked by a knight, but it must move to a square that is not attacked by any knight. The rook cannot jump over a knight while moving. If the rook moves to a square that contains a knight, it may capture it and remove it from the board. The black knights. never move. Can the rook eventually safely move to the designated target square? The figure illustrates how the white rook can move to the blue target square at the top-right corner in the first sample case. The rook captures one black knight at the bottom-right of the board on its way. Rok nd kight lcoes by Chunen Input The first line…
- Artificial Intelligence - Local Search Starting from a randomly generated state of the 15-puzzle game, steepest-ascent hill-climbing (the vanilla version of hill-climbing search) gets stuck 76% of the time, i.e., solving only 24% of problem instances. But it works very quickly, i.e., it takes just 6 steps on average when it succeeds and 5 steps when it gets stuck. In contrast, if sideways moves are allowed, this raises the percentage of problem instances solved by hill-climbing from 24% to 81%, with the success at a cost: the algorithm averages roughly 7 steps for each successful instance and 32 steps for each failure. Now suppose that we are implementing random-restart hill climbing (i.e., if a search fails, it keeps to try, and try, until it gets a success) by the following two versions: one uses vanilla steepest-ascent hill climbing, and the other one uses hill climbing with sideways moves. Can you please tell which version of random-restart hill-climbing listed above runs faster…A tile of a monkey puzzle has four monkey halves that can be labelled as north(N), east (E), south (S), and west (W) half. In addition to the shape of the borderrectangle, these halves determine which edges can be placed next one other. There isalso another way to define how the tiles can be placed: Each tile corner (i.e. compassdirections NE, SE, SW, and NW) has a monkey quarter. If we abstract this quarter, forexample, with a letter, only the tiles with the same letter in their touching corners canbe adjacent. illustrates one valid solution for this quarter monkey puzzle.Are the two monkey puzzle representations equivalent in the sense that if we have apile of ‘half monkey’ tiles H, it is possible to define a pile of ‘quarter monkey’ tilesQ that gives exactly the same set of solutions for the puzzle (and vice versa)?Suppose that you are given an n × n checkerboard and a checker. You must move the checker from the bottom edge of the board to the top edge of the board according to the following rule. At each step you may move the checker to one of three squares: 1. the square immediately above 2. the square that is one up and one to the left (but only if the checker if not already in the leftmost column) 3. the square that is one up and one to the right (but only if the checker is not already in the rightmost column). 1 Each time you move from square x to square y, you receive p(x, y) dollars. You are given p(x, y) for all pairs (x, y) for which a move from x to y is legal. Do not assume that p(x, y) is positive. design a recursive backtracking algorithm that determines the maximum amount of money you can recieve, when moving a checker frmo somewhere on the bottom row to somewhere on the top row. your algorithm is free to pick any squrre along the bottom row as a starting point and any square along…
- Mastermind is a code-breaking game for two players. In the original real-world game, one player A selects 4 pegs out of 6 colors and puts them in a certain fixed order; multiples of colors are possible (for example, red-green red-green). His opponent B does not know the colors or order but has to find out the secret code. To do so, B makes a series of guesses, each evaluated by the first player. A guess consists of an ordered set of colors which B believes is the code. The first player A evaluates the guess and feeds back to B how many positions and colors are correct. A position is correct ("black") if the guess and the secret code have the same color. Additional colors are correct ("white"), if they are in the guess and the code, but not at the same location. For example1 2 3 4secret: red-green red greenguess: red blue green purpleresults in one correct position ("black = 1") for the red peg at position one and one additional correct color ("white=1") for the green peg in the guess.…Mastermind is a code-breaking game for two players. In the original real-world game, one player A selects 4 pegs out of 6 colors and puts them in a certain fixed order; multiples of colors are possible (for example, red-green red-green). His opponent B does not know the colors or order but has to find out the secret code. To do so, B makes a series of guesses, each evaluated by the first player. A guess consists of an ordered set of colors which B believes is the code. The first player A evaluates the guess and feeds back to B how many positions and colors are correct. A position is correct ("black") if the guess and the secret code have the same color. Additional colors are correct ("white"), if they are in the guess and the code, but not at the same location. For example1 2 3 4secret: red-green red greenguess: red blue green purpleresults in one correct position ("black = 1") for the red peg at position one and one additional correct color ("white=1") for the green peg in the guess.…Can you help me with this code because I am struggling. The Lights Out puzzle consists of an m x n grid of lights, each of which has two states: on and off. The goal of the puzzle is to turn all the lights off, with the caveat that whenever a light is toggled, its neighbors above, below, to the left, and to the right will be toggled as well. If a light along the edge of the board is toggled, then fewer than four other lights will be affected, as the missing neighbors will beignored. In this section, you will investigate the behavior of Lights Out puzzles of various sizes by implementing a LightsOutPuzzle class. Once you have completed the problems in this section, you can test your code in an interactive setting using the provided GUI. See the end of the section for more details. Task: A natural representation for this puzzle is a two-dimensional list of Boolean values, where True corresponds to the on state and False corresponds to the off state. In the LightsOutPuzzle class, write an…
- A chess knight, on one turn, moves either two squares vertically and one horizontally, or two horizontally and one vertically. If we consider a knight starting at the point ⟨x, y⟩ in Z × Z, it has eight possible moves, to ⟨x+1,y+2⟩,⟨x+1,y−2⟩,⟨x−1,y+2⟩,⟨x−1,y−2⟩,⟨x+ 2, y + 1⟩, ⟨x + 2, y − 1⟩, ⟨x − 2, y + 1⟩, or⟨x − 2, y − 1⟩. (a) Prove that given any two points ⟨x, y⟩ and ⟨x′, y′⟩ in Z × Z, there is a sequence of knight moves from the first point to the second. (b) Let a and b be different positive naturals. An (a, b)-knight also has eight possible moves, from ⟨x,y⟩ to ⟨x±a,y±b⟩ or ⟨x±b,y±a⟩. What conditions on a and b allow the (a, b)-knight to go from any point in Z × Z to any other? Prove your answer. (c) If a and b do not meet the conditions of part (b), exactly which points can the (a,b)- knight reach from ⟨x, y⟩In an astronomy board game, N planets in an imaginary universe do not follow the normal law of gravitation. All the planets are positioned in a row. The planetary system can be in a stable state only if the sum of the mass of all planets at even positions is equal to the sum of the mass of planets at the odd positions. Initially, the system is not stable, but a player can destroy one planet to make it stable. Find the planet that should be destroyed to make the system stable. If no such planet exists, then return -1. If there are multiple such planets, then destroy the planet with the smallest index and return the index of the destroyed planet. Example Let N-5 and planets = [2,4,6,3,4]. Destroying the fourth planet of mass 3 will result in planets = [2,4,6,4], and here, the sum of odd positioned planets is (2+6)=8, and the sum of even positioned planets is (4+4)=8, and both are equal now. Hence, we destroy the fourth planet. 11 MNBASK19922 13 14 15 16 17 18 20 * The function is…The Infinite Monkey Theorem states that a monkey hitting keys completely at random on a typewriter for an infinite amount of time will, eventually, type any given text. Even the complete works of William Shakespeare. Some quotes are truly amazing. Consider the famous quote, "BREVITY IS THE SOUL OF WIT" That's 26 amazing characters. Suppose a monkey is seated in front of a KEYBOARD WITH 28 CHARACTERS (one for each of the 26 letters in the alphabet, plus the space bar, and a comma). Suppose the monkey types only 26 characters completely at random. If X is the number of different 26 character strings it could have typed, then the chances that it typed the quote is one divided by X. What is X?