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- Problem 1: In the below figure we have a 11*11 board. The rows and columns are numbered from 0 to 10. The picture shows the way to calculate the next move in the board. The yellow square (5,6) is the example start position and red square (7,8) is an example goal position, and the blue squares( in an order of expansion) are the possible positions resulting from one move from the start(yellow square). the moves from any point can be in an order (up 1 move, right 2 move, down 2 move, left 1 move), You should keep repeating the move upto the point you reach to the goal by using Breadth First Search algorithm. Assuming the above explained rules apply, you will solve the problem for your student number. Everybody will use the first 2 digits of their student number as a start point and the corresponding goal point which you will find at the end of the project in the table. In the table In some colums you will see ex: +5 which means you will add your student number’s last digit to 5.…You have a pack of 5 randomly numbered cards, which can range from 0-9. You can win if you can produce a higher two-digit number from your cards than your opponent. Return true if your cards win that round. Examples winRound ([2, 5, 2, 6, 9], [3, 7, 3, 1, 2]) → true // Your cards can make the number 96 // Your opponent can make the number 73 // You win the round since 96 > 73 winRound ([2, 5, 2, 6, 9], [3, 7, 3, 1, 2]) → true winRound ([1, 2, 3, 4, 5], [9, 8, 7, 6, 5]) → false winRound ([4, 3, 4, 4, 5], [3, 2, 5, 4, 1]) → falseProblem 1: In the below figure we have a 11*11 board. The rows and columns are numbered from 0 to 10. The picture shows the way to calculate the next move in the board. The yellow square (5,6) is the example start position and red square (7,8) is an example goal position, and the blue squares( in an order of expansion) are the possible positions resulting from one move from the start(yellow square). the moves from any point can be in an order (up 1 move, right 2 move, down 2 move, left 1 move), You should keep repeating the move upto the point you reach to the goal by using Breadth First Search algorithm. Assuming the above explained rules apply, you will solve the problem for your student number. Everybody will use the first 2 digits of their student number as a start point and the corresponding goal point which you will find at the end of the project in the table. In the table In some colums you will see ex: +5 which means you will add your student number’s last digit to 5. Example…
- In a game of tic-tac-toe, two players take turnsmarking an available cell in a 3 x 3 grid with their respective tokens (either Xor O). When one player has placed three tokens in a horizontal, vertical, or diagonalrow on the grid, the game is over and that player has won. A draw (no winner)occurs when all the cells on the grid have been filled with tokens and neitherplayer has achieved a win. Create a program for playing a tic-tac-toe game.The program prompts two players to alternately enter an X token and O token.Whenever a token is entered, the program redisplays the board on the console anddetermines the status of the game (win, draw, or continue). Here is a sample run:Problem 1: In the below figure we have a 11*11 board. The rows and columns are numbered from 0 to 10. The picture shows the way to calculate the next move in the board. The yellow square (5,6) is the example start position and red square (7,8) is an example goal position, and the blue squares( in an order of expansion) are the possible positions resulting from one move from the start(yellow square). the moves from any point can be in an order (up 1 move, right 2 move, down 2 move, left 1 move), You should keep repeating the move upto the point you reach to the goal by using Breadth First Search algorithmAssuming the above explained rules apply, you will solve the problem for your student number. Everybody will use the first 2 digits of their student number as a start point and the corresponding goal point which you will find at the end of the project in the table. In the table In some colums you will see ex: +5 which means you will add your student number’s last digit to 5. Example is…initialize s'; evaluate (s'); while (!end_of_iterations){ s=pick_random_neighbor(s'); evaluate (s); if (s better s') s'=s; } Notes: use 1-flip neighborhood • s': current best solution candidate s : solution candidate currently being considered What to do: 1. Write a program in C/C++. 2. The program must read the knapsack data from the given file. 3. The program must implement the given heuristic.
- 17 There is a single pile of n chips. Two players take turns by removing from the pile at least one and at most m chips; the number of chips taken may vary from one move to another, but both the lower and upper limits stay the same. The winner is the last player who takes the last chip. Which algorithm design strategy is used in this game? Decrease-by-a-constant algorithm Divide-and-Conquer Variable-size-decrease algorithm Decrease-by-a-constant factor algorithmWhenever you mail a letter, you must decide how much postage to put on the envelope. You like to use this rule of thumb – use a stamp for every five sheets of paper or fraction thereof. For example, if you have 11 sheets of paper, then you use three stamps. Since you’re parsimonious, if an envelope requires more than three stamps, then you simply don’t mail the envelope. Show how the number of stamps per envelope would be calculated. Provide a solution in the form of pseudocode. Your pseudocode must read in appropriate data and print how many stamps to use.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.…
- Read the scenario carefully and solve the problem write answer carefullyQuestion 2: Three players (A, B and C) play the Card Game. Each player has two cards. The three players have the following card values: Player (A): 5 and 7 Player (B): 4 and 2 Player (C): 8 and 1 Player A starts by putting one card then Player B puts one card then player C puts one card and the game is over. The score of player A (utility value for A) is computed by the following formula: Score(A) = card value(A) - card value(B) - card value(C). The score of player B (utility value for B) is computed by the following formula: Score(B) = card value(B) - card value(A) - card value(C). The score of player C (utility value for C) is computed by the following formula: Score(C) card value(C) - card value(A) - card value(B). a) Construct the corresponding Game Tree. Then find the utility values of all nodes. b) Which player will win the game? c) Show how can the losers make the winner lose the game. What do you note?
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