Formulate the 3 x 3 game as a search problem, i.e. define the states, the moves, etc.
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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 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…Show the differences between breadth first search and best first search in 8 Puzzle game. Start and goal states are given below. Sequence of operation must be up, down, left, right for blank tile and heuristic function is number of tiles out of place. Maximum 4 levels may be searched.Conway's Game of Life: This is a zero person game with the following rules: (see Wikipedia for example) Any live cell with fewer than two live neighbours dies, as if by underpopulation. Any live cell with two or three live neighbours lives on to the next generation. Any live cell with more than three live neighbours dies, as if by overpopulation. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. Remember the oscillator or blinker of 3 cells. You can also find this blinker on Wikipedia. 1 21 1 2 1 21 3. 4 6 4. 6. 4 8. 9 8 9 #1 #2. #3 5. Consider now these 3 creatures at stage 1: Show how they look like in the next two stages: stage 2 and stage 3. Explain how you get the answers Creature 1 Creature 2 Creature 3 (here creature 1 is the blinker of 3 cells, horizontally; creature 2 consists of two adjacent cells, creature 3 consists of 4 adjacent cells horiztonally) ww (d) Creature 1 (10%), (e) Creature 2 (8%), (f) Creature 3 (20%)
- Your checkWinner function should determine whether or not the game is over. If the game is over, it should print who won (if anyone), and return true. If the game is not over, it should return false. The game is over if someone wins by getting three X's or three O's in a row, column or diagonal. So there are 8 different combinations of 3-in-a-row moves. You may assume that the board has a size of 3 (length and width). The TicTacBoard.java file I'm giving you uses a variable for that size, but you can assume it's always 3. The game is also over if the board is full but nobody won. I recommend you write some other functions to help in determining if the game is over. Remember you should never copy and paste code if you can avoid it. Write a function to perform a common, generalizable task, and call that function every time you need it. (Like I did with my dispRow method.) Please follow the standard conventions for indentation, meaningful variable names, etc. like the examples in class…Calculate the decision parameter of Bresenham's circle drawing method, p. The algorithm for drawing circles by Bresenham is given in stages.You are given a 2 by n grid, where the cell on row i column j contains a non-negative number ai,j . You can start at either cell in the lefttmost column, and your goal is to reach either cell in the rightmost column by a sequence of moves. You can move to an adjacent cell (if it exists) in each of the 4 cardinal directions (up,down, left and right). A path achieves a score equal to the sum of values in its cells. Note that a cell which is used twice in a path only counts its value once to the score of that path.Design an algorithm which runs in O(n) time and finds a path of minimum score from the leftmost column to the rightmost column.
- Imagine there are N teams competing in a tournament, and that each team plays each of the other teams once. If a tournament were to take place, it should be demonstrated (using an example) that every team would lose to at least one other team in the tournament.Computer Science C++ please, use Monte Carlo integration to calculate the volume of a d-dimensional hypersphere of radius r = 1. (Note that for d=1, 2, and 3, the common names for d-dimensional volume are length, area, and volume, respectively.) Print out each volume and narrow the answer down to 4 digits with 99% confidence. How far can you push d for this method?Can you help me with this code because this is a little difficult for me:question that i need help with: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 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 initialization method __init__(self, board) that stores an input board of this form for future use. Also write a method…
- 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.…A group of m people is considering sharing the cost of buying some items for their summer camp. There are a total of n possible items to purchase. Each person writes a list of the items they are interested in purchasing on a paper. For example, person one may write “boat, trampoline, hot tub,” whereas person two may write “ hot tub, kayak, paddleboard”. There is no limit to how many items a person registers on their sheet. The goal is to determine if at least k items can be purchased. The following rules apply 1. The cost of any purchased item must be split equally among all those who listed that item on their sheet. No person can refuse to contribute to an item chosen for purchase, which is listed on their sheet. 2. Since each person has a limited budget, they may only contribute to at most one item on their list. The problem of determining if at least k items can be purchased is called SummerCamp. Show that this problem is NP-complete.There are four people who want to cross a rickety bridge; they all begin on the same side. You have 17 minutes to get them all across to the other side. It is night, and they have one flashlight. A maximum of two people can cross the bridge at one time. Any party that crosses, either one or two people, must have the flashlight with them. The flashlight must be walked back and forth; it cannot be thrown, for example. Person 1 takes 1 minute to cross the bridge, person 2 takes 2 minutes, person 3 takes 5 minutes, and person 4 takes 10 minutes. A pair must walk together at the rate of the slower person's pace. Write the specification of an algorithm that solves the problem.