EBK COMPUTER SCIENCE: AN OVERVIEW
12th Edition
ISBN: 8220102744196
Author: BRYLOW
Publisher: PEARSON
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Chapter 11, Problem 30CRP
Program Plan Intro
Heuristic search:
- It denotes a technique to reach goal state by choosing best promising state.
- It leads to goal state and this search is identified as heuristic search.
- The heuristic values are chosen for each node.
- It denotes that node that has low heuristic value is been chosen over another nodes.
Goal:
- The objective is to find state sequence that would lead to final state.
- The numbers are been ordered from initial state that is unordered and it follows the productions.
- The count of tiles that are out of place denotes heuristic in problem.
- The algorithm is shown below:
- Step 1:
- Construct parent node by taking initial node
- Step 2:
- Check whether the node signifies a final state.
- Step 3:
- If step 2 fails, make child nodes that are possible states and could be attain by moving empty tile in parent nodes.
- Find heuristic value of states.
- Select node that has low heuristic value and move to step 2.
- Step 4:
- If step 2 is true, then algorithm constructed search tree.
- Stop construction of tree further.
- Step 1:
Expert Solution & Answer
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Check out a sample textbook solutionStudents have asked these similar questions
a) Given a depth-first search tree T, the set of edges in T are referred to as "tree edges" while those not in T are
referred to as "back edges". Modify the implementation of the Depth-First Search algorithm to print out the
set of tree edges and the set of back edges for the following graph.
1(0 1 1 0 0 1 0)
210 100 0 0
31 10 10 1
4 0 0
1
0 0 0 0
50 0 0 00
1
1
1 0 1
70 0 1 0 1 1 0
6 1 0
0 0
The Graph Data Structure is made up of nodes and edges. (A Tree Data Structure is a special kind of a
Graph Data Structure). A Graph may be represented by an Adjacency Matrix or an Adjacency List. Through
this exercise, you should be able to have a better grasp the Adjacency Matrix concept. You are expected to
read about the Adjacency Matrix concept as well as the Adjacency List concept.
Suppose the vertices A, B, C, D, E, F, G and H of a Graph are mapped to row and column
indices(0,1,2,3,4,5,6,and 7) of a matrix (i.e. 2-dimensional array) as shown in the following table.
Vertex of Graph
Index in the 2-D Array Adjacency Matrix
Representation of Graph
A
B
2
F
6.
H
7
Suppose further, that the following is an Adjacency Matrix representing the Graph.
3
4
5.
6.
7
0.
1
1
1
1
01
1
01
1.
3
14
1
1
1
6.
1
Exercise:
Show/Draw the Graph that is represented by the above Adjacency matrix. Upload the document that contains
your result. (Filename: AdjacencyMatrixExercise.pdf)
Notes:
-The nodes of the…
Write a program (WAP) to create an undirected graph using adjacency matrix representation.Number of nodes and edges should be taken from the user. After creating the graph, performfollowing operations: (6 Marks)(i) Search a node. Take the node number from the user. If the node is found then print its associatededges.(ii) Insert a node in the graph.(iii) Insert an edge in the graph. Take the node numbers from the user between which the edge is tobe inserted.(iv) Delete a node from the graph. Take the node number to be deleted from the user.(v) Apply DFS on the graph and print the graph traversal.(vi) Apply BFS on the graph and print the graph traversal.
Chapter 11 Solutions
EBK COMPUTER SCIENCE: AN OVERVIEW
Ch. 11.1 - Prob. 1QECh. 11.1 - Prob. 2QECh. 11.1 - Prob. 3QECh. 11.1 - Prob. 4QECh. 11.1 - Prob. 5QECh. 11.2 - Prob. 1QECh. 11.2 - Prob. 2QECh. 11.2 - Prob. 3QECh. 11.2 - Prob. 4QECh. 11.2 - Identify the ambiguities involved in translating...
Ch. 11.2 - Prob. 6QECh. 11.2 - Prob. 7QECh. 11.3 - Prob. 1QECh. 11.3 - Prob. 2QECh. 11.3 - Prob. 3QECh. 11.3 - Prob. 4QECh. 11.3 - Prob. 5QECh. 11.3 - Prob. 6QECh. 11.3 - Prob. 7QECh. 11.3 - Prob. 8QECh. 11.3 - Prob. 9QECh. 11.4 - Prob. 1QECh. 11.4 - Prob. 2QECh. 11.4 - Prob. 3QECh. 11.4 - Prob. 4QECh. 11.4 - Prob. 5QECh. 11.5 - Prob. 1QECh. 11.5 - Prob. 2QECh. 11.5 - Prob. 3QECh. 11.5 - Prob. 4QECh. 11.6 - Prob. 1QECh. 11.6 - Prob. 2QECh. 11.6 - Prob. 3QECh. 11.7 - Prob. 1QECh. 11.7 - Prob. 2QECh. 11.7 - Prob. 3QECh. 11 - Prob. 1CRPCh. 11 - Prob. 2CRPCh. 11 - Identify each of the following responses as being...Ch. 11 - Prob. 4CRPCh. 11 - Prob. 5CRPCh. 11 - Prob. 6CRPCh. 11 - Which of the following activities do you expect to...Ch. 11 - Prob. 8CRPCh. 11 - Prob. 9CRPCh. 11 - Prob. 10CRPCh. 11 - Prob. 11CRPCh. 11 - Prob. 12CRPCh. 11 - Prob. 13CRPCh. 11 - Prob. 14CRPCh. 11 - Prob. 15CRPCh. 11 - Prob. 16CRPCh. 11 - Prob. 17CRPCh. 11 - Prob. 18CRPCh. 11 - Give an example in which the closed-world...Ch. 11 - Prob. 20CRPCh. 11 - Prob. 21CRPCh. 11 - Prob. 22CRPCh. 11 - Prob. 23CRPCh. 11 - Prob. 24CRPCh. 11 - Prob. 25CRPCh. 11 - Prob. 26CRPCh. 11 - Prob. 27CRPCh. 11 - Prob. 28CRPCh. 11 - Prob. 29CRPCh. 11 - Prob. 30CRPCh. 11 - Prob. 31CRPCh. 11 - Prob. 32CRPCh. 11 - Prob. 33CRPCh. 11 - What heuristic do you use when searching for a...Ch. 11 - Prob. 35CRPCh. 11 - Prob. 36CRPCh. 11 - Prob. 37CRPCh. 11 - Prob. 38CRPCh. 11 - Suppose your job is to supervise the loading of...Ch. 11 - Prob. 40CRPCh. 11 - Prob. 41CRPCh. 11 - Prob. 42CRPCh. 11 - Prob. 43CRPCh. 11 - Prob. 44CRPCh. 11 - Prob. 45CRPCh. 11 - Prob. 46CRPCh. 11 - Prob. 47CRPCh. 11 - Prob. 48CRPCh. 11 - Draw a diagram similar to Figure 11.5 representing...Ch. 11 - Prob. 50CRPCh. 11 - Prob. 51CRPCh. 11 - Prob. 52CRPCh. 11 - Prob. 53CRPCh. 11 - Prob. 54CRPCh. 11 - Prob. 55CRPCh. 11 - Prob. 56CRPCh. 11 - Prob. 57CRPCh. 11 - Prob. 1SICh. 11 - Prob. 2SICh. 11 - Prob. 3SICh. 11 - Prob. 4SICh. 11 - Prob. 5SICh. 11 - Prob. 6SICh. 11 - Prob. 7SICh. 11 - Prob. 8SICh. 11 - Prob. 9SICh. 11 - Prob. 10SICh. 11 - Prob. 11SICh. 11 - Prob. 12SICh. 11 - A GPS in an automobile provides a friendly voice...Ch. 11 - Prob. 14SI
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- Correct answer will be upvoted else Multiple Downvoted. Computer science. Alice and Bob are playing a game. They have a tree comprising of n vertices. At first, Bob has k chips, the I-th chip is situated in the vertex computer based intelligence (every one of these vertices are extraordinary). Prior to the game beginnings, Alice will put a chip into one of the vertices of the tree. The game comprises of turns. Each turn, the accompanying occasions occur (consecutively, precisely in the accompanying request): Alice either moves her chip to a neighboring vertex or doesn't move it; for each Bob's chip, he either moves it to a neighboring vertex or doesn't move it. Note that this decision is done freely for each chip. The game closures when Alice's chip has a similar vertex with one (or numerous) of Bob's chips. Note that Bob's chips might have a similar vertex, despite the fact that they are in various vertices toward the start of the game. Alice needs to augment the number…arrow_forwardA graph is given below with its path and heuristics values. Show the process of identifying the correct path from the start node (A) to end node (M) following the Best First Search searching algorithms: Heuristic Values State Value A 0 B 3 C 6 D 5 E 1 F 3 G 2 H 4 I 3 J 2 K 1 L 2 M 1arrow_forward1) Find the minimum spanning tree of the following graph by applying Kruskal's Algorithm of the graph. (First create the graph and then draw the lines on the graph) 2) Find the shortest path from node/vertex 1 to other nodes by using Dijkstra Algorithm. Upload your answers as a Pictures by showing your steps for Kruskal and Dijkstra Algorithms. 0 1 2 3 4 5 6 7 8 0 0 4 0 0 7 0 0 0 0 1 4 0 5 0 8 0 0 0 0 2 0 5 0 11 6 0 0 0 0 Adjacency Matrix 3 0 0 11 0 9 10 0 0 0 4 7 8 6 9 0 0 0 0 0 5 0 0 0 10 0 0 7 0 13 6 0 0 0 0 0 7 0 5 0 7 0 0 0 0 0 0 5 0 4 8 0 0 0 0 0 13 0 4 0arrow_forward
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