Artificial Intelligence: A Modern Approach
3rd Edition
ISBN: 9780136042594
Author: Stuart Russell, Peter Norvig
Publisher: Prentice Hall
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Expert Solution & Answer
Chapter 4, Problem 9E
Explanation of Solution
Finding optimal solutions of A∗:
- Consider a very simple example: an initial belief state {S1,S2}, actions a and b both leading to goal state “G” from either initial state, and
c(S1,a,G) = 3; c(S2,a,G) = 5;
c(S1,b,G) = 2; c(S2,b,G) = 6.
- In the above case, solution “[a]” costs 3 or 5, the solution “[b]” costs 3 or 6. Either is “optimal” case in any obvious sense.
- Consider some other cases to find the optimal solution. Consider the deterministic case, in this case, think that the cost of a plan as mapping from initial physical state to the actual cost of executing plan.
- In this example, the cost of “[a]” is {S1:3,S2:5}. The cost of “[b]” is {S1:2,S2:6}.
- Here, the plan “p1” weakly dominates plan “p2”. The cost of “p1” is less than the cost of “p2”.
- If a plan “p” dominates all other plans, the user can say that it is optimal.
- Here note that the definition reduces to ordinary optimality in the observable case where every belief state is a singleton.
- So the above example does not have the optimal solutions. And the acceptable version of A* would be that whose solution do not dominate on another solution.
- To understand whether the “A*” is possible to apply or not its dependence on Bellman’s (1957) principle of optimality.
- principle of optimality:
“An optimal policy has the property that whatever the initial state and initial decision are, the remaining decisions must constitute an optimal policy with regard to the state resulting from the first decision”
- the user must understand that this is a restriction on performance measures designed to facilitates efficient
algorithm , not general definition of what it means to be optimal...
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You can play out the activity: select two diverse lists i,j (1≤i,j≤n, i≠j) and two integers x,y (1≤x,y≤2⋅109) so that min(ai,aj)=min(x,y). Then, at that point, change computer based intelligence to x and aj to y.
The young lady requests that you make the exhibit great utilizing all things considered n activities.
It tends to be demonstrated that this is consistently conceivable.
Input
The main line contains a solitary integer t (1≤t≤10000) — the number of experiments.
The main line of each experiment contains a solitary integer n (1≤n≤105) — the length of the exhibit.
The second line of each experiment contains n integers a1,a2,… ,an (1≤ai≤109) — the exhibit which Nastia has gotten as a gift.
It's dependable that the amount of n in one test doesn't surpass 2⋅105.
Output
For every one of t experiments print a solitary integer k (0≤k≤n) — the number of tasks. You don't have to limit this number.
In every one…
The supervised classification algorithm you pick will usually output a real-valued score, and you will decide upon to select out a threshold or thresholds above which to block the exercise or exhibit off increased friction. How do you select out out this threshold?
Now replicate onconsideration on that you have two versions of your mannequin with one-of-a-kind parameters(e.g., extraordinarily correct regularization) or even special mannequin households (e.g., logistic regression versus random forest). Which one is better?
Hi please answer the following follow up questions as well, posted them as another question.
Question 4
For the 9-tile soring problem, assume that you start from this initial state
7
2
4
5
6
8
3
1
The Goal State is:
1
2
3
4
5
6
7
8
The cost of moving any tile is 1.
Let the heuristic function h(n) = number of misplaced tiles.
For the shown configuration, there are four options for the next move:
Move 5 to the right
Move 6 to the left
Move 2 down
Move 3 up
Each of these moves has a value f(n) = h(n) + g(n).
If we choose to Move 5 to the right, then
g(n) = 1. That is, it took us one step to reach this state from the initial state.
h(n) = number of misplaced tiles. The misplaced tiles are {7,4,8,3,1}. So the number of misplaced tiles = h(n) = 5.
If we choose to Move 6 to the left, g(n) is still = 1, but h(n) will change because the number of misplaced tiles is different.
A* works by computing f(n) = h(n) + g(n) for each of these possible moves. Then it…
Chapter 4 Solutions
Artificial Intelligence: A Modern Approach
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