Java Programming (MindTap Course List)
Java Programming (MindTap Course List)
8th Edition
ISBN: 9781285856919
Author: Joyce Farrell
Publisher: Cengage Learning
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Chapter 6, Problem 5PE

Explanation of Solution

Program:

File name: “Perfect.java

//Import necessary header files

import java.util.*;

//Define a class named Perfect

public class Perfect

{

    //Define main method

    public static void main(String args[])

    {

        //Declare a variable

        int i;

        //Print the message

System.out.println("The perfect numbers in the range 1 to 1000 are:");

        //For loop to print the perfect numbers between 1 and 1000

        for(i = 1; i <= 1000; i++)

        {

            //Declare variables and initialize the value

            int sum = 0, j;

//For loop is executed until the value of j exceeds i

            for(j = 1; j < i; j++)

...

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a) first player is the minimizing player. What move should be chosen?b) What nodes would not need to be examined using the alpha-beta pruning procedure?
Consider the problem of finding a path in the grid shown below from the position S to theposition G. The agent can move on the grid horizontally and vertically, one square at atime (each step has a cost of one). No step may be made into a forbidden crossed area. Inthe case of ties, break it using up, left, right, and down.(a) Draw the search tree in a greedy search. Manhattan distance should be used as theheuristic function. That is, h(n) for any node n is the Manhattan distance from nto G. The Manhattan distance between two points is the distance in the x-directionplus the distance in the y-direction. It corresponds to the distance traveled along citystreets arranged in a grid. For example, the Manhattan distance between G and S is4. What is the path that is found by the greedy search?(b) Draw the search tree in an A∗search. Manhattan distance should be used as the
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