BE Computer Engineering (IOE, TU) Artificial Intelligence (IOE, CT 653) Question Paper 2079 Nepal
This is the official BE Computer Engineering (IOE, TU) Artificial Intelligence (IOE, CT 653) question paper for 2079, as set in the regular annual examination. It carries 80 full marks and a time allowance of 180 minutes, across 13 questions. On Kekkei you can attempt this Artificial Intelligence (IOE, CT 653) past paper online with a timer, get instant AI feedback and step-by-step solutions, and track the topics where you lose marks — completely free. Whether you are revising for your BE Computer Engineering (IOE, TU) Artificial Intelligence (IOE, CT 653) exam or solving previous years' question papers, this 2079 paper is a great way to practise under real exam conditions.
Section A: Long Answer Questions
Attempt all / any as specified.
(a) Define an intelligent agent. With the help of a block diagram, explain the structure of a learning agent, clearly describing the role of the performance element, learning element, critic, and problem generator. (7 marks)
(b) Consider an automated vacuum-cleaning robot operating in a house. Specify its task environment using the PEAS (Performance measure, Environment, Actuators, Sensors) framework, and classify the environment along the dimensions: observable vs. partially observable, deterministic vs. stochastic, episodic vs. sequential, static vs. dynamic. (5 marks)
(a) Intelligent agent and the learning agent (7 marks)
Intelligent agent: An intelligent agent is anything that perceives its environment through sensors and acts upon that environment through actuators so as to maximize its expected performance measure. It maps a sequence of percepts to actions and behaves rationally.
Structure of a learning agent
A learning agent can be divided into four conceptual components:
Performance standard
|
v
Sensors --> [ Critic ] --feedback--> [ Learning Element ]
^ |
| changes (knowledge)
| v
Environment <-- Actuators <-- [ Performance Element ] <--+
^ |
| |
learning goals |
[ Problem Generator ]---+
- Performance element: Selects external actions based on percepts. It is the part that, in a non-learning agent, would be the whole agent (it decides what to do now).
- Learning element: Responsible for making improvements. Using feedback from the critic, it modifies the knowledge/components of the performance element so future decisions are better.
- Critic: Observes the agent's behaviour and tells the learning element how well the agent is doing with respect to a fixed performance standard. The standard must be external because the percepts themselves give no clue about success.
- Problem generator: Suggests exploratory actions that may be suboptimal in the short term but lead to new, informative experiences, preventing the agent from always exploiting what it already knows.
(b) PEAS for an automated vacuum-cleaning robot (5 marks)
| PEAS | Specification |
|---|---|
| Performance measure | Amount of dirt cleaned, area covered, time/energy used, avoiding collisions, minimum noise |
| Environment | Rooms, floor surfaces, furniture, walls, dust/dirt, pets, charging dock |
| Actuators | Wheels/motors for movement, suction motor, brushes, dirt-bin mechanism |
| Sensors | Bump/contact sensors, dirt/optical sensors, cliff sensors, infrared/cliff detectors, battery sensor, camera/odometry |
Environment classification
- Partially observable — the robot senses only its immediate surroundings, not the whole house at once.
- Stochastic — outcomes are uncertain (wheel slip, unexpectedly moved furniture, new dirt appearing).
- Sequential — current actions (where it moves) affect which areas remain to be cleaned later.
- Dynamic — the world can change while the robot deliberates (people walk, pets move, new dirt appears).
(a) State and prove the conditions of admissibility and consistency of a heuristic function. Show that every consistent heuristic is admissible. (6 marks)
(b) Consider the following weighted graph where the start node is S and the goal node is G. The edge costs and the heuristic estimates h(n) to the goal are given below:
| Node | h(n) |
|---|---|
| S | 10 |
| A | 7 |
| B | 6 |
| C | 3 |
| G | 0 |
Edges (with cost): S-A=3, S-B=5, A-C=4, B-C=2, C-G=4, A-G=12.
Trace the A* search algorithm step by step, showing the contents of the open and closed lists at each iteration, and determine the optimal path from S to G and its total cost. (10 marks)
(a) Admissibility and consistency of a heuristic (6 marks)
Let be the heuristic estimate of the cost from node to a goal, and the true optimal cost.
Admissibility: is admissible if it never overestimates the cost to reach the goal:
Consistency (monotonicity): is consistent if for every node and every successor reached by an action of cost :
Every consistent heuristic is admissible
Proof by induction on the number of steps from to the goal along an optimal path.
- Base case (): is the goal, , so .
- Inductive step: Assume for the optimal successor that is steps from the goal. By consistency, . Since lies on the optimal path, . Therefore
Hence for all , i.e. consistency implies admissibility. (The converse is not true.)
(b) A* trace (10 marks)
Using . Edges: S-A=3, S-B=5, A-C=4, B-C=2, C-G=4, A-G=12. Heuristics: S=10, A=7, B=6, C=3, G=0.
Iteration 1 — expand S ():
- A:
- B:
Open = {A(10), B(11)}, Closed = {S}
Iteration 2 — expand A (lowest , ):
- C via A:
- G via A:
Open = {C(10), B(11), G(15)}, Closed = {S, A}
Iteration 3 — expand C (lowest , ):
- G via C: (better than previous G=15, so update)
Open = {G(11), B(11)}, Closed = {S, A, C}
Iteration 4 — expand G (tie at ; G is the goal): Goal reached with .
(Note: B is also but expanding B would give C via B at = same , no improvement, and cannot beat to goal.)
Result
Optimal path:
Total cost: .
(a) Convert the following statements into well-formed formulae in first-order predicate logic:
- Every student who studies hard passes the examination.
- Some students do not like every subject.
- All birds can fly except penguins. (6 marks)
(b) Given the knowledge base:
- All people who own a dog are animal lovers.
- Animal lovers do not kill animals.
- Either Jack or Curiosity killed the cat named Tuna.
- Jack owns a dog.
Convert the statements to clause form and use resolution refutation to prove that Curiosity killed the cat. (6 marks)
(a) Statements in first-order predicate logic (6 marks)
1. Every student who studies hard passes the examination.
2. Some students do not like every subject.
Equivalently .
3. All birds can fly except penguins.
(b) Resolution refutation: Curiosity killed the cat (6 marks)
Predicates
, , , , , ; constants: , , .
Knowledge base in FOL
- (cats are animals)
- and (Jack owns a dog )
Clause form
- C1:
- C2:
- C3:
- C4:
- C5:
- C6a: , C6b:
- Negated goal C7:
Refutation
- C4 + C5 R1:
- C6a + C6b + C1 () R2:
- C3 + C7 (resolve on ) R3:
- C2 + R2 () R4:
- R4 + R1 () R5:
- R5 + R3 (empty clause)
The empty clause is derived, so the negation leads to a contradiction. Hence Curiosity killed the cat is proved.
(a) Draw the architecture of a feed-forward multilayer perceptron and derive the weight-update rule for a single hidden layer using the backpropagation algorithm. Clearly state all the assumptions and the role of the activation function. (8 marks)
(b) Why is a single-layer perceptron unable to solve the XOR problem? Show, with a suitable diagram, how a multilayer network overcomes this limitation. (4 marks)
(a) Feed-forward MLP and backpropagation (8 marks)
Architecture
x1 ---\ (hidden) (output)
x2 ----+--> [ h1 ] w_jk --> [ o1 ]
x3 ----+--> [ h2 ] -------> [ o2 ]
... /--> [ hj ]
Input layer v_ij weights w_jk weights
A fully connected, acyclic network: input layer one hidden layer (weights ) output layer (weights ). Signals flow only forward.
Assumptions / activation function
- The activation is differentiable and non-linear (e.g. sigmoid , so ). Non-linearity lets the network represent non-linearly-separable functions; differentiability allows gradient computation.
- Error is measured by mean-squared error ; weights updated by gradient descent with learning rate .
Derivation of the update rule
For an output-layer weight (hidden to output ), with and :
For a hidden-layer weight (input to hidden ), the error is backpropagated from all output units:
Weights are updated as and iterated until the error converges. This is the backpropagation of error.
(b) XOR and the single-layer perceptron (4 marks)
A single-layer perceptron computes a single linear decision boundary and can only classify linearly separable data. XOR outputs:
| XOR | ||
|---|---|---|
| 0 | 0 | 0 |
| 0 | 1 | 1 |
| 1 | 0 | 1 |
| 1 | 1 | 0 |
The two classes (0s at opposite corners, 1s at the other two corners) cannot be separated by any single straight line, so a single perceptron fails.
Multilayer solution: Use a hidden layer that builds intermediate features, e.g. and , then output . Geometrically each hidden unit draws one line, and the output unit combines the two half-planes into the non-linear XOR region. Thus an MLP with one hidden layer solves XOR.
Section B: Short Answer Questions
Attempt all / any as specified.
Compare Breadth-First Search (BFS) and Depth-First Search (DFS) in terms of completeness, optimality, time complexity, and space complexity. Under what circumstances would you prefer Iterative Deepening DFS over either of them?
Let = branching factor, = depth of the shallowest goal, = maximum depth of the tree.
| Property | BFS | DFS |
|---|---|---|
| Completeness | Yes (finite ) | No (can loop in infinite/deep branches) |
| Optimality | Yes, if all step costs are equal | No |
| Time complexity | ||
| Space complexity | (stores whole frontier) | (only current path) |
BFS guarantees the shallowest/optimal solution but its memory demand is exponential, which is usually the limiting factor. DFS uses little memory but is neither complete nor optimal.
Iterative Deepening DFS (IDDFS) is preferred when memory is limited but completeness and optimality (uniform cost) are still required, and the solution depth is unknown. It runs DFS with increasing depth limits, so it has DFS's linear space yet BFS's completeness and optimality, with time (re-expanding shallow nodes adds only a constant-factor overhead).
Explain the hill-climbing search technique. What are the problems of local maxima, plateau, and ridges encountered in hill climbing, and how can each of them be addressed?
Hill-climbing is a local-search technique that starts from an arbitrary state and repeatedly moves to the neighbouring state with the best (highest) value of an objective/heuristic function, stopping when no neighbour is better. It is essentially greedy local optimisation that keeps no search tree, only the current state.
current <- initial state
loop:
neighbour <- highest-valued successor of current
if value(neighbour) <= value(current): return current
current <- neighbour
Problems and remedies
- Local maximum: A peak higher than all neighbours but lower than the global maximum; the search stops there. Remedies: random-restart hill climbing, simulated annealing, or allowing sideways/uphill-with-probability moves.
- Plateau: A flat region where neighbours have equal value, giving no gradient to follow. Remedies: allow a bounded number of sideways moves to traverse the plateau, or random restart.
- Ridge: A sloping region where progress requires moving through states that individually look worse along the available single-step moves (axes are not aligned with the ridge). Remedies: use larger or compound moves / multiple directions at once, or apply random restarts.
Generally, random-restart hill climbing and simulated annealing overcome all three by escaping poor local optima.
What is knowledge representation? Represent the following facts using a semantic network: Tweety is a bird, all birds are animals, birds can fly, and animals can breathe. State one advantage and one limitation of semantic networks.
Knowledge representation (KR) is the area of AI concerned with how facts, objects, relationships and rules about the world are formally encoded in a form a computer can store and reason over (e.g. logic, semantic networks, frames, rules) to derive new knowledge.
Semantic network for the given facts
Nodes are concepts; labelled arcs are relations. is-a arcs allow inheritance of properties.
[ Animal ] --can--> [ Breathe ]
^
is-a
|
[ Bird ] --can--> [ Fly ]
^
is-a
|
[ Tweety ]
- Tweety is-a Bird; Bird is-a Animal.
- Bird can Fly; Animal can Breathe.
- By inheritance, Tweety inherits can fly (from Bird) and can breathe (from Animal).
Advantage: Natural, intuitive representation that supports property inheritance through is-a links, making reasoning and visualisation easy.
Limitation: No standard formal semantics for quantifiers, negation or exceptions (e.g. handling a non-flying bird like a penguin is awkward), so reasoning can be ambiguous.
With a neat block diagram, explain the architecture of an expert system. Differentiate between forward chaining and backward chaining inference mechanisms with a suitable example.
Architecture of an expert system
+-------------+ +------------------+
User-->| User |<------>| Inference Engine |
| Interface | +------------------+
+-------------+ ^ ^
^ | |
| v v
+--------------+ +-------------+ +-----------------+
| Explanation | | Knowledge | | Working Memory |
| Facility | | Base (facts | | (case facts) |
+--------------+ | + rules) | +-----------------+
+-------------+
^
+-------------------+
| Knowledge |
| Acquisition (expert)|
+-------------------+
- Knowledge base: Domain facts and IF–THEN production rules.
- Inference engine: Applies rules to the facts to derive conclusions (forward/backward chaining).
- Working memory: Holds the current problem facts.
- User interface: Lets the user pose problems and receive answers.
- Explanation facility: Justifies how/why a conclusion was reached.
- Knowledge acquisition module: Lets experts update/extend the knowledge base.
Forward vs. backward chaining
| Forward chaining | Backward chaining | |
|---|---|---|
| Direction | Data-driven: from facts to conclusions | Goal-driven: from a hypothesis back to facts |
| Method | Fire rules whose conditions are satisfied, adding new facts until goal appears | Take the goal, find rules concluding it, recursively prove their conditions |
| Best for | Many possible conclusions from data (monitoring, design) | Verifying a specific hypothesis (diagnosis) |
Example. Rule: IF it has fever AND cough THEN flu.
- Forward: given facts fever and cough, the engine fires the rule and concludes flu.
- Backward: to check the hypothesis flu, the engine asks whether fever and cough hold, querying the user/facts for each.
Differentiate between supervised and unsupervised learning with appropriate examples. Briefly describe how overfitting occurs in a machine learning model and list two techniques to reduce it.
Supervised vs. unsupervised learning
| Supervised learning | Unsupervised learning | |
|---|---|---|
| Data | Labelled (input–output pairs) | Unlabelled (inputs only) |
| Goal | Learn a mapping to predict labels | Discover hidden structure/patterns |
| Tasks | Classification, regression | Clustering, dimensionality reduction, association |
| Examples | Spam detection, house-price prediction (linear regression, SVM, decision tree) | Customer segmentation, k-means clustering, PCA |
Overfitting
Overfitting occurs when a model learns the training data too well — including its noise and random fluctuations — so it has very low training error but poor generalisation (high error on unseen test data). It typically happens with overly complex models, too many parameters, or too little training data.
Two techniques to reduce it:
- Regularisation (e.g. L1/L2 penalty, dropout in neural nets) to discourage overly complex models.
- Cross-validation / more training data / early stopping / pruning to select simpler models that generalise. (Any two are acceptable.)
List and briefly explain the different phases of Natural Language Processing (NLP) (lexical, syntactic, semantic, discourse, and pragmatic analysis). Why is ambiguity a fundamental challenge in NLP? Give one example.
Phases of Natural Language Processing
- Lexical (morphological) analysis: Breaks text into tokens/words and analyses word structure (stems, prefixes, suffixes). e.g. "unhappiness" un + happy + ness.
- Syntactic analysis (parsing): Checks grammatical structure and builds a parse tree using grammar rules; rejects ungrammatical sequences (e.g. "boy the apple eats").
- Semantic analysis: Determines the literal meaning of the sentence by mapping syntactic structures to meaning representations and checking meaningfulness.
- Discourse integration: Interprets a sentence in the context of preceding sentences (e.g. resolving what "he" or "it" refers to across sentences).
- Pragmatic analysis: Derives the intended/real-world meaning considering context, speaker intent and world knowledge (e.g. "Can you pass the salt?" is a request, not a yes/no question).
Why ambiguity is a fundamental challenge
Natural language allows a single expression to have multiple valid interpretations at every level (lexical, syntactic, semantic, pragmatic), so the system must choose the intended one using context — which is hard to compute reliably.
Example (syntactic/semantic ambiguity): "I saw the man with the telescope." — Did I use a telescope to see the man, or did I see a man who had a telescope? Both parses are grammatically valid.
Define unification in predicate logic. Find the Most General Unifier (MGU), if it exists, for each of the following pairs of expressions, or state why unification fails:
(a) P(x, f(y)) and P(a, f(g(z)))
(b) Q(x, x) and Q(a, b)
Unification is the process of finding a substitution (a set of variable bindings) that makes two predicate-logic expressions syntactically identical, i.e. . The most general such substitution is the Most General Unifier (MGU) — every other unifier is an instance of it.
(a) P(x, f(y)) and P(a, f(g(z)))
- Same predicate , same arity — proceed.
- Unify arguments: with .
- Unify with : same function unify with (no occurs-check violation since does not occur in ).
MGU . Applying it gives on both sides. ✔
(b) Q(x, x) and Q(a, b)
- First arguments: with .
- Second arguments under this substitution: must unify with . But and are distinct constants — they cannot be made equal.
Unification fails (no MGU exists), because the single variable would have to equal two different constants and at the same time.
What is the Turing Test? Discuss whether passing the Turing Test is a sufficient condition for a machine to be considered truly intelligent. Mention one major criticism of the test.
Turing Test: Proposed by Alan Turing (1950) as the "Imitation Game." A human interrogator holds a text-only conversation with two unseen participants — one human and one machine — and must decide which is which. If the interrogator cannot reliably distinguish the machine from the human, the machine is said to have passed the test and to exhibit human-level intelligent behaviour.
Is passing it sufficient for true intelligence? Arguably not. The test measures only the ability to imitate human conversational behaviour (the appearance of intelligence), not genuine understanding, consciousness, reasoning or self-awareness. A system could pass through clever pattern matching, tricks or deception without any real comprehension.
Major criticism — Searle's Chinese Room argument: A person manipulating Chinese symbols by following rules can produce correct Chinese responses without understanding Chinese at all. Likewise a machine could pass the Turing Test by symbol manipulation while having no actual understanding — so behaviour-based testing does not establish real intelligence.
Explain the Minimax algorithm for game playing. How does alpha-beta pruning improve its efficiency without affecting the final decision?
Minimax algorithm: A decision rule for two-player, zero-sum, perfect-information games (e.g. tic-tac-toe, chess). One player (MAX) tries to maximise the score; the opponent (MIN) tries to minimise it. The game tree is generated to some depth and evaluated by a utility/evaluation function at the leaves; values are then backed up: at MAX nodes take the maximum of the children's values, at MIN nodes take the minimum. MAX then chooses the move leading to the best backed-up value, assuming optimal play by MIN.
minimax(node, MAX): return max over children of minimax(child, MIN)
minimax(node, MIN): return min over children of minimax(child, MAX)
Alpha-beta pruning improves efficiency by keeping two bounds during the depth-first search:
- = best value MAX can guarantee so far,
- = best value MIN can guarantee so far.
Whenever a node's value can no longer affect the final decision (i.e. ), the remaining children of that node are pruned (not explored). Because only branches that cannot change the backed-up value are cut, alpha-beta returns exactly the same minimax value/move as plain minimax. With good move ordering it reduces the effective time complexity from to about , effectively doubling the searchable depth.
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