BSc CSIT (TU) Science Artificial Intelligence (BSc CSIT, CSC261) Question Paper 2074 Nepal
This is the official BSc CSIT (TU) (Science stream) Artificial Intelligence (BSc CSIT, CSC261) question paper for 2074, as set in the regular annual examination. It carries 60 full marks and a time allowance of 180 minutes, across 12 questions. On Kekkei you can attempt this Artificial Intelligence (BSc CSIT, CSC261) 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 BSc CSIT (TU) Artificial Intelligence (BSc CSIT, CSC261) exam or solving previous years' question papers, this 2074 paper is a great way to practise under real exam conditions.
Section A: Long Answer Questions
Attempt any TWO questions.
Define Artificial Intelligence. Explain the concept of intelligent agents and describe different types of agent environments and the PEAS framework.
Artificial Intelligence
Definition: Artificial Intelligence (AI) is the branch of computer science concerned with building machines and software that can perform tasks that normally require human intelligence — such as perceiving, reasoning, learning, planning, problem-solving, understanding language, and decision-making. A common definition (Russell & Norvig) is that AI is the study of rational agents — agents that act so as to achieve the best (expected) outcome given their knowledge.
Intelligent Agents
An agent is anything that perceives its environment through sensors and acts upon that environment through actuators. An intelligent (rational) agent selects actions that are expected to maximize its performance measure, given the percept sequence and built-in knowledge.
The agent function maps percept sequences to actions:
Main types of agents (increasing sophistication):
- Simple reflex agents — act only on the current percept using condition–action rules.
- Model-based reflex agents — maintain internal state to handle partial observability.
- Goal-based agents — use goal information plus search/planning to choose actions.
- Utility-based agents — use a utility function to choose among many ways of reaching a goal.
- Learning agents — improve performance over time from experience (learning element, performance element, critic, problem generator).
Types of Agent (Task) Environments
| Property | Description |
|---|---|
| Fully vs. Partially observable | Whether sensors give access to the complete state of the environment. |
| Deterministic vs. Stochastic | Whether the next state is fully determined by the current state and action. |
| Episodic vs. Sequential | Whether each action is independent (episodic) or current actions affect the future (sequential). |
| Static vs. Dynamic | Whether the environment can change while the agent is deliberating. |
| Discrete vs. Continuous | Whether states, time and actions take a finite/countable set of values or continuous values. |
| Single-agent vs. Multi-agent | Whether other agents (cooperative or competitive) also act. |
Example: Chess is fully observable, deterministic (without clock), sequential, static, discrete and multi-agent; an automated taxi is partially observable, stochastic, sequential, dynamic, continuous and multi-agent.
PEAS Framework
To design a rational agent we first specify the task environment using PEAS:
- P – Performance measure: the criteria used to judge success.
- E – Environment: the surroundings in which the agent operates.
- A – Actuators: the means by which the agent acts.
- S – Sensors: the means by which the agent perceives.
Example – Automated taxi driver:
| PEAS | Description |
|---|---|
| Performance | Safe, fast, legal, comfortable trip; maximize profit |
| Environment | Roads, traffic, pedestrians, customers, weather |
| Actuators | Steering, accelerator, brake, signal, horn, display |
| Sensors | Cameras, GPS, speedometer, sonar, engine sensors |
Thus AI builds rational agents, and PEAS together with the environment properties gives a systematic way to characterise and design them.
Explain uninformed search strategies. Compare Breadth-First Search and Depth-First Search in terms of completeness, optimality, time, and space complexity with examples.
Uninformed (Blind) Search Strategies
Uninformed search strategies have no additional information about the goal beyond the problem definition; they can only generate successors and check whether a state is a goal. They explore the search tree systematically without any domain heuristic. The main uninformed strategies are Breadth-First Search (BFS), Depth-First Search (DFS), Uniform-Cost Search, Depth-Limited Search, and Iterative-Deepening Search.
Let b = branching factor, d = depth of the shallowest (optimal) goal, m = maximum depth of the search tree.
Breadth-First Search (BFS)
BFS expands the shallowest unexpanded node first, using a FIFO queue. It explores all nodes at depth before any at depth .
- Completeness: Complete (if is finite).
- Optimality: Optimal if all step costs are equal (or unit cost).
- Time complexity: .
- Space complexity: — must store the whole frontier (its main drawback).
Depth-First Search (DFS)
DFS expands the deepest unexpanded node first, using a LIFO stack. It goes as deep as possible along one branch before backtracking.
- Completeness: Not complete (can loop forever in infinite-depth or cyclic spaces; complete in finite spaces with cycle checking).
- Optimality: Not optimal — may return a deep, costly solution.
- Time complexity: .
- Space complexity: — needs to store only a single path plus siblings, which is its key advantage.
Comparison
| Criterion | BFS | DFS |
|---|---|---|
| Data structure | FIFO queue | LIFO stack |
| Complete? | Yes (finite ) | No (Yes if finite + cycle check) |
| Optimal? | Yes (uniform cost) | No |
| Time | ||
| Space |
Example
Consider a tree with root A, children B, C; B has children D, E; C has children F, G, with goal = G.
- BFS order: A, B, C, D, E, F, G — finds G level by level and guarantees the shortest path.
- DFS order: A, B, D, E, C, F, G — dives down the left branch (B→D→E) first, backtracks, then finds G.
Summary: BFS is complete and optimal but memory-hungry ( space); DFS is memory-efficient ( space) but neither complete nor optimal. Iterative deepening combines the advantages of both.
What is heuristic search? Explain the A* search algorithm with a suitable example and discuss the conditions of admissibility and consistency of a heuristic.
Heuristic Search
Heuristic search (informed search) uses problem-specific knowledge, encoded in a heuristic function , to estimate the cost of the cheapest path from node to a goal. This guidance lets the search reach the goal faster than blind search by expanding the most promising nodes first. Examples include Greedy Best-First Search and A* search.
A heuristic is an estimate of the remaining cost to the goal; e.g., straight-line (Euclidean) distance in route finding, or the number of misplaced tiles in the 8-puzzle.
A* Search Algorithm
A* combines the cost already incurred and the estimated cost to go, evaluating each node by:
where
- = actual cost from the start node to ,
- = estimated cost from to the goal,
- = estimated total cost of the cheapest solution through .
A* uses a priority queue ordered by , always expanding the node with the lowest value.
A*(start, goal):
OPEN = priority queue ordered by f = g + h, containing start
CLOSED = empty set
g(start) = 0
while OPEN not empty:
n = node in OPEN with smallest f(n)
if n == goal: return reconstructed path
move n from OPEN to CLOSED
for each successor s of n:
tentative_g = g(n) + cost(n, s)
if s in CLOSED and tentative_g >= g(s): continue
if s not in OPEN or tentative_g < g(s):
g(s) = tentative_g
f(s) = g(s) + h(s)
parent(s) = n
add/update s in OPEN
return failure
Example
Find a route from S to G. Suppose:
- costs: S→A = 1, A→G = 5, S→B = 2, B→G = 3.
- Heuristic : , , .
Evaluate frontier:
- Through A: , and path S–A–G costs .
- Through B: , and path S–B–G costs .
A* expands B first (lower ) and returns S → B → G with total cost 5, the optimal path.
Admissibility and Consistency
Admissibility: A heuristic is admissible if it never overestimates the true cost to the goal:
where is the actual optimal cost from to the goal. With an admissible heuristic, tree-search A* is optimal.
Consistency (monotonicity): is consistent if for every node and every successor generated by action with step cost :
and . This is a form of the triangle inequality. Consistency implies admissibility and guarantees that values are non-decreasing along any path, so graph-search A* is optimal without re-expanding closed nodes.
Conclusion: A* is complete and optimal (and optimally efficient) provided the heuristic is admissible (for tree search) and consistent (for graph search).
Section B: Short Answer Questions
Attempt any EIGHT questions.
Differentiate between strong AI and weak AI.
Strong AI vs. Weak AI
| Aspect | Weak (Narrow) AI | Strong (General) AI |
|---|---|---|
| Goal | Build machines that act intelligently on a specific task | Build machines that genuinely think/understand like a human mind |
| Scope | Narrow, single-domain | General, human-level across domains |
| Consciousness | No real understanding or self-awareness; only simulates intelligence | Claims actual mind, consciousness and understanding |
| Status | Exists today (e.g. spam filters, Siri, chess engines, recommendation systems) | Hypothetical / not yet achieved |
- Weak AI holds that machines can be made to act as if they are intelligent for a particular task, without claiming they truly think.
- Strong AI holds that a suitably programmed machine is a mind, with genuine cognitive states and understanding.
What is the Turing test? Explain its significance.
Turing Test
Proposed by Alan Turing (1950) as the Imitation Game, the Turing Test is an operational test for machine intelligence. A human interrogator communicates through a text-only channel with two hidden parties — one human and one machine — and asks questions. If the interrogator cannot reliably tell which respondent is the machine, the machine is said to have passed the test and to exhibit intelligent (human-like) behaviour.
To pass, a machine typically needs: natural language processing (to communicate), knowledge representation (to store information), automated reasoning (to answer and draw conclusions) and machine learning (to adapt and handle new situations).
Significance:
- It provides a concrete, behaviour-based criterion for intelligence, avoiding hard philosophical questions of consciousness.
- It defined a long-standing goal and benchmark for AI research.
- It highlights the core capabilities (language, reasoning, learning) an intelligent system must have.
- Its limitation: it tests only the appearance of intelligence (behaviour), not genuine understanding — a critique formalised by Searle's Chinese Room argument.
Define a rational agent. List the properties of a task environment.
Rational Agent
A rational agent is one that, for each possible percept sequence, selects the action expected to maximize its performance measure, given the evidence provided by the percept sequence and whatever built-in knowledge the agent has. Rationality depends on (i) the performance measure, (ii) the agent's prior knowledge, (iii) the available actions, and (iv) the percept sequence to date. It is about doing the right thing (expected best outcome), not about being omniscient or always perfect.
Properties of a Task Environment (PEAS-described environment dimensions):
- Fully observable vs. Partially observable
- Single-agent vs. Multi-agent
- Deterministic vs. Stochastic (and strategic)
- Episodic vs. Sequential
- Static vs. Dynamic (and semi-dynamic)
- Discrete vs. Continuous
- Known vs. Unknown
These properties determine the appropriate agent design for the task.
Differentiate between informed and uninformed search.
Informed vs. Uninformed Search
| Basis | Uninformed (Blind) Search | Informed (Heuristic) Search |
|---|---|---|
| Knowledge | Uses only the problem definition; no domain information | Uses problem-specific knowledge via a heuristic |
| Guidance | Explores blindly/systematically | Guided toward the goal by heuristic estimates |
| Efficiency | Generally slower, explores more nodes | Generally faster, fewer nodes expanded |
| Cost function | Uses (or nothing) | Uses , often |
| Examples | BFS, DFS, Uniform-Cost, Iterative Deepening | Greedy Best-First, A*, Hill Climbing |
| Optimality | Some optimal (e.g. UCS, BFS unit cost) | Optimal if heuristic is admissible/consistent (A*) |
In short, uninformed search has no clue about how far the goal is, whereas informed search uses an estimate of the remaining distance to reach the goal more efficiently.
Explain the hill-climbing search algorithm and its problems.
Hill-Climbing Search
Hill climbing is a local search / optimization technique. It starts from an initial state and repeatedly moves to the neighbouring state with the highest value (best heuristic/objective value), continuing until no neighbour is better. It is a greedy loop that keeps only the current state, using no memory of the path.
Hill-Climbing(problem):
current = initial state
loop:
neighbor = highest-valued successor of current
if value(neighbor) <= value(current):
return current // a peak (local maximum)
current = neighbor
Problems (drawbacks):
- Local maximum: A peak lower than the global maximum; all neighbours are worse, so the search stops at a suboptimal solution.
- Plateau: A flat region where neighbours have the same value, giving no direction to move; the search may wander.
- Ridge: A sequence of local maxima where moves in available directions all go downhill, though a better state lies along the ridge — hard to navigate with single-step moves.
Remedies: random-restart hill climbing, simulated annealing, stochastic/first-choice hill climbing, and allowing sideways moves.
What is a heuristic function? Give an example.
Heuristic Function
A heuristic function is a function that maps a state to a non-negative number estimating the cost of the cheapest path from to a goal state. It encodes problem-specific knowledge to guide an informed search toward the goal, where . A good heuristic is one that is admissible (never overestimates the true cost) and close to the real cost.
Examples:
- Route finding: the straight-line (Euclidean) distance from the current city to the destination, e.g. .
- 8-puzzle: the number of misplaced tiles (), or the Manhattan distance of each tile from its goal position ().
For instance, in a map search, choosing the next city by smallest straight-line distance to the goal uses this heuristic.
Explain forward and backward chaining in inference.
Forward and Backward Chaining
These are two inference methods used in rule-based (production) systems and Horn-clause knowledge bases to derive conclusions.
Forward Chaining (data-driven):
- Starts from the known facts in the knowledge base.
- Repeatedly applies rules whose premises (antecedents) are satisfied (modus ponens), adding their conclusions as new facts.
- Continues until the goal is derived or no new facts can be added.
- It is bottom-up and well suited when many conclusions follow from a few facts (e.g. expert/monitoring systems).
Backward Chaining (goal-driven):
- Starts from the goal (query) to be proved.
- Finds rules whose conclusion matches the goal, then recursively tries to prove their premises as sub-goals.
- Continues until sub-goals are matched against known facts (or the proof fails).
- It is top-down and well suited for proving a specific query (e.g. Prolog, diagnosis).
| Basis | Forward Chaining | Backward Chaining |
|---|---|---|
| Direction | Facts → Goal (bottom-up) | Goal → Facts (top-down) |
| Driven by | Data | Goal/query |
| Explores | May derive many irrelevant facts | Focuses only on relevant rules |
| Use | Monitoring, planning | Diagnosis, query answering |
Example: Given rule If A and B then C, facts A, B. Forward chaining fires the rule to infer C. To prove goal C, backward chaining finds the rule with conclusion C and tries to prove sub-goals A and B, which are facts — so C holds.
Differentiate between propositional logic and predicate logic.
Propositional Logic vs. Predicate (First-Order) Logic
| Basis | Propositional Logic | Predicate (First-Order) Logic |
|---|---|---|
| Basic unit | Propositions (whole declarative statements, true/false) | Predicates over objects, with relations and functions |
| Internal structure | Treats a statement as atomic; no internal structure | Breaks statements into subject, predicate, arguments |
| Quantifiers | None | Has universal and existential quantifiers |
| Variables / objects | No variables or objects | Uses variables, constants, functions over objects |
| Expressive power | Less expressive | More expressive — can represent relations and general statements |
| Example | : "Socrates is a man" ( is just true/false) | , |
Illustration: The statement "All men are mortal" cannot be captured by a single proposition in propositional logic, but in predicate logic it is written compactly as:
Thus predicate logic generalises propositional logic by adding objects, predicates, functions and quantifiers, giving far greater expressive power.
What is a semantic network? Explain with an example.
Semantic Network
A semantic network is a graphical (network-based) knowledge-representation scheme in which knowledge is represented as a graph of nodes connected by labelled directed edges (links):
- Nodes represent objects, concepts, or events.
- Links (arcs) represent the relationships between them — most commonly IS-A (subclass/instance/inheritance) and HAS-A / part-of / property relations.
It supports inheritance: properties of a general class are automatically inherited by its members, allowing efficient and intuitive reasoning. It is essentially a way to depict an associative network of meanings.
Example (described in words):
Animal
^ (IS-A) has --> covering: skin
|
Bird -- has --> can: fly
^ (IS-A)
|
Sparrow --(instance-of)--> Tweety
Bird --IS-A--> AnimalSparrow --IS-A--> BirdTweety --is-an-instance-of--> SparrowBird --can--> Fly
From this network we infer by inheritance that Tweety is a Sparrow, which is a Bird, which is an Animal, and therefore Tweety can fly and is an animal — even though those facts were not stored directly on the Tweety node.
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