BSc CSIT (TU) Science Artificial Intelligence (BSc CSIT, CSC261) Question Paper 2075 Nepal
This is the official BSc CSIT (TU) (Science stream) Artificial Intelligence (BSc CSIT, CSC261) question paper for 2075, 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 2075 paper is a great way to practise under real exam conditions.
Section A: Long Answer Questions
Attempt any TWO questions.
Explain knowledge representation using predicate logic. Convert given English sentences into First-Order Predicate Logic and explain the resolution method with an example.
Knowledge Representation using Predicate Logic
Knowledge representation (KR) is the way facts about the world are encoded in a form a computer can use to reason and derive new facts. Predicate (First-Order) Logic is a powerful KR scheme that extends propositional logic with predicates, variables, functions and quantifiers, letting us express relationships between objects and general statements.
Its building blocks are:
- Constants (objects):
John,Nepal - Variables:
x,y - Predicates (relations):
Likes(x, y),Man(x) - Functions:
father(x) - Connectives:
- Quantifiers: universal and existential
Converting English to First-Order Predicate Logic
| English sentence | FOPL |
|---|---|
| All men are mortal. | |
| Socrates is a man. | |
| Some students are intelligent. | |
| Everyone who loves all animals is loved by someone. |
Resolution Method
Resolution is a sound and complete inference rule used to prove a goal by refutation: assume the negation of the goal, add it to the knowledge base, and derive a contradiction (the empty clause ).
Steps:
- Convert all sentences to Conjunctive Normal Form (CNF) — eliminate , move inward, standardize variables, Skolemize existentials, drop , distribute over into clauses.
- Negate the goal and add it to the clause set.
- Repeatedly apply the resolution rule with unification: from and where unifies with under MGU , derive the resolvent .
- If the empty clause is derived, the original goal is proven.
Example — Prove Mortal(Socrates):
Knowledge base in CNF:
- (from "All men are mortal")
Negated goal: 3.
Resolution:
- Resolve (1) and (3) with (clause 4)
- Resolve (2) and (4) (empty clause)
A contradiction is reached, so is proved.
How do you relate the biological neuron (synapse, dendrite, axon) to an artificial neural network? Construct a multi-layer ANN and illustrate the back-propagation learning algorithm.
Biological Neuron vs Artificial Neuron
An artificial neural network (ANN) is loosely modelled on the biological neuron. The correspondence is:
| Biological neuron | Artificial neuron (ANN) |
|---|---|
| Dendrites receive signals from other neurons | Inputs |
| Synapse strength controls signal influence | Weights |
| Cell body (soma) sums incoming signals | Summation |
| Axon transmits the output if the neuron fires | Activation function output |
| Firing threshold | Bias / threshold |
Thus each artificial neuron computes , where is an activation function such as the sigmoid .
Multi-Layer ANN
A multi-layer perceptron (MLP) has:
- an input layer (one node per feature),
- one or more hidden layers of neurons,
- an output layer.
Layers are fully connected feed-forward; signals flow input hidden output. (Diagram in words: inputs feed every hidden neuron ; the hidden neurons feed the output neuron , each connection carrying a weight.)
Back-Propagation Learning Algorithm
Back-propagation trains the network by gradient descent, minimising the error where is the target and the actual output.
Steps:
- Initialize all weights to small random values.
- Forward pass: present an input, compute outputs layer by layer using .
- Compute output error: for each output neuron ,
- Back-propagate error to hidden neurons: for each hidden neuron ,
- Update weights using learning rate :
- Repeat for all training examples over many epochs until the error is acceptably small.
This lets the error signal propagate backward from output to input, adjusting every weight in the direction that reduces total error.
Explain adversarial search. Describe the Minimax algorithm and Alpha-Beta pruning with an example game tree.
Adversarial Search
Adversarial search is search in a competitive environment where two or more agents have opposing goals — typically two-player, zero-sum, perfect-information games (e.g. chess, tic-tac-toe). One player (MAX) tries to maximise the score while the opponent (MIN) tries to minimise it. The problem is modelled as a game tree: nodes are states, edges are moves, and terminal nodes have a utility value.
Minimax Algorithm
Minimax computes the optimal move assuming the opponent also plays optimally.
- At MAX nodes, take the maximum of the children's values.
- At MIN nodes, take the minimum of the children's values.
- At terminal nodes, use the utility value.
function MINIMAX(node, isMax):
if node is terminal: return utility(node)
if isMax:
best = -inf
for child in node: best = max(best, MINIMAX(child, false))
return best
else:
best = +inf
for child in node: best = min(best, MINIMAX(child, true))
return best
It performs a complete depth-first exploration; time complexity , space , for branching factor and depth .
Alpha-Beta Pruning
Alpha-beta pruning returns the same result as minimax but prunes branches that cannot affect the final decision, using two bounds:
- = best (highest) value found so far for MAX,
- = best (lowest) value found so far for MIN.
Prune (stop exploring) whenever . With good move ordering it reduces complexity to about , roughly doubling the searchable depth.
Example Game Tree
MAX root with two MIN children. Leaf values left to right:
- Left MIN node children: MIN value .
- Right MIN node children: .
At the root, after the left subtree. Exploring the right MIN node, its first child is , so its value . Since the root (MAX) already has , the remaining children of the right node need not be examined — they are pruned. Root value , and MAX chooses the left branch.
Section B: Short Answer Questions
Attempt any EIGHT questions.
Explain the hill-climbing search algorithm and its problems.
Hill-Climbing Search
Hill climbing is a local search / optimization algorithm that starts from an arbitrary solution and iteratively moves to a neighbouring state with a higher (better) heuristic value, stopping when no neighbour is better. It is a greedy, memory-efficient method that keeps only the current state.
current = initial_state
loop:
neighbor = highest-valued successor of current
if value(neighbor) <= value(current): return current
current = neighbor
Problems of Hill Climbing
- Local maximum: a peak that is higher than its neighbours but lower than the global maximum; the algorithm stops there.
- Plateau: a flat region where all neighbours have the same value, giving no direction to move.
- Ridge: a sequence of high points where each single move leads downhill, even though progress is possible along the ridge.
These can be reduced with random-restart hill climbing, simulated annealing, or stochastic variants.
What is a heuristic function? Give an example.
Heuristic Function
A heuristic function is a function that estimates the cost of the cheapest path from a node to the goal. It uses problem-specific knowledge to guide search toward the goal faster, without guaranteeing the estimate is exact. A heuristic is admissible if it never overestimates the true cost, which makes algorithms like A* optimal.
In A*, the evaluation function is:
where is the actual cost from start to and is the heuristic estimate to the goal.
Example
In a route-finding problem (e.g. finding a road path between two cities), the straight-line (Euclidean) distance from the current city to the destination is an admissible heuristic, since the real road distance can never be shorter than the straight line. For the 8-puzzle, the number of misplaced tiles or the Manhattan distance of tiles from their goal positions are common heuristics.
Explain forward and backward chaining in inference.
Forward and Backward Chaining
Both are inference techniques used in rule-based (production) systems with rules of the form IF condition THEN conclusion.
Forward Chaining (data-driven)
Starts from the known facts and repeatedly applies rules whose conditions are satisfied, adding new facts, until the goal is derived or no more rules fire. It works from data toward conclusions.
- Example: Facts:
Rainy. Rules:IF Rainy THEN Cloudy,IF Cloudy THEN CarryUmbrella. Forward chaining derivesCloudy, thenCarryUmbrella. - Use: monitoring, expert systems that react to incoming data.
Backward Chaining (goal-driven)
Starts from the goal (hypothesis) and works backward, looking for rules whose conclusion is the goal, then trying to prove each of their conditions as sub-goals, recursively, until they reduce to known facts.
- Example: Goal:
CarryUmbrella?needsCloudyneedsRainyRainyis a known fact, so the goal succeeds. - Use: diagnostic and query systems (e.g. Prolog).
| Aspect | Forward chaining | Backward chaining |
|---|---|---|
| Direction | Facts goal | Goal facts |
| Approach | Data-driven | Goal-driven |
| Best when | Few facts, many goals | Specific goal to prove |
Differentiate between propositional logic and predicate logic.
Propositional Logic vs Predicate Logic
| Aspect | Propositional Logic | Predicate (First-Order) Logic |
|---|---|---|
| Basic unit | A whole statement (proposition) that is true or false, e.g. = "It is raining". | Objects, predicates and relations among them, e.g. . |
| Quantifiers | None. | Has (universal) and (existential). |
| Variables / objects | Cannot represent individual objects or variables. | Can represent objects, variables, functions. |
| Expressive power | Limited; cannot express general statements about all/some objects. | Much richer; can express "All men are mortal". |
| Example | ||
| Structure inside statement | Treats statements as indivisible atoms. | Breaks statements into predicates + arguments. |
Summary: Propositional logic deals only with whole true/false facts and connectives (), whereas predicate logic adds quantifiers, predicates, variables and functions, making it far more expressive for representing general knowledge.
What is a semantic network? Explain with an example.
Semantic Network
A semantic network is a graphical (network) knowledge-representation scheme in which knowledge is represented as a graph of nodes and labelled edges (links).
- Nodes represent objects, concepts or events.
- Links (arcs) represent relationships between them.
The two most important relationships are:
- IS-A (subclass / class membership) — supports inheritance of properties.
- HAS-A / part-of and other property links.
Properties defined for a general class are inherited by its members, which makes storage compact.
Example
Consider the facts: A Sparrow is a Bird; a Bird is an Animal; a Bird can Fly; a Sparrow has colour Brown.
In words, the network is:
Animal
^ IS-A
Bird ---- can ----> Fly
^ IS-A
Sparrow ---- colour ----> Brown
Here Sparrow --IS-A--> Bird --IS-A--> Animal. Because Bird can Fly, the node Sparrow inherits the property that it can fly without storing it explicitly. This inheritance and the clear visual structure are the main advantages of semantic networks.
Explain the frame-based knowledge representation scheme.
Frame-Based Knowledge Representation
A frame is a data structure that represents a stereotyped object, situation or concept by grouping together all knowledge about it. It is an object-oriented style of KR proposed by Marvin Minsky.
A frame consists of:
- A frame name (the concept it describes).
- A set of slots (attributes / properties).
- Slot values (fillers), which may be specific values, default values, or even procedures (demons) such as
if-neededandif-addedthat compute values when required.
Frames are organised into a hierarchy linked by IS-A/instance relations, so a frame inherits slots and default values from its parent frames — reducing redundancy.
Example
Frame: Car
IS-A: Vehicle
Wheels: 4 (default)
Fuel: Petrol (default)
Engine: <required>
Frame: MyCar
INSTANCE-OF: Car
Owner: Ram
Colour: Red
Wheels: (inherited = 4)
MyCar inherits Wheels = 4 and Fuel = Petrol from the Car frame. Frames thus combine declarative knowledge (slots) with procedural attachments and inheritance, making them suitable for representing structured, real-world objects.
What is an activation function? List any two activation functions.
Activation Function
An activation function is a function applied to the weighted sum of a neuron's inputs () to produce the neuron's output. It introduces non-linearity, allowing the neural network to learn complex, non-linear mappings; it also typically squashes the output into a bounded range and decides whether/how strongly the neuron "fires".
Two Common Activation Functions
- Sigmoid (logistic): — outputs in , smooth and differentiable.
- ReLU (Rectified Linear Unit): — outputs for negatives, otherwise; fast and avoids vanishing gradients.
(Other examples: tanh, step/threshold, softmax.)
Differentiate between supervised and unsupervised learning.
Supervised vs Unsupervised Learning
| Aspect | Supervised Learning | Unsupervised Learning |
|---|---|---|
| Training data | Labelled — each input has a known output/target. | Unlabelled — only inputs, no target outputs. |
| Goal | Learn a mapping input output to predict labels for new data. | Discover hidden structure, patterns or groupings in data. |
| Tasks | Classification, regression. | Clustering, association, dimensionality reduction. |
| Examples | Linear/logistic regression, decision trees, SVM, k-NN, neural networks. | k-means, hierarchical clustering, PCA, Apriori. |
| Feedback | Guided by the correct answers (error between prediction and label). | No external feedback; relies on data similarity. |
| Use case | Spam detection, price prediction. | Customer segmentation, anomaly detection. |
Summary: Supervised learning trains on labelled examples to predict outputs, while unsupervised learning finds patterns in unlabelled data without predefined targets.
Explain the concept of overfitting in machine learning.
Overfitting in Machine Learning
Overfitting occurs when a model learns the training data too well — capturing not only the underlying pattern but also the noise and random fluctuations — so it performs very well on training data but poorly on unseen (test) data. The model has low bias but high variance and fails to generalize.
Signs: training error is very low while validation/test error is high (a large gap between them).
Common causes: an overly complex model (too many parameters/features), too little training data, or training for too long.
Ways to reduce overfitting:
- Use more training data.
- Cross-validation to tune and validate.
- Regularization (L1/L2) to penalize large weights.
- Pruning (decision trees) or dropout / early stopping (neural networks).
- Feature selection to reduce model complexity.
(The opposite problem, where a too-simple model cannot capture the pattern, is underfitting.)
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