BSc CSIT (TU) Science Artificial Intelligence (BSc CSIT, CSC261) Question Paper 2077 Nepal
This is the official BSc CSIT (TU) (Science stream) Artificial Intelligence (BSc CSIT, CSC261) question paper for 2077, 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 2077 paper is a great way to practise under real exam conditions.
Section A: Long Answer Questions
Attempt any TWO questions.
Explain adversarial search. Describe the Minimax algorithm and Alpha-Beta pruning with an example game tree.
Adversarial Search
Adversarial search is a search technique used in competitive, multi-agent environments (typically two-player, turn-taking, zero-sum games like chess, tic-tac-toe or checkers) where agents have conflicting goals. One player (MAX) tries to maximize the outcome (utility) while the opponent (MIN) tries to minimize it. The agent must therefore plan against an opponent who actively works against it.
A game is formalized as:
- Initial state , PLAYER(s) (whose turn), ACTIONS(s), RESULT(s,a) (transition model), TERMINAL-TEST(s), and UTILITY(s,p) (payoff at a terminal/leaf node).
Minimax Algorithm
Minimax computes the optimal move by assuming both players play optimally. It recursively propagates utility values up the game tree:
- At a MAX node, choose the child with the maximum value.
- At a MIN node, choose the child with the minimum value.
function MINIMAX-DECISION(state) returns an action
return argmax over a in ACTIONS(state) of MIN-VALUE(RESULT(state,a))
function MAX-VALUE(state):
if TERMINAL-TEST(state): return UTILITY(state)
v = -infinity
for each a in ACTIONS(state): v = max(v, MIN-VALUE(RESULT(state,a)))
return v
function MIN-VALUE(state):
if TERMINAL-TEST(state): return UTILITY(state)
v = +infinity
for each a in ACTIONS(state): v = min(v, MAX-VALUE(RESULT(state,a)))
return v
Minimax performs a depth-first exploration of the tree. Time complexity is and space is , where = branching factor and = maximum depth.
Alpha-Beta Pruning
Alpha-Beta pruning is an optimization of Minimax that returns the same result but prunes branches that cannot affect the final decision, so fewer nodes are evaluated. It maintains two values:
- = best (highest) value found so far for MAX along the path.
- = best (lowest) value found so far for MIN along the path.
Whenever , the remaining children are pruned (cut off), because the opponent would never allow that line.
Example Game Tree
Consider a MAX root with three MIN children, each having two leaf values:
MAX (root)
/ | \
MIN-A MIN-B MIN-C
/ \ / \ / \
3 5 6 9 1 2
Minimax evaluation (bottom-up):
- MIN-A = min(3,5) = 3
- MIN-B = min(6,9) = 6
- MIN-C = min(1,2) = 1
- Root (MAX) = max(3,6,1) = 6 → optimal move is towards MIN-B.
Alpha-Beta on the same tree (left to right):
- Explore MIN-A: leaf 3 → ; leaf 5 → MIN-A = 3. Root .
- Explore MIN-B: leaf 6 → (not , continue); leaf 9 → MIN-B = 6. Root .
- Explore MIN-C: first leaf = 1 → . Now , so the second leaf of MIN-C (value 2) is pruned — it cannot raise MIN-C above 1, which is already worse than 6.
- Final answer = 6, identical to Minimax, but with one leaf skipped.
With optimal move ordering, Alpha-Beta reduces complexity to , effectively doubling the search depth for the same cost.
What is an expert system? Explain its architecture, components, and the role of the inference engine and knowledge base with applications.
Expert System
An expert system is an AI program that emulates the decision-making ability of a human expert in a narrow domain. It solves complex problems by reasoning over a body of domain knowledge represented mainly as IF-THEN rules, and can explain its reasoning. Examples: MYCIN (medical diagnosis), DENDRAL (chemical analysis), XCON/R1 (computer configuration).
Architecture and Components
[User] <--> [User Interface] <--> [Inference Engine] <--> [Knowledge Base]
^ ^
| |
[Explanation Facility] [Knowledge Acquisition]
| ^
[Working Memory] [Human Expert]
Main components:
- Knowledge Base — Stores the domain knowledge: facts and heuristic rules (IF condition THEN action/conclusion) acquired from human experts. It is the heart of the system.
- Inference Engine — The reasoning component (brain). It applies the rules in the knowledge base to the known facts to derive new conclusions or recommendations.
- Working Memory (Fact Database) — Holds the current facts about the problem being solved during a session.
- User Interface — Lets the non-expert user enter queries/facts and receive answers in a friendly form.
- Explanation Facility — Explains how a conclusion was reached and why a question was asked, increasing user trust.
- Knowledge Acquisition Subsystem — Tools used by the knowledge engineer to capture and update knowledge from human experts.
Role of the Inference Engine
The inference engine matches rules against facts and fires applicable rules. It uses two reasoning strategies:
- Forward chaining (data-driven): starts from known facts and applies rules to reach a goal/conclusion.
- Backward chaining (goal-driven): starts from a hypothesized goal and works backward to find facts that support it. It also handles conflict resolution when multiple rules are eligible to fire.
Role of the Knowledge Base
The knowledge base is the repository of expertise. Its quality directly determines the system's competence. Separating the knowledge base from the inference engine allows knowledge to be updated without reprogramming the reasoning logic.
Applications
- Medical diagnosis (MYCIN), fault diagnosis in machinery, financial / loan approval advising, mineral exploration (PROSPECTOR), configuration of systems, and agricultural advisory systems.
Advantages / Limitations
- Advantages: consistent, always available, preserves expert knowledge, explains decisions.
- Limitations: costly to build, brittle outside its narrow domain, cannot learn on its own, depends on quality of acquired knowledge.
Explain the concept of fuzzy logic. Discuss fuzzy sets, membership functions, and the structure of a fuzzy inference system with an example.
Fuzzy Logic
Fuzzy logic is a form of multi-valued logic (introduced by Lotfi Zadeh, 1965) in which truth values are not restricted to crisp 0/1 but can take any value in the range . It handles imprecise, vague or approximate reasoning the way humans do (e.g., "the water is fairly hot"), making it ideal for control systems where exact mathematical models are hard to obtain.
Fuzzy Sets
In classical (crisp) set theory an element either belongs to a set or it does not. In a fuzzy set , each element has a degree of membership :
For example, the set "Tall" may assign and , instead of a hard cut-off.
Membership Functions
A membership function (MF) maps each input value to its membership degree. Common shapes:
- Triangular, Trapezoidal, Gaussian, and Sigmoid functions.
Example triangular MF for "Warm" temperature, peaking at 25 C:
Structure of a Fuzzy Inference System (FIS)
Crisp input --> [Fuzzifier] --> [Inference Engine] --> [Defuzzifier] --> Crisp output
^
[Rule Base] + [Knowledge/DB of MFs]
- Fuzzification: converts crisp inputs into fuzzy membership degrees using the MFs.
- Rule Base: stores expert IF-THEN rules, e.g. IF temperature is High AND humidity is High THEN fan speed is Fast.
- Inference Engine: applies fuzzy rules (using AND = min, OR = max, implication) to obtain a fuzzy output set (e.g., Mamdani inference).
- Defuzzification: converts the aggregated fuzzy output back into a single crisp value, commonly by the centroid (center of gravity) method: .
Example: Fan-Speed Controller
- Input temperature = 30 C → fuzzified: Warm 0.5, Hot 0.5.
- Rules fire: IF Warm THEN Medium (0.5), IF Hot THEN Fast (0.5).
- Aggregating and applying centroid defuzzification gives a crisp fan speed of, say, 70%.
Applications: washing machines, air conditioners, anti-lock braking, camera auto-focus, and industrial process control.
Section B: Short Answer Questions
Attempt any EIGHT questions.
What is a semantic network? Explain with an example.
Semantic Network
A semantic network is a graphical, structured method of knowledge representation in which knowledge is shown as a directed graph: nodes represent objects, concepts or events, and labelled arcs (edges) represent the relationships between them.
Common relations include:
- is-a (subclass / class membership, supporting inheritance),
- has-a / part-of (composition),
- and other property links (e.g., can, colour).
A key feature is property inheritance: a node inherits properties from the more general node it is linked to via is-a.
Example
[Animal] <--is-a-- [Bird] <--is-a-- [Canary]
|can |has |colour
v v v
(breathe) (feathers) (yellow)
From this network we infer that a Canary is-a Bird, which is-a Animal; therefore a Canary has feathers and can breathe (inherited), and additionally is yellow. This inheritance avoids storing every property at every node.
Explain the frame-based knowledge representation scheme.
Frame-Based Knowledge Representation
A frame (proposed by Marvin Minsky, 1975) is a data structure that represents a stereotyped object, situation or concept by grouping all related knowledge about it together. It is similar to a record or an object in OOP.
Structure
A frame consists of a frame name and a collection of slots, where each slot stores an attribute, and each slot may have facets and a value (or a default value, or an attached procedure called a demon).
Frame: Car
is-a: Vehicle (inheritance link)
Wheels: 4 (default value)
Fuel: Petrol
Engine: [pointer to Engine frame]
Max-Speed: <to be filled> (slot value)
if-needed: compute_speed() (procedural attachment)
Key Features
- Slots and facets: attributes and their constraints/defaults.
- Inheritance: frames are organized in an is-a hierarchy, so a child frame inherits slot values from its parent (e.g., a Sports-Car frame inherits Wheels = 4 from Car).
- Default values: used when specific data is unknown.
- Procedural attachment (demons): if-needed and if-added procedures compute or update slot values automatically.
Advantages
Natural, modular grouping of knowledge; supports inheritance and defaults; efficient and easy to understand. It is widely used in expert systems and object-oriented AI representations.
What is an activation function? List any two activation functions.
Activation Function
An activation function is a mathematical function applied to the weighted sum of inputs of a neuron in a neural network. It decides whether (and to what degree) the neuron should be activated, and crucially introduces non-linearity so the network can learn complex, non-linear mappings. Without it a multi-layer network would collapse into a single linear transformation.
For a neuron, , where is the activation function.
Two Activation Functions
- Sigmoid: — outputs in range , smooth, used for probabilities.
- ReLU (Rectified Linear Unit): — fast, mitigates vanishing gradients; widely used in deep networks.
(Other examples: tanh, Softmax, Leaky ReLU, Step function.)
Differentiate between supervised and unsupervised learning.
Supervised vs Unsupervised Learning
| Basis | Supervised Learning | Unsupervised Learning |
|---|---|---|
| Training data | Uses labelled data (input + known output) | Uses unlabelled data (input only) |
| Goal | Learn a mapping from input to output to predict | Discover hidden patterns / structure in data |
| Tasks | Classification, Regression | Clustering, Association, Dimensionality reduction |
| Feedback | Has a "teacher" / target to compare against | No teacher; self-organizing |
| Examples (algorithms) | Linear/Logistic Regression, Decision Tree, SVM, KNN, Naïve Bayes | K-Means, Hierarchical clustering, Apriori, PCA |
| Example use | Spam detection, house-price prediction | Customer segmentation, market-basket analysis |
| Accuracy | Generally more accurate (guided by labels) | Harder to evaluate; no ground truth |
Summary: Supervised learning learns from labelled examples to predict outputs, whereas unsupervised learning finds patterns in unlabelled data without predefined outputs.
Explain the concept of overfitting in machine learning.
Overfitting in Machine Learning
Overfitting occurs when a machine-learning model learns the training data too well, including its noise and random fluctuations, instead of the underlying general pattern. As a result the model gives very high accuracy on training data but poor accuracy on unseen (test) data — it fails to generalize.
Symptoms: low training error but high validation/test error; an overly complex decision boundary.
Causes: model too complex (too many parameters/features), too little training data, training for too long, or noisy data.
Bias-variance view: overfitting corresponds to low bias but high variance.
Remedies (how to reduce overfitting):
- Use more / augmented training data.
- Cross-validation (e.g., k-fold).
- Regularization (L1/L2) to penalize large weights.
- Pruning (decision trees) or reducing model complexity.
- Dropout and early stopping in neural networks.
- Feature selection to remove irrelevant features.
(The opposite problem, where the model is too simple to capture the pattern, is called underfitting — high bias.)
What is genetic algorithm? Explain its basic operators.
Genetic Algorithm (GA)
A Genetic Algorithm is a heuristic search and optimization technique inspired by Darwin's theory of natural selection and evolution. It works on a population of candidate solutions (called chromosomes/individuals, usually encoded as bit strings), and iteratively evolves better solutions guided by a fitness function. It is used for optimization problems where the search space is large and complex.
General Cycle
Initialize population (random)
Repeat until termination:
Evaluate fitness of each individual
Select parents (based on fitness)
Apply crossover
Apply mutation
Form new generation
Return best individual
Basic Operators
-
Selection (Reproduction): Chooses fitter individuals as parents for the next generation. Methods include Roulette-wheel, Tournament, and Rank selection. Higher fitness → higher chance of being selected.
-
Crossover (Recombination): Combines genetic material of two parents to produce offspring. In single-point crossover, a point is chosen and segments are swapped:
- Parents:
1100|1010and1010|0111 - Offspring:
1100 0111and1010 1010It promotes exploitation of good building blocks.
- Parents:
-
Mutation: Randomly flips one or more bits of a chromosome (e.g.,
10010→10110) with a small probability. It maintains genetic diversity and helps escape local optima (exploration).
(A fourth element, the fitness function, evaluates how good each solution is and drives selection.)
Explain the Wumpus world problem in brief.
Wumpus World Problem
The Wumpus World is a classic AI knowledge-representation and reasoning test bed (from Russell & Norvig). It is a grid world (typically 4×4 cells) in which an intelligent agent must explore, avoid hazards, grab gold, and exit safely using logical inference.
Environment
- A Wumpus (a monster) hides in one cell; entering it kills the agent.
- Several pits; falling into one kills the agent.
- A heap of gold in one cell.
- The agent starts at cell (1,1) and has one arrow to shoot the Wumpus.
Percepts (the agent senses only adjacent cells)
- Stench — the Wumpus is in an adjacent square.
- Breeze — a pit is in an adjacent square.
- Glitter — gold is in the current square.
- Bump — the agent walked into a wall.
- Scream — the Wumpus has been killed by the arrow.
Goal / PEAS
The agent must find and grab the gold and return to (1,1) safely, maximizing reward (+1000 for gold/exit, −1000 for death, −1 per step, −10 for using the arrow). Because the world is partially observable, the agent uses propositional logic and inference (e.g., no breeze in (1,1) ⇒ (1,2) and (2,1) are safe) to deduce safe cells.
Significance: It demonstrates how a logical/knowledge-based agent reasons under uncertainty and incomplete information.
Differentiate between depth-first search and best-first search.
Depth-First Search vs Best-First Search
| Basis | Depth-First Search (DFS) | Best-First Search |
|---|---|---|
| Type | Uninformed (blind) search | Informed (heuristic) search |
| Strategy | Explores deepest unexpanded node first; goes as deep as possible before backtracking | Expands the node that appears best according to an evaluation/heuristic function |
| Data structure | Stack (LIFO) | Priority queue ordered by |
| Heuristic used | No heuristic | Uses heuristic (e.g., Greedy BFS, A*) |
| Node selection | Based on order of generation (last in) | Based on lowest heuristic/cost estimate |
| Completeness | Not complete in infinite/loopy spaces (complete if finite) | Greedy version not always complete/optimal; A* is optimal with admissible heuristic |
| Optimality | Not optimal | Greedy: not optimal; A*: optimal |
| Memory | Low — | Higher — stores frontier in priority queue |
Summary: DFS blindly dives into one branch using a stack with no domain knowledge, whereas Best-First Search uses a heuristic function to always expand the most promising node, making it generally more efficient toward the goal.
What is the goal of unification in predicate logic?
Goal of Unification
Unification is the process of finding a substitution that makes two (or more) predicate-logic expressions / literals identical. The substitution found is called the Most General Unifier (MGU) — the simplest substitution that unifies the expressions.
Purpose
The goal of unification is to enable automated reasoning and inference, specifically:
- It is the core step in resolution and in applying Generalized Modus Ponens, allowing rules to be matched against facts.
- It binds variables to terms so that two clauses can be combined.
Example
The substitution makes both expressions identical:
So is the unifier (MGU).
Unification fails if the predicate symbols/arities differ, or if a variable would have to be bound to a term containing itself (the occurs check fails). In short, unification's goal is to match logical patterns by variable substitution, which is essential for theorem proving and inference engines.
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