BSc CSIT (TU) Science Artificial Intelligence (BSc CSIT, CSC261) Question Paper 2080 Nepal
This is the official BSc CSIT (TU) (Science stream) Artificial Intelligence (BSc CSIT, CSC261) question paper for 2080, 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 2080 paper is a great way to practise under real exam conditions.
Section A: Long Answer Questions
Attempt any TWO questions.
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 what is given in the problem definition. They can only generate successors and distinguish a goal state from a non-goal state. They explore the search tree systematically without using any domain-specific knowledge (no heuristic). Common uninformed strategies are:
- Breadth-First Search (BFS) – expands the shallowest unexpanded node (FIFO queue).
- Depth-First Search (DFS) – expands the deepest unexpanded node (LIFO stack).
- Uniform-Cost Search – expands the node with the lowest path cost .
- Depth-Limited Search – DFS with a depth bound .
- Iterative Deepening DFS – repeated depth-limited search with increasing limits.
BFS vs DFS
Let = branching factor, = depth of the shallowest goal, = maximum depth of the tree.
| Property | Breadth-First Search | Depth-First Search |
|---|---|---|
| Data structure | FIFO queue | LIFO stack (or recursion) |
| Completeness | Yes (if is finite) | No (fails on infinite/looping paths; complete only on finite trees) |
| Optimality | Yes, if all step costs are equal | No (returns first found, not shortest) |
| Time complexity | ||
| Space complexity | (stores whole frontier) | (stores one path) |
Example
Consider the tree with root A, children B, C; B’s children D, E; C’s children F, G; goal = G.
- BFS order: A → B → C → D → E → F → G (explores level by level; guarantees the shallowest goal).
- DFS order: A → B → D → E → C → F → G (dives deep down the leftmost branch before backtracking).
Summary
BFS is complete and optimal for equal step costs but needs exponential memory, which is its main drawback. DFS is memory-efficient () but is neither complete nor optimal in general. Iterative Deepening combines DFS’s low memory with BFS’s completeness/optimality.
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
A heuristic search (informed search) uses problem-specific knowledge in the form of a heuristic function , which estimates the cost of the cheapest path from node to a goal. By guiding expansion toward promising nodes, heuristic search reaches the goal far more efficiently than blind search. Examples: Greedy Best-First Search and A* Search.
A* Search Algorithm
A* selects the node with the lowest evaluation function:
where = actual cost from the start node to , and = estimated cost from to the goal. It thus balances the cost already paid against the estimated cost remaining.
A*(start, goal):
OPEN = {start}; CLOSED = {}
g(start) = 0; f(start) = h(start)
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 tentative_g < g(s):
g(s) = tentative_g
f(s) = g(s) + h(s)
parent(s) = n
add s to OPEN
return failure
Example
Find a path S → G. Edge costs: S–A = 1, S–B = 4, A–G = 6, B–G = 2. Heuristics: .
- Expand S: , .
- Pick A (): .
- Pick B (): path S–B–G gives , .
- Pick G via B (): goal reached. Optimal path = S → B → G, cost 6.
Admissibility and Consistency
- Admissibility: is admissible if it never overestimates the true cost to the goal: for all . An admissible heuristic makes tree-search A optimal*.
- Consistency (monotonicity): is consistent if for every node and successor via action with cost :
Consistency implies admissibility and makes graph-search A optimal* (the -value never decreases along any path).
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
Predicate (First-Order) Logic represents knowledge using objects, predicates (relations), functions, quantifiers (), connectives () and variables. Unlike propositional logic, it can express general statements about classes of objects, which makes it expressive enough for AI knowledge bases (e.g., Loves(x, y), Cat(Tom)).
Translating English to First-Order Predicate Logic
| English Sentence | First-Order Logic |
|---|---|
| All humans are mortal. | |
| Some students are intelligent. | |
| Every dog has an owner. | |
| Socrates is a human. | |
| No bird is a mammal. |
Resolution Method
Resolution is a sound and complete proof by refutation inference rule. To prove a goal from a knowledge base , we add and show derives a contradiction (empty clause ).
Steps: (1) Convert all sentences to CNF (clause form) – eliminate , move inward, standardize variables, Skolemize , drop , distribute over . (2) Negate the goal and add to clause set. (3) Repeatedly apply resolution + unification until the empty clause is derived.
Resolution rule: from and infer .
Example
KB: “All humans are mortal” and “Socrates is a human.” Prove Mortal(Socrates).
Clauses:
- (negated goal)
- Resolve 1 & 3 with → .
- Resolve that with 2 → empty clause .
A contradiction is reached, so Mortal(Socrates) is proved.
Section B: Short Answer Questions
Attempt any EIGHT questions.
Explain the Wumpus world problem in brief.
Wumpus World Problem
The Wumpus World is a classic AI environment used to illustrate knowledge-based agents and logical reasoning under uncertainty. It is a grid of rooms containing:
- A Wumpus – a monster that eats any agent entering its room.
- Pits – falling into one kills the agent.
- A heap of gold – the goal is to grab it and exit.
Percepts (sensors):
- Stench – in squares adjacent to the Wumpus.
- Breeze – in squares adjacent to a pit.
- Glitter – in the square containing gold.
- Bump – when walking into a wall.
- Scream – when the Wumpus is killed by the agent’s single arrow.
PEAS / behaviour: The agent starts at facing right, has one arrow, and must use logical inference on its percepts to deduce safe squares (e.g., “no breeze ⇒ neighbours are pit-free”), find the gold, and climb out. The performance measure rewards getting the gold and penalizes death, each move, and arrow use.
It demonstrates how an agent represents knowledge in propositional/first-order logic and uses inference to act safely in a partially observable, deterministic environment.
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 |
| Node selection | Expands the deepest unexpanded node | Expands the node with the best (lowest) heuristic value |
| Data structure | LIFO stack | Priority queue ordered by |
| Domain knowledge | None used | Uses an evaluation/heuristic function |
| Completeness | Not complete on infinite spaces | Not complete in general (greedy version can loop) |
| Optimality | Not optimal | Greedy best-first not optimal (A*, which adds , is) |
| Memory | Low, | Higher – stores frontier in priority queue |
Summary: DFS blindly dives along the deepest branch using a stack, whereas Best-First Search uses a heuristic to expand the most promising node first, generally reaching the goal faster but at higher memory cost.
What is the goal of unification in predicate logic?
Goal of Unification
Unification is the process of finding a substitution (a set of variable–term bindings) that makes two logical expressions (literals/terms) identical. The resulting substitution is called the unifier; the simplest such substitution is the Most General Unifier (MGU).
Goal / purpose:
- To make two predicate expressions syntactically equal so that inference rules such as resolution and modus ponens can be applied to first-order clauses.
- It is the core matching mechanism that lets a reasoning engine bind variables consistently while combining clauses.
Example: Unifying with gives the MGU , after which both become .
Note: Unification fails when terms cannot be matched, e.g., and with two different constants, or when the occurs-check is violated (a variable unifying with a term that contains it).
Explain the components of an expert system.
Components of an Expert System
An expert system is an AI program that emulates the decision-making ability of a human expert in a specific domain. Its main components are:
- Knowledge Base – Stores domain knowledge as facts and IF–THEN rules acquired from human experts. It is the heart of the system.
- Inference Engine – The reasoning component that applies logical rules to the knowledge base to deduce new facts and conclusions, using forward chaining (data-driven) or backward chaining (goal-driven).
- Knowledge Acquisition Module – Helps the knowledge engineer/expert add, update and refine knowledge in the knowledge base.
- User Interface – Allows a non-expert user to interact with the system (input queries, receive advice) in a convenient way.
- Explanation Facility – Justifies the system’s reasoning, explaining how a conclusion was reached and why a question is asked, building user trust.
- Working Memory (Blackboard) – Temporary storage holding the current facts/inputs about the problem being solved.
Examples: MYCIN (medical diagnosis), DENDRAL (chemical analysis).
Differentiate between strong AI and weak AI.
Strong AI vs Weak AI
| Basis | Strong AI (General AI) | Weak AI (Narrow AI) |
|---|---|---|
| Definition | Machine that can genuinely think, understand and possess consciousness/mind like a human | Machine that simulates intelligent behaviour for a specific task without real understanding |
| Scope | General-purpose; can handle any intellectual task a human can | Designed for a single/narrow domain |
| Consciousness | Claims real awareness and self-understanding | No consciousness; mere appearance of intelligence |
| Current status | Hypothetical – not yet achieved | Exists today and widely deployed |
| Examples | A truly self-aware general-purpose AI (still theoretical) | Chess engines, Siri/Alexa, spam filters, recommendation systems, self-driving cars |
Summary: Weak AI performs specific tasks by simulating intelligence and is what all current systems are, whereas Strong AI refers to a hypothetical machine with human-level general intelligence and actual cognitive understanding.
What is the Turing test? Explain its significance.
Turing Test
The Turing Test, proposed by Alan Turing (1950) in his paper “Computing Machinery and Intelligence”, is an operational test to decide whether a machine can be considered intelligent.
Setup (the Imitation Game): A human interrogator communicates via text (to hide voice/appearance) with two unseen participants – one human and one machine. The interrogator asks questions and tries to identify which is which. If the machine can converse so convincingly that the interrogator cannot reliably distinguish it from the human, the machine is said to have passed the Turing Test and to exhibit intelligent behaviour.
Significance
- Provides an objective, behaviour-based definition of machine intelligence, avoiding the philosophical debate about what “thinking” means.
- Sets a benchmark goal for AI in natural language processing, knowledge representation, automated reasoning and learning – the capabilities a machine needs to pass it.
- Inspired research directions and variants such as the Total Turing Test (adding vision and robotics).
Limitation: Passing the test shows the appearance of intelligence, not genuine understanding (cf. Searle’s Chinese Room argument).
Define a rational agent. List the properties of a task environment.
Rational Agent
A rational agent is an agent that, for each possible percept sequence, selects an action that is expected to maximize its performance measure, given the evidence provided by the percept sequence and any built-in knowledge it has. In short, a rational agent does the right thing — the action expected to yield the best outcome.
Its rationality depends on four things: the performance measure, the agent’s prior knowledge of the environment, the actions available, and the percept sequence to date (the PEAS view).
Properties (Dimensions) of a Task Environment
- Fully observable vs. Partially observable – whether sensors give access to the complete state.
- Deterministic vs. Stochastic – whether the next state is fully determined by the current state and action.
- Episodic vs. Sequential – whether each action is independent or affects future decisions.
- Static vs. Dynamic – whether the environment can change while the agent deliberates.
- Discrete vs. Continuous – whether states/percepts/actions are finite-discrete or continuous.
- Single-agent vs. Multi-agent – whether one or several agents act in the environment.
- Known vs. Unknown – whether the rules/outcomes of the environment are known to the agent.
Differentiate between informed and uninformed search.
Informed vs Uninformed Search
| Basis | Uninformed (Blind) Search | Informed (Heuristic) Search |
|---|---|---|
| Domain knowledge | Uses no information beyond the problem definition | Uses problem-specific knowledge via a heuristic function |
| Guidance | Explores blindly/systematically | Guided toward the goal by the heuristic estimate |
| Efficiency | Generally slower; may expand many nodes | Generally faster; expands fewer nodes |
| Cost / completeness | Can be complete but expensive (e.g., BFS) | More efficient, often finds the goal sooner |
| Evaluation function | None | based on (e.g., in A*) |
| Examples | BFS, DFS, Uniform-Cost, Iterative Deepening | Greedy Best-First, A*, Hill Climbing |
Summary: Uninformed search has no clue about goal distance and searches systematically, whereas informed search uses a heuristic to estimate which paths are most promising, making it usually faster and more memory-efficient.
Explain the hill-climbing search algorithm and its problems.
Hill-Climbing Search
Hill Climbing is a local search / optimization technique. It starts from an arbitrary state and iteratively moves to the neighbouring state with the best (highest) value of an objective/heuristic function, stopping when no neighbour is better. It keeps only the current state (no search tree), so it uses very little memory.
HillClimbing(problem):
current = initial_state
loop:
neighbor = highest-valued successor of current
if value(neighbor) <= value(current):
return current // local peak reached
current = neighbor
It is like “climbing a hill in fog” — always stepping upward toward higher value.
Problems of Hill Climbing
- Local Maximum – a peak lower than the global maximum; all neighbours are worse, so the search stops without reaching the best solution.
- Plateau (flat region) – a flat area where neighbouring states have equal value, giving no direction to move and causing the search to wander or halt.
- Ridge – a sequence of local maxima that is hard to navigate because moves are restricted to single directions, so progress along the ridge is slow or stalls.
Remedies: random-restart hill climbing, simulated annealing, and stochastic/first-choice variants help escape these traps.
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