Lecture
 20110225
Solving problems by searching (to general tree search algorithms (excluding))
 20110304
Solving problems by searching
 20110311
Beyond classical search (to search in continuous space (inclusive))
 20100318
Beyond classical search (to searching with partial observation)
 20100325
Beyond classical search (from searching with partial observation to the end)
 20100401
Adversarial search (minimax, minimax for more than 2 players, alphabeta pruning)
 20100408
Constraint satisfaction problems (to forward checking (inclusive))
 20100415
Constraint satisfaction problems (from forward checking (exclusive) to the end)
 20100415
Constraint satisfaction problems (from forward checking (exclusive) to the end)
 20100506
Learning from examples
Tutorials
 20110222
Deep and breadth first search
 20110301
Hill climbing
 20100308
Best first search
 20100315
Simulated annealing
 20100322
Genetic algorithm
 20100329
Backtracking
 20100405
Minimax
 20100412
No new project. Discussion about given projects.
 20100419
No new project. Discussion about minconflicts algorithm.
 20100510
Decision tree and Monte Carlo method.
Project  Points  Required  Deadline 
Deep and breadth first search  1  YES  20110315 
Hill climbing  1    20110315 
Best First Search  1  YES  20110322 
Simulated annealing  1    20110329 
Genetic algorithm  1    20110405 
Backtracking  1  YES  20110412 
Minimax  1  YES  20110419 
No new project       
No new project       
Decision tree (and Monte Carlo instead of BFS)  1  DT  NO and MC  YES  20110524 
Bibliography
 S. Russell, P. Norvig, ,,Artificial Intelligence. A modern Approach.'', Third Edition, Pearson (Prentice Hall), 2010.
 U. Schoning, Logic for Computer Scientists, Reprint of the 1989 Edition, Birkhauser, Boston, 2008.
 Lecture notes (polish)
Additional materials
Examples (programs)
 Breadth and deep first search
 Best First Search
 Minimax
 Steepest descent
Test files
Graphs
File format
line 1: n  number of nodes
line 2: number_of_neighbours_of_node_1 neighbour_1_of_node_1 neighbour_2_of_node_1 ...
line 3: number_of_neighbours_of_node_2 neighbour_1_of_node_2 neighbour_2_of_node_2 ...
...
line n+1: number_of_neighbours_of_node_n neighbour_1_of_node_n neighbour_2_of_node_n ...
Graphs in euclidean space
File format
line 1: n  number of nodes
line 2: x and y coordinate of node 1
line 3: x and y coordinate of node 2
...
line n+1: x and y coordinate of node n
line n+1+1: number_of_neighbours_of_node_1 neighbour_1_of_node_1 neighbour_2_of_node_1 ...
line n+1+2: number_of_neighbours_of_node_2 neighbour_1_of_node_2 neighbour_2_of_node_2 ...
...
line n+1+n: number_of_neighbours_of_node_n neighbour_1_of_node_n neighbour_2_of_node_n ...
Labyrinths
File format
line 1: w  width
line 2: h  height
line 2+1: numbers of elements of labyrinth: first number defines element from the row 1 and column 1, second from row 1 and colun 2, etc.
...
line 2+h: numbers of elements of labyrinth: first number defines element from the row h and column 1, second from row h and colun 2, etc.
Others
Elements of labyrinths (number of top left element is 0, top right element is 3, bottom left is 12 and bottom right is 15)
Example of game board
with costs of fields
Symbol 
Name 
Cost 

Main road 
0.25 

Secondary road 
0.5 

Field track 
1 

Mountain 
4 

Forest 
+1 

Citi 
1 

Lowland 
1 

Lower mountain 
3 

River 
Crossing not allowed (except roads) 

Hill 
2 