Elements of Artificial Intelligence

Lecture

  1. 2011-02-25
    Solving problems by searching (to general tree search algorithms (excluding))
  2. 2011-03-04
    Solving problems by searching
  3. 2011-03-11
    Beyond classical search (to search in continuous space (inclusive))
  4. 2010-03-18
    Beyond classical search (to searching with partial observation)
  5. 2010-03-25
    Beyond classical search (from searching with partial observation to the end)
  6. 2010-04-01
    Adversarial search (minimax, minimax for more than 2 players, alpha-beta pruning)
  7. 2010-04-08
    Constraint satisfaction problems (to forward checking (inclusive))
  8. 2010-04-15
    Constraint satisfaction problems (from forward checking (exclusive) to the end)
  9. 2010-04-15
    Constraint satisfaction problems (from forward checking (exclusive) to the end)
  10. 2010-05-06
    Learning from examples

Tutorials

  1. 2011-02-22
    Deep and breadth first search
  2. 2011-03-01
    Hill climbing
  3. 2010-03-08
    Best first search
  4. 2010-03-15
    Simulated annealing
  5. 2010-03-22
    Genetic algorithm
  6. 2010-03-29
    Backtracking
  7. 2010-04-05
    Mini-max
  8. 2010-04-12
    No new project. Discussion about given projects.
  9. 2010-04-19
    No new project. Discussion about min-conflicts algorithm.
  10. 2010-05-10
    Decision tree and Monte Carlo method.
ProjectPointsRequiredDeadline
Deep and breadth first search1YES2011-03-15
Hill climbing1---2011-03-15
Best First Search1YES2011-03-22
Simulated annealing1---2011-03-29
Genetic algorithm1---2011-04-05
Backtracking1YES2011-04-12
Mini-max1YES2011-04-19
No new project----------------
No new project----------------
Decision tree (and Monte Carlo instead of BFS)1DT - NO and MC - YES2011-05-24

Bibliography

Additional materials

Examples (programs)

  1. Breadth and deep first search
  2. Best First Search
  3. Minimax
  4. 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