UIT2201: CS & the IT Revolution
Tutorial Set 11 (Spring 2008)

(D-Problems discussed on Thursday, 10-Apr-2008)
(Q-Problems due on Tuesday, 15-Apr-2008)


Practice Problems: (not graded)
(If you have difficulties with these practice problems, please see your classmates or the instructor for help.)

T11-PP1: (Eliza and other Chatterboxes)
(a) Do a web-search on "Eliza Psychiatrist" for Eliza-like programs on the web. Some are listed in this file .
(b) Then, use the same input text sequence as the one given in the lecture notes and see the difference in the responses given by the different Eliza-like programs.
(c) Then, try it out with the second set of text sequence.


Discussion Problems: -- Prepare (individually) for tutorial discussion.

T9-D1: (AI: Game Playing)
For the simple game of checkers (or draughts), discuss how you might get a computer to play it:

T9-D2: [Simple Neural networks] Prob 4 on Chapter 14 of [SG2/3].

T9-D3: (PROLOG and Knowledge-Based System)
(a) Read Ch.9.4.2 of [SG2/3] on "Logic Programming and PROLOG for Rule-based system".
(b) Practice Problem 1,2,3 of Ch.9.4.2 of [SG2/3].


T9-D4: (Rule-based System for Road Network)
Assume you are given a road network, where the set of road junctions are denoted by A, B, C, D, E, F and the connecting roads by AB, AD, BC, BD, DE, EC, EF as shown below. (In the example, roads with arrows indicate one way streets.)

              B     C 
       A O----O-----O
          \   |     ^     
           \  |     |     
            \ V     |     
             VO-----O-----O F 
              D     E
Assume that you have an automated vehicle and you want to go from a road junction A to road junction F.

Explain how you will model the above using a rule-based system so that you can find a route from any junction P to another junction Q for the automated vehicle. (Specifically, what location representation and rules would be needed to achieve this. State any assumptions made.)

T11-D5: (Pick Up Sticks -- Game Strategy)
In this 2-player game, we start with 27 sticks. The players take turns picking up sticks. On each turn, a player must pick up 1, 2, or 3 sticks. The player who picks up the last stick loses.
Devise a winning strategy for this game.


Problems to be Handed In for Grading by the Deadline:
(Note: Please submit hard copy to me. Not just soft copy via email.)

T11-Q1: (10 points) (Machine Awareness?)
Suppose a vending machine is designed to dispense various products depending on which button is pressed. Would you say that such a machine is "aware" of which button is pressed? Think of a simple test you can do to justify your position.
(Limit your answer to one paragraph (6-10 lines). Long-winded answers will receive a grade of 0.)

T11-Q2: (10 points) [Neural Networks]
Prob 5 on Chapter 14 of [SG2/3].

T11-Q3: (10 points) (eight-puzzle)
Consider the state graph for the eight-puzzle with the following starting state:

                    1 2 
                    4 5 3
                    7 8 6
(a) Draw all states that are within 3 moves of the above starting state.
(b) Give a shortest path from the starting state to the goal state.

T11-Q4: (10 points) (Rule-based system)
Spring 2007 Quiz 2, Question 4(a-e).


UIT2201: CS & IT Revolution; (Spring 2008); A/P Leong HW