Latest commit

History

3 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

EightPuzzlewithAI

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

This was one of the projects from Artificial Intelligence Class "CS363" at Queens College, CUNY(Spring, 2016). what

Following are the guidelines which was provided by the professor:

Artificial Intelligence Programming Assignment # 1 Heuristic Search Due before class, Friday, Feb. 19, 2016 Introduction On page 103 of your textbook, you will find a diagram of the 8-puzzle. Your work for this assignment is to implement several search techniques to find the shortest path between the start state and the goal state.

Programming Assignment

Here is the goal state and four start states for the 8-puzzle.

Goal: Easy: Medium: Hard: Worst:

1 2 3 1 3 4 2 8 1 2 8 1 5 6 7

8 4 8 6 2 4 3 4 6 3 4 8

7 6 5 7 5 7 6 5 7 5 3 2 1

Implement the following search algorithms and test them on the start states and goal state shown above. All algorithms except IDA* will need to be able to detect duplicate states and eliminate them from the remainder of the search.

  • 1. A* search using the heuristic function f*(n) = g(n) + h*(n), where h*(n) is the number of tiles out of place (not counting the blank).
  • 2. A* search using the Manhattan heuristic function.
  • 3. Iterative deepening A* with the Manhattan heuristic function.
  • 4. Depth-first Branch and Bound with the Manhattan heuristic function.

When defining the successor function, it is helpful to define the actions in terms of the empty tile, that is, the four actions are moving the empty tile right, down, left, and up. Consider the actions in this order in your implementation.

If your algorithms take too long or too much memory to find any solution, your implementation may be inefficient. Consider optimizing it. If you still can’t find solutions within a reasonable amount of time, enforce a time limit, say 30 minutes, on your algorithm and specify it in your report.

Problem Analysis:

For all the algorithms, include in your report a table the number of nodes expanded, the total time required to solve the puzzle, and the sequence of moves in the optimal solution. For Depth-first Branch and Bound, also record the time the optimal solution is found (typically not the same as the finish time).

Besides, answer the following questions:
  • 1. What is the number of possible states of the board?
  • 2. What is the average number of possible moves from a given position of the board?
  • 3. Estimate how many moves might be required for an optimal (minimum number of moves) solution to a “worst-case” problem (maximum distance between starting and goal states). Explain how you made your estimate (Note this is an open-ended question; any logical answer may suffice).
  • 4. Assuming the answer to question #2 is the “average branching factor” and a depth as in the answer to question #3, estimate the number of nodes that would have to be examined to find an answer by the brute force breadth-first search.
  • 5. Assuming that your computer can examine one move per millisecond, would such a blind-search solution to the problem terminate before the end of the semester?
  • 6. The “worst” example problem given above is actually one of the easiest for humans to solve. Why do you think that is the case? What lessons for AI programs are suggested by this difference between human performance and performance of your search program?
  • 7. Compare A*, DFBnB, and IDA* and discuss their advantages and disadvantages.

Deliverables:

Send a single .zip file named LastName.FirstInitial.HW# containing the following to the instructor:

  • 1) Well commented code;
  • 2) A readme file explaining how to compile and run your code;
  • 3) A written report explaining your experimental results and analysis.

Also submit the report in hardcopy before the class. Academic honesty: Please do your own work; do not give or receive any assistance in implementing the algorithms.

About

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Latest commit

History

3 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

EightPuzzlewithAI

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

This was one of the projects from Artificial Intelligence Class "CS363" at Queens College, CUNY(Spring, 2016). what

Following are the guidelines which was provided by the professor:

Artificial Intelligence Programming Assignment # 1 Heuristic Search Due before class, Friday, Feb. 19, 2016 Introduction On page 103 of your textbook, you will find a diagram of the 8-puzzle. Your work for this assignment is to implement several search techniques to find the shortest path between the start state and the goal state.

Programming Assignment

Here is the goal state and four start states for the 8-puzzle.

Goal: Easy: Medium: Hard: Worst:

1 2 3 1 3 4 2 8 1 2 8 1 5 6 7

8 4 8 6 2 4 3 4 6 3 4 8

7 6 5 7 5 7 6 5 7 5 3 2 1

Implement the following search algorithms and test them on the start states and goal state shown above. All algorithms except IDA* will need to be able to detect duplicate states and eliminate them from the remainder of the search.

  • 1. A* search using the heuristic function f*(n) = g(n) + h*(n), where h*(n) is the number of tiles out of place (not counting the blank).
  • 2. A* search using the Manhattan heuristic function.
  • 3. Iterative deepening A* with the Manhattan heuristic function.
  • 4. Depth-first Branch and Bound with the Manhattan heuristic function.

When defining the successor function, it is helpful to define the actions in terms of the empty tile, that is, the four actions are moving the empty tile right, down, left, and up. Consider the actions in this order in your implementation.

If your algorithms take too long or too much memory to find any solution, your implementation may be inefficient. Consider optimizing it. If you still can’t find solutions within a reasonable amount of time, enforce a time limit, say 30 minutes, on your algorithm and specify it in your report.

Problem Analysis:

For all the algorithms, include in your report a table the number of nodes expanded, the total time required to solve the puzzle, and the sequence of moves in the optimal solution. For Depth-first Branch and Bound, also record the time the optimal solution is found (typically not the same as the finish time).

Besides, answer the following questions:
  • 1. What is the number of possible states of the board?
  • 2. What is the average number of possible moves from a given position of the board?
  • 3. Estimate how many moves might be required for an optimal (minimum number of moves) solution to a “worst-case” problem (maximum distance between starting and goal states). Explain how you made your estimate (Note this is an open-ended question; any logical answer may suffice).
  • 4. Assuming the answer to question #2 is the “average branching factor” and a depth as in the answer to question #3, estimate the number of nodes that would have to be examined to find an answer by the brute force breadth-first search.
  • 5. Assuming that your computer can examine one move per millisecond, would such a blind-search solution to the problem terminate before the end of the semester?
  • 6. The “worst” example problem given above is actually one of the easiest for humans to solve. Why do you think that is the case? What lessons for AI programs are suggested by this difference between human performance and performance of your search program?
  • 7. Compare A*, DFBnB, and IDA* and discuss their advantages and disadvantages.

Deliverables:

Send a single .zip file named LastName.FirstInitial.HW# containing the following to the instructor:

  • 1) Well commented code;
  • 2) A readme file explaining how to compile and run your code;
  • 3) A written report explaining your experimental results and analysis.

Also submit the report in hardcopy before the class. Academic honesty: Please do your own work; do not give or receive any assistance in implementing the algorithms.

About

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

3 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

EightPuzzlewithAI

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

This was one of the projects from Artificial Intelligence Class "CS363" at Queens College, CUNY(Spring, 2016). what

Following are the guidelines which was provided by the professor:

Artificial Intelligence Programming Assignment # 1 Heuristic Search Due before class, Friday, Feb. 19, 2016 Introduction On page 103 of your textbook, you will find a diagram of the 8-puzzle. Your work for this assignment is to implement several search techniques to find the shortest path between the start state and the goal state.

Programming Assignment

Here is the goal state and four start states for the 8-puzzle.

Goal: Easy: Medium: Hard: Worst:

1 2 3 1 3 4 2 8 1 2 8 1 5 6 7

8 4 8 6 2 4 3 4 6 3 4 8

7 6 5 7 5 7 6 5 7 5 3 2 1

Implement the following search algorithms and test them on the start states and goal state shown above. All algorithms except IDA* will need to be able to detect duplicate states and eliminate them from the remainder of the search.

  • 1. A* search using the heuristic function f*(n) = g(n) + h*(n), where h*(n) is the number of tiles out of place (not counting the blank).
  • 2. A* search using the Manhattan heuristic function.
  • 3. Iterative deepening A* with the Manhattan heuristic function.
  • 4. Depth-first Branch and Bound with the Manhattan heuristic function.

When defining the successor function, it is helpful to define the actions in terms of the empty tile, that is, the four actions are moving the empty tile right, down, left, and up. Consider the actions in this order in your implementation.

If your algorithms take too long or too much memory to find any solution, your implementation may be inefficient. Consider optimizing it. If you still can’t find solutions within a reasonable amount of time, enforce a time limit, say 30 minutes, on your algorithm and specify it in your report.

Problem Analysis:

For all the algorithms, include in your report a table the number of nodes expanded, the total time required to solve the puzzle, and the sequence of moves in the optimal solution. For Depth-first Branch and Bound, also record the time the optimal solution is found (typically not the same as the finish time).

Besides, answer the following questions:
  • 1. What is the number of possible states of the board?
  • 2. What is the average number of possible moves from a given position of the board?
  • 3. Estimate how many moves might be required for an optimal (minimum number of moves) solution to a “worst-case” problem (maximum distance between starting and goal states). Explain how you made your estimate (Note this is an open-ended question; any logical answer may suffice).
  • 4. Assuming the answer to question #2 is the “average branching factor” and a depth as in the answer to question #3, estimate the number of nodes that would have to be examined to find an answer by the brute force breadth-first search.
  • 5. Assuming that your computer can examine one move per millisecond, would such a blind-search solution to the problem terminate before the end of the semester?
  • 6. The “worst” example problem given above is actually one of the easiest for humans to solve. Why do you think that is the case? What lessons for AI programs are suggested by this difference between human performance and performance of your search program?
  • 7. Compare A*, DFBnB, and IDA* and discuss their advantages and disadvantages.

Deliverables:

Send a single .zip file named LastName.FirstInitial.HW# containing the following to the instructor:

  • 1) Well commented code;
  • 2) A readme file explaining how to compile and run your code;
  • 3) A written report explaining your experimental results and analysis.

Also submit the report in hardcopy before the class. Academic honesty: Please do your own work; do not give or receive any assistance in implementing the algorithms.

About

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

3 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

EightPuzzlewithAI

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

This was one of the projects from Artificial Intelligence Class "CS363" at Queens College, CUNY(Spring, 2016). what

Following are the guidelines which was provided by the professor:

Artificial Intelligence Programming Assignment # 1 Heuristic Search Due before class, Friday, Feb. 19, 2016 Introduction On page 103 of your textbook, you will find a diagram of the 8-puzzle. Your work for this assignment is to implement several search techniques to find the shortest path between the start state and the goal state.

Programming Assignment

Here is the goal state and four start states for the 8-puzzle.

Goal: Easy: Medium: Hard: Worst:

1 2 3 1 3 4 2 8 1 2 8 1 5 6 7

8 4 8 6 2 4 3 4 6 3 4 8

7 6 5 7 5 7 6 5 7 5 3 2 1

Implement the following search algorithms and test them on the start states and goal state shown above. All algorithms except IDA* will need to be able to detect duplicate states and eliminate them from the remainder of the search.

  • 1. A* search using the heuristic function f*(n) = g(n) + h*(n), where h*(n) is the number of tiles out of place (not counting the blank).
  • 2. A* search using the Manhattan heuristic function.
  • 3. Iterative deepening A* with the Manhattan heuristic function.
  • 4. Depth-first Branch and Bound with the Manhattan heuristic function.

When defining the successor function, it is helpful to define the actions in terms of the empty tile, that is, the four actions are moving the empty tile right, down, left, and up. Consider the actions in this order in your implementation.

If your algorithms take too long or too much memory to find any solution, your implementation may be inefficient. Consider optimizing it. If you still can’t find solutions within a reasonable amount of time, enforce a time limit, say 30 minutes, on your algorithm and specify it in your report.

Problem Analysis:

For all the algorithms, include in your report a table the number of nodes expanded, the total time required to solve the puzzle, and the sequence of moves in the optimal solution. For Depth-first Branch and Bound, also record the time the optimal solution is found (typically not the same as the finish time).

Besides, answer the following questions:
  • 1. What is the number of possible states of the board?
  • 2. What is the average number of possible moves from a given position of the board?
  • 3. Estimate how many moves might be required for an optimal (minimum number of moves) solution to a “worst-case” problem (maximum distance between starting and goal states). Explain how you made your estimate (Note this is an open-ended question; any logical answer may suffice).
  • 4. Assuming the answer to question #2 is the “average branching factor” and a depth as in the answer to question #3, estimate the number of nodes that would have to be examined to find an answer by the brute force breadth-first search.
  • 5. Assuming that your computer can examine one move per millisecond, would such a blind-search solution to the problem terminate before the end of the semester?
  • 6. The “worst” example problem given above is actually one of the easiest for humans to solve. Why do you think that is the case? What lessons for AI programs are suggested by this difference between human performance and performance of your search program?
  • 7. Compare A*, DFBnB, and IDA* and discuss their advantages and disadvantages.

Deliverables:

Send a single .zip file named LastName.FirstInitial.HW# containing the following to the instructor:

  • 1) Well commented code;
  • 2) A readme file explaining how to compile and run your code;
  • 3) A written report explaining your experimental results and analysis.

Also submit the report in hardcopy before the class. Academic honesty: Please do your own work; do not give or receive any assistance in implementing the algorithms.

About

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Latest commit

History

3 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

EightPuzzlewithAI

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

This was one of the projects from Artificial Intelligence Class "CS363" at Queens College, CUNY(Spring, 2016). what

Following are the guidelines which was provided by the professor:

Artificial Intelligence Programming Assignment # 1 Heuristic Search Due before class, Friday, Feb. 19, 2016 Introduction On page 103 of your textbook, you will find a diagram of the 8-puzzle. Your work for this assignment is to implement several search techniques to find the shortest path between the start state and the goal state.

Programming Assignment

Here is the goal state and four start states for the 8-puzzle.

Goal: Easy: Medium: Hard: Worst:

1 2 3 1 3 4 2 8 1 2 8 1 5 6 7

8 4 8 6 2 4 3 4 6 3 4 8

7 6 5 7 5 7 6 5 7 5 3 2 1

Implement the following search algorithms and test them on the start states and goal state shown above. All algorithms except IDA* will need to be able to detect duplicate states and eliminate them from the remainder of the search.

  • 1. A* search using the heuristic function f*(n) = g(n) + h*(n), where h*(n) is the number of tiles out of place (not counting the blank).
  • 2. A* search using the Manhattan heuristic function.
  • 3. Iterative deepening A* with the Manhattan heuristic function.
  • 4. Depth-first Branch and Bound with the Manhattan heuristic function.

When defining the successor function, it is helpful to define the actions in terms of the empty tile, that is, the four actions are moving the empty tile right, down, left, and up. Consider the actions in this order in your implementation.

If your algorithms take too long or too much memory to find any solution, your implementation may be inefficient. Consider optimizing it. If you still can’t find solutions within a reasonable amount of time, enforce a time limit, say 30 minutes, on your algorithm and specify it in your report.

Problem Analysis:

For all the algorithms, include in your report a table the number of nodes expanded, the total time required to solve the puzzle, and the sequence of moves in the optimal solution. For Depth-first Branch and Bound, also record the time the optimal solution is found (typically not the same as the finish time).

Besides, answer the following questions:
  • 1. What is the number of possible states of the board?
  • 2. What is the average number of possible moves from a given position of the board?
  • 3. Estimate how many moves might be required for an optimal (minimum number of moves) solution to a “worst-case” problem (maximum distance between starting and goal states). Explain how you made your estimate (Note this is an open-ended question; any logical answer may suffice).
  • 4. Assuming the answer to question #2 is the “average branching factor” and a depth as in the answer to question #3, estimate the number of nodes that would have to be examined to find an answer by the brute force breadth-first search.
  • 5. Assuming that your computer can examine one move per millisecond, would such a blind-search solution to the problem terminate before the end of the semester?
  • 6. The “worst” example problem given above is actually one of the easiest for humans to solve. Why do you think that is the case? What lessons for AI programs are suggested by this difference between human performance and performance of your search program?
  • 7. Compare A*, DFBnB, and IDA* and discuss their advantages and disadvantages.

Deliverables:

Send a single .zip file named LastName.FirstInitial.HW# containing the following to the instructor:

  • 1) Well commented code;
  • 2) A readme file explaining how to compile and run your code;
  • 3) A written report explaining your experimental results and analysis.

Also submit the report in hardcopy before the class. Academic honesty: Please do your own work; do not give or receive any assistance in implementing the algorithms.

About

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

3 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

EightPuzzlewithAI

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

This was one of the projects from Artificial Intelligence Class "CS363" at Queens College, CUNY(Spring, 2016). what

Following are the guidelines which was provided by the professor:

Artificial Intelligence Programming Assignment # 1 Heuristic Search Due before class, Friday, Feb. 19, 2016 Introduction On page 103 of your textbook, you will find a diagram of the 8-puzzle. Your work for this assignment is to implement several search techniques to find the shortest path between the start state and the goal state.

Programming Assignment

Here is the goal state and four start states for the 8-puzzle.

Goal: Easy: Medium: Hard: Worst:

1 2 3 1 3 4 2 8 1 2 8 1 5 6 7

8 4 8 6 2 4 3 4 6 3 4 8

7 6 5 7 5 7 6 5 7 5 3 2 1

Implement the following search algorithms and test them on the start states and goal state shown above. All algorithms except IDA* will need to be able to detect duplicate states and eliminate them from the remainder of the search.

  • 1. A* search using the heuristic function f*(n) = g(n) + h*(n), where h*(n) is the number of tiles out of place (not counting the blank).
  • 2. A* search using the Manhattan heuristic function.
  • 3. Iterative deepening A* with the Manhattan heuristic function.
  • 4. Depth-first Branch and Bound with the Manhattan heuristic function.

When defining the successor function, it is helpful to define the actions in terms of the empty tile, that is, the four actions are moving the empty tile right, down, left, and up. Consider the actions in this order in your implementation.

If your algorithms take too long or too much memory to find any solution, your implementation may be inefficient. Consider optimizing it. If you still can’t find solutions within a reasonable amount of time, enforce a time limit, say 30 minutes, on your algorithm and specify it in your report.

Problem Analysis:

For all the algorithms, include in your report a table the number of nodes expanded, the total time required to solve the puzzle, and the sequence of moves in the optimal solution. For Depth-first Branch and Bound, also record the time the optimal solution is found (typically not the same as the finish time).

Besides, answer the following questions:
  • 1. What is the number of possible states of the board?
  • 2. What is the average number of possible moves from a given position of the board?
  • 3. Estimate how many moves might be required for an optimal (minimum number of moves) solution to a “worst-case” problem (maximum distance between starting and goal states). Explain how you made your estimate (Note this is an open-ended question; any logical answer may suffice).
  • 4. Assuming the answer to question #2 is the “average branching factor” and a depth as in the answer to question #3, estimate the number of nodes that would have to be examined to find an answer by the brute force breadth-first search.
  • 5. Assuming that your computer can examine one move per millisecond, would such a blind-search solution to the problem terminate before the end of the semester?
  • 6. The “worst” example problem given above is actually one of the easiest for humans to solve. Why do you think that is the case? What lessons for AI programs are suggested by this difference between human performance and performance of your search program?
  • 7. Compare A*, DFBnB, and IDA* and discuss their advantages and disadvantages.

Deliverables:

Send a single .zip file named LastName.FirstInitial.HW# containing the following to the instructor:

  • 1) Well commented code;
  • 2) A readme file explaining how to compile and run your code;
  • 3) A written report explaining your experimental results and analysis.

Also submit the report in hardcopy before the class. Academic honesty: Please do your own work; do not give or receive any assistance in implementing the algorithms.

About

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

3 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

EightPuzzlewithAI

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

This was one of the projects from Artificial Intelligence Class "CS363" at Queens College, CUNY(Spring, 2016). what

Following are the guidelines which was provided by the professor:

Artificial Intelligence Programming Assignment # 1 Heuristic Search Due before class, Friday, Feb. 19, 2016 Introduction On page 103 of your textbook, you will find a diagram of the 8-puzzle. Your work for this assignment is to implement several search techniques to find the shortest path between the start state and the goal state.

Programming Assignment

Here is the goal state and four start states for the 8-puzzle.

Goal: Easy: Medium: Hard: Worst:

1 2 3 1 3 4 2 8 1 2 8 1 5 6 7

8 4 8 6 2 4 3 4 6 3 4 8

7 6 5 7 5 7 6 5 7 5 3 2 1

Implement the following search algorithms and test them on the start states and goal state shown above. All algorithms except IDA* will need to be able to detect duplicate states and eliminate them from the remainder of the search.

  • 1. A* search using the heuristic function f*(n) = g(n) + h*(n), where h*(n) is the number of tiles out of place (not counting the blank).
  • 2. A* search using the Manhattan heuristic function.
  • 3. Iterative deepening A* with the Manhattan heuristic function.
  • 4. Depth-first Branch and Bound with the Manhattan heuristic function.

When defining the successor function, it is helpful to define the actions in terms of the empty tile, that is, the four actions are moving the empty tile right, down, left, and up. Consider the actions in this order in your implementation.

If your algorithms take too long or too much memory to find any solution, your implementation may be inefficient. Consider optimizing it. If you still can’t find solutions within a reasonable amount of time, enforce a time limit, say 30 minutes, on your algorithm and specify it in your report.

Problem Analysis:

For all the algorithms, include in your report a table the number of nodes expanded, the total time required to solve the puzzle, and the sequence of moves in the optimal solution. For Depth-first Branch and Bound, also record the time the optimal solution is found (typically not the same as the finish time).

Besides, answer the following questions:
  • 1. What is the number of possible states of the board?
  • 2. What is the average number of possible moves from a given position of the board?
  • 3. Estimate how many moves might be required for an optimal (minimum number of moves) solution to a “worst-case” problem (maximum distance between starting and goal states). Explain how you made your estimate (Note this is an open-ended question; any logical answer may suffice).
  • 4. Assuming the answer to question #2 is the “average branching factor” and a depth as in the answer to question #3, estimate the number of nodes that would have to be examined to find an answer by the brute force breadth-first search.
  • 5. Assuming that your computer can examine one move per millisecond, would such a blind-search solution to the problem terminate before the end of the semester?
  • 6. The “worst” example problem given above is actually one of the easiest for humans to solve. Why do you think that is the case? What lessons for AI programs are suggested by this difference between human performance and performance of your search program?
  • 7. Compare A*, DFBnB, and IDA* and discuss their advantages and disadvantages.

Deliverables:

Send a single .zip file named LastName.FirstInitial.HW# containing the following to the instructor:

  • 1) Well commented code;
  • 2) A readme file explaining how to compile and run your code;
  • 3) A written report explaining your experimental results and analysis.

Also submit the report in hardcopy before the class. Academic honesty: Please do your own work; do not give or receive any assistance in implementing the algorithms.

About

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Latest commit

History

3 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

EightPuzzlewithAI

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

This was one of the projects from Artificial Intelligence Class "CS363" at Queens College, CUNY(Spring, 2016). what

Following are the guidelines which was provided by the professor:

Artificial Intelligence Programming Assignment # 1 Heuristic Search Due before class, Friday, Feb. 19, 2016 Introduction On page 103 of your textbook, you will find a diagram of the 8-puzzle. Your work for this assignment is to implement several search techniques to find the shortest path between the start state and the goal state.

Programming Assignment

Here is the goal state and four start states for the 8-puzzle.

Goal: Easy: Medium: Hard: Worst:

1 2 3 1 3 4 2 8 1 2 8 1 5 6 7

8 4 8 6 2 4 3 4 6 3 4 8

7 6 5 7 5 7 6 5 7 5 3 2 1

Implement the following search algorithms and test them on the start states and goal state shown above. All algorithms except IDA* will need to be able to detect duplicate states and eliminate them from the remainder of the search.

  • 1. A* search using the heuristic function f*(n) = g(n) + h*(n), where h*(n) is the number of tiles out of place (not counting the blank).
  • 2. A* search using the Manhattan heuristic function.
  • 3. Iterative deepening A* with the Manhattan heuristic function.
  • 4. Depth-first Branch and Bound with the Manhattan heuristic function.

When defining the successor function, it is helpful to define the actions in terms of the empty tile, that is, the four actions are moving the empty tile right, down, left, and up. Consider the actions in this order in your implementation.

If your algorithms take too long or too much memory to find any solution, your implementation may be inefficient. Consider optimizing it. If you still can’t find solutions within a reasonable amount of time, enforce a time limit, say 30 minutes, on your algorithm and specify it in your report.

Problem Analysis:

For all the algorithms, include in your report a table the number of nodes expanded, the total time required to solve the puzzle, and the sequence of moves in the optimal solution. For Depth-first Branch and Bound, also record the time the optimal solution is found (typically not the same as the finish time).

Besides, answer the following questions:
  • 1. What is the number of possible states of the board?
  • 2. What is the average number of possible moves from a given position of the board?
  • 3. Estimate how many moves might be required for an optimal (minimum number of moves) solution to a “worst-case” problem (maximum distance between starting and goal states). Explain how you made your estimate (Note this is an open-ended question; any logical answer may suffice).
  • 4. Assuming the answer to question #2 is the “average branching factor” and a depth as in the answer to question #3, estimate the number of nodes that would have to be examined to find an answer by the brute force breadth-first search.
  • 5. Assuming that your computer can examine one move per millisecond, would such a blind-search solution to the problem terminate before the end of the semester?
  • 6. The “worst” example problem given above is actually one of the easiest for humans to solve. Why do you think that is the case? What lessons for AI programs are suggested by this difference between human performance and performance of your search program?
  • 7. Compare A*, DFBnB, and IDA* and discuss their advantages and disadvantages.

Deliverables:

Send a single .zip file named LastName.FirstInitial.HW# containing the following to the instructor:

  • 1) Well commented code;
  • 2) A readme file explaining how to compile and run your code;
  • 3) A written report explaining your experimental results and analysis.

Also submit the report in hardcopy before the class. Academic honesty: Please do your own work; do not give or receive any assistance in implementing the algorithms.

About

Artificial Intelligence Project using Java which solves the 8-Puzzle Board

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages