Artificial Intelligence Applications in Engineering (MUH-920), week 2 of 14: interactive lab
Prof. Dr. Utku Kose, Süleyman Demirel University
Part A is a grid on which walls and slow terrain are painted with the pointer. Breadth-first search, uniform-cost search, greedy best-first search, A and weighted A run on the same map, animated step by step, and report path cost and expanded cells [1, 2]. Part B plans a route across a synthetic valley in which each move costs distance plus a slope penalty, and moves steeper than a grade limit are forbidden, as in haul-road and pipeline design.
Green is the start, red the goal. Light blue cells were expanded; the orange line is the returned path. Breadth-first search ignores the cost of slow terrain.
Darker cells are higher. The route starts on the left and ends on the right. Raise the slope penalty to see the route follow contour lines; lower the grade limit to see which slopes become impassable.
Six questions with instant feedback. Rate your confidence before checking each answer.
Answers are saved in this browser only. The export creates a Markdown learning log for your portfolio.
After the export, continue with the discipline challenge and the weekly task in the week overview.
[1] Dijkstra, E. W. (1959). A note on two problems in connexion with graphs. Numerische Mathematik, 1, 269-271. https://doi.org/10.1007/BF01386390
[2] Hart, P. E., Nilsson, N. J., & Raphael, B. (1968). A formal basis for the heuristic determination of minimum cost paths. IEEE Transactions on Systems Science and Cybernetics, 4(2), 100-107. https://doi.org/10.1109/TSSC.1968.300136