To solve real life problems
To play a game against a human in the same way as a human would do
To understand the environment variables
All of the above
D. All of the above
For all
For each
For every
All of the above
Only iv.
All i., ii., iii. and iv.
ii. and iv.
None of the above
It is the way in which facts and information are stored in the storage system of the agent
When we conclude the facts and figures to reach a particular decision, that is called inference
We modify the knowledge and convert it into the format which is acceptable by the machine
All of the above.
100% accurate
Estimated values
Wrong values
None of the above
Probability
Inference
Heuristic Search
All of the above
Estimation
Likelihood
Observations
All of the above
The certainty factor is same as the probability of any event
The Certainty Factor (CF) is a numeric value that tells us about how likely an event or a statement is supposed to be true
The Certainty Factor (CF) is a numeric value that tells us about how certain we are about performing a particular task
None of the above
An agent which needs user inputs for solving any problem
An agent which can solve any problem on its own without any human intervention
An agent which needs an exemplary similar problem defined in its knowledge base prior to the actual problem
All of the above
i. and ii.
i. and iii.
ii. and iii.
iii. and iv.
Only i.
i. and iii.
ii. and iii.
All i, ii. and iii.
Top-down approach
Bottom-up approach
No specific approach
According to precedence
Thinking
Eating
Sleeping
None of the above
Only i.
i. and iii.
ii. and iii.
All i, ii. and iii.
Searching for relevant data in the surroundings
Searching into its own knowledge base for solutions
Seeking for human inputs for approaching towards the solution
None of the above
Sensors and Actuators
Wheels and steering
Arms and legs
All of the above
Half true Half False
Somewhat true but not entirely false
Agent has no information about the event
Both a. and b.
i. and ii.
i., ii. and iii.
ii. and iii.
iii. and iv.
When the agent moves from one place to another, then it is called the move of the agent
When the agent goes from one state to another, it is known as a move
Both (1) and (2)
None of the above
Knowledge Level
Logical Level
Implementation Level
Can't be determined
Uncertainty in Environment
Poor battery life of the system
Improper training time
All of the above
Constraints are a set of restrictions and regulations
While solving a CSP, the agent cannot violate any of the rules and regulations or disobey the restrictions mentioned as the constraints
It also focuses on reaching to the goal state
All of the above
i. and ii.
i. and iii.
ii. and iii.
iii. and iv.
In situations of uncertainty, probabilistic theory can help us give an estimate of how much an event is likely to occur or happen.
It helps to find the probability whether the agent should do the task or not.
It does not help at all.
None of the above.
Sky and Land
Agent and environment
Yes or No
None of the above
Simple based reflex agent
Model based reflex agent
Goal based agent
Utility based agent
Deterministic and non- Deterministic
Observable and partially-observable
Static and dynamic
All of the above
Only iv.
All i., ii., iii. and iv.
ii. and iv.
Only ii.
Perceiving data from the environment
Adapting to the environment and situations
Acting upon the Environment
Reversing the previously performed actions
Responding and providing solution to the problem
Meeting the preference of the user
Meeting the goal
All of the above
Quantifiers are numbers ranging from 0-9.
Quantifiers are the quantity defining terms which are used with the predicates.
Quantifiers quantize the term between 0 and 1.
None of the above