159. OCR A Level (H446) SLR26 – 2.3 A star pathfinding revisited

159. OCR A Level (H446) SLR26 – 2.3 A star pathfinding revisited

11th Grade

15 Qs

quiz-placeholder

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159. OCR A Level (H446) SLR26 – 2.3 A star pathfinding revisited

159. OCR A Level (H446) SLR26 – 2.3 A star pathfinding revisited

Assessment

Quiz

Computers

11th Grade

Medium

Created by

James Cole

Used 1+ times

FREE Resource

15 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a common misconception about the A* pathfinding algorithm?

It requires manual input to continue after finding the goal vertex

It stops as soon as the goal vertex is found

It only works with negative edge weights

It cannot find the most optimal route

Answer explanation

The common misconception about the A* pathfinding algorithm is that it stops as soon as the goal vertex is found, which is incorrect.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What must happen for a vertex to be considered 'visited' in the A* pathfinding algorithm?

It must be the starting vertex

All connected vertices must be visited first

All its connected unvisited vertices must be considered

It must be the goal vertex

Answer explanation

In the A* pathfinding algorithm, a vertex is considered 'visited' when all its connected unvisited vertices are considered for exploration.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How are the F values of vertices calculated in the A* pathfinding algorithm?

G value + Heuristic

G value - Heuristic

Heuristic / G value

G value * Heuristic

Answer explanation

The F values of vertices in the A* pathfinding algorithm are calculated by adding the G value (cost to reach the current vertex) and the Heuristic value (estimated cost from the current vertex to the goal).

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What indicates that the A* pathfinding algorithm has found the most optimal route?

When the F value of the goal vertex is zero

When the algorithm runs out of vertices to visit

When the goal vertex is marked as visited

When all vertices have been visited

Answer explanation

The A* pathfinding algorithm has found the most optimal route when the goal vertex is marked as visited.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the purpose of using heuristics in the A* pathfinding algorithm?

To randomly select the next vertex to visit

To decrease the accuracy of the path found

To increase the computation time

To estimate the distance to the goal

Answer explanation

Heuristics are used in the A* pathfinding algorithm to estimate the distance to the goal, helping guide the search towards the most promising paths.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does the A* algorithm differ from Dijkstra's algorithm?

A* cannot handle negative edge weights

Dijkstra's algorithm is faster than A*

A* uses heuristics to be more efficient

Dijkstra's algorithm does not find the shortest path

Answer explanation

A* uses heuristics to be more efficient

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Under what circumstances does the A* pathfinding algorithm terminate?

When it finds the shortest path to the goal

When the goal vertex is marked as visited

When all vertices have been visited

When the algorithm runs out of memory

Answer explanation

The A* pathfinding algorithm terminates when the goal vertex is marked as visited, indicating that the shortest path to the goal has been found.

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