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

Quiz
•
Computers
•
11th Grade
•
Medium

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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