UTS Kecerdasan Buatan
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Information Technology (IT)
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University
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40 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Algoritma pencarian A-Star menggunakan parameter berikut, kecuali:
G(n)
H(n)
F(n)
Heuristik
Iterasi
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Dalam algoritma Minimax, tujuan dari pemain yang diwakili oleh MIN adalah:
Memaksimalkan nilai
Meminimalkan risiko
Memaksimalkan hasil langkah lawan
Meminimalkan keuntungan lawan
Meminimalkan nilai
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Agen cerdas yang hanya merespons berdasarkan kondisi saat ini tanpa mempertimbangkan sejarah disebut:
Model-Based Agent
Simple Reflex Agent
Utility-Based Agent
Learning Agent
Goal-Based Agent
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Fungsi heuristik dalam pencarian A-Star bertujuan untuk:
Mengurangi waktu pencarian
Meningkatkan akurasi
Mengoptimalkan tujuan
Mengukur jarak yang sudah ditempuh
Mengestimasi jarak ke tujuan
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Teknik pruning dalam algoritma Alpha-Beta bertujuan untuk:
Menghilangkan langkah optimal
Mempercepat pencarian
Menambah pilihan langkah
Menyimpan semua node
Menghindari langkah lawan
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Dalam PEAS, "Actuators" berfungsi untuk:
Mengukur performa
Menyediakan informasi lingkungan
Mengerjakan tindakan yang dipilih
Mendeteksi sensor
Mengoptimalkan tujuan
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Algoritma A-Star bekerja dengan prinsip kombinasi antara:
Algoritma Greedy dan BFS
Fungsi biaya dan fungsi heuristik
Fungsi evaluasi dan DFS
Depth-first search dan Breadth-first search
Branch-and-bound dan pruning
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