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Date: Mon, 02 Dec 1996 15:59:40 GMTServer: NCSA/1.4.2Content-type: text/html <html><TITLE>CSE 473 Assignment 6</TITLE><body><H1>CSE 473 Assignment 6<br></h1> <p>Due Monday, May 13 in class.<p><H2>Reading</H2>In Chapter 7, read pages 329-347.In Chapter 8, read pages 375-394.<p><H2>Part 1: Exercises</H2>At the end of Chapter 7, do exercises 3, 5, 8, and 12.<p>At the end of Chapter 8, do exercises 1, 2, and 3.<p><H2>Part 2: Mini-project (Continued)</H2>Complete your Polyominoes/Pentominoes interactive puzzle solver.<p>Make up at least two different heuristics that can be usedto prune or guide the search.  Implement the A* algorithm usingyour heuristic(s), in such a way that the user gets tochoose among the choices:  no heuristics, heuristic number 1,heuristic number 2.<p>Make the user interface tidy and clear, but let the user feelin control to define not only the instance of the problem, but alsothe search strategy and the viewing policy (show every state,show every kth state, show only solution states, etc).	It would be a good idea to display various items of informationas the search progresses -- number of states on OPEN, on CLOSED,elapsed time, number of solutions found so far, f'(n) for thecurrent state, etc.<p>There should also be an option for the user to stop the currentsearch (and see the current state), resume the search, or cancel.<p>Use your own program to compare the heuristics you are usingagainst each other and against the blind search with no heuristics.Do your heuristics work just as well for differentvalues of N? For different shapes of boards?What are your results?  <HR><address>tanimoto@cs.washington.edu</address></html>

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