For conventional recursive, depth-first alpha-beta search on a finite deterministic, two-player, zero-sum, perfect-information game tree, which statements are correct? (A) The algorithm uses alpha and beta bounds to discard remaining successors when the bounds justify a cutoff. (B) The algorithm must visit every node at one depth before visiting any node at the next depth. (C) The algorithm has an inherent maximum search depth of six levels, regardless of the game tree. (D) With the same terminal utilities, or the same depth cutoff and leaf-evaluation function, it returns the same root minimax value as unpruned minimax. Choose the correct answer from the options given below:
(A) and (D) only
(A) and (D) only. Alpha-beta search uses depth-first minimax recursion and bounds to skip successors that cannot change the root minimax value. With updated bounds, a cutoff is justified when \(\alpha \geq \beta\). It has no inherent six-level limit; the terminal conditions or a chosen search-depth limit determine the search horizon. Breadth-first level-by-level traversal is not the stated algorithm.
Which of the following languages is suitable for artificial intelligence?
Match the search algorithms to the properties below. Assume finite branching, positive step costs, and admissible heuristics for the A* variants.
List I:
(A) Greedy best-first tree search without cycle checking
(B) Standard A* retaining its search frontier
(C) Recursive best-first search (RBFS)
(D) Simplified memory-bounded A* (SMA*)
List II:
(I) Uses \(O(bd)\) memory, where \(b\) is the branching factor and \(d\) is the maximum retained path depth.
(II) Can be incomplete on a finite state graph because it may repeatedly traverse a cycle.
(III) Finds an optimal solution if sufficient memory can retain an optimal path; otherwise finds the best solution reachable within the memory bound.
(IV) May require exponential time and memory in the worst case.
Choose the correct answer from the options given below.