Question: A * program ? * Your assignment is to implement A * on the 4 4 Pyraminx. Please refer to the following guidelines in order

A* program ?*
Your assignment is to implement A* on the 44 Pyraminx. Please refer to the following guidelines in order to get an A on this assignment:
You must be able to generate "randomized" instances of the Pyraminx;
You must be using a valid admissible heuristic;
Your code must run;
You must run the code on many instances, and graph the outcomes as described below;
You must provide a high-level description of your code, with comments, and
You must describe what you learned from this exercise.
In particular, for each instance, and for the randomizing parameter k from 3 to at most 20, for each k generate 5k-randomized puzzles and solve them,
using A*.(A k-randomized puzzle is one that has had k randomly generated moves applied to it.) Note that we will look at your code, so backtracking
along the generation path will not be be accepted. Also note that you are likely to run out of memory for some instances. At that point, you have
enough instances. You might not be able to solve for k=12.
You may find it helpful to choose to use only clockwise moves to randomize, and only counterclockwise to solve.
Will rate highly upon successful completion!
A * program ? * Your assignment is to implement A

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