Given references to the following pages by a program, 4, 2, 3, 9, 3, 2, 5, 4, 6, 3, 5, 4, 9, 3, 6, 9, 4, 6, 3, 1, 6, 1, 2, 1. Question: Determine the number of page faults if the program has 4 frames available to it and uses:
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- Hi! I get this error message with this code. Can you help me? # Write your solution here def who_won(game_board): # Initialize counters for each player's encircled area player1_area = 0 player2_area = 0 # Iterate through each square in the game board for i in range(len(game_board)): for j in range(len(game_board[i])): # Check if the square is encircled by player 1's game pieces if game_board[i][j] == 1: # Check if all four surrounding squares are also player 1's game pieces if (i > 0 and game_board[i-1][j] == 1) and (i < len(game_board)-1 and game_board[i+1][j] == 1) and (j > 0 and game_board[i][j-1] == 1) and (j < len(game_board[i])-1 and game_board[i][j+1] == 1): player1_area += 1 # Check if the square is encircled by player 2's game pieces elif game_board[i][j] == 2: # Check if all four surrounding squares are also player…calculate number of operations in this algorithm void my_dgemv(int n, double* A, double* x, double* y) { double alpha=1.0, beta=1.0; int lda=n, incx=1, incy=1; cblas_dgemv(CblasRowMajor, CblasNoTrans, n, n, alpha, A, lda, x, incx, beta, y, incy); }Artificial Intelligence - Local Search Starting from a randomly generated state of the 15-puzzle game (https://en.wikipedia.org/wiki/15_puzzle), steepest-ascent hill-climbing (the vanilla version of hill-climbing search) gets stuck 76% of the time, i.e., solving only 24% of problem instances. But it works very quickly, i.e., it takes just 6 steps on average when it succeeds and 5 steps when it gets stuck. In contrast, if sideways moves are allowed, this raises the percentage of problem instances solved by hill-climbing from 24% to 81%, with the success at a cost: the algorithm averages roughly 7 steps for each successful instance and 32 steps for each failure. Now suppose that we are implementing random-restart hill climbing (i.e., if a search fails, it keeps to try, and try, until it gets a success) by the following two versions: one uses vanilla steepest-ascent hill climbing, and the other one uses hill climbing with sideways moves. Can you please tell which version of…
- Write your own solution Given the list A = { 13, 27, 37, 59, 73, 98, 125, 178, 194, 214, 235, 263, 271, 342, 365, 380, 401, 433, 460, 477 } i) Draw the steps to search 200 using jump search with best jump value ii) Draw the steps to search 200 using interpolation searchA2 Algorithm - Newton’s Method Input x0, xTol iters = 1 dx = -f(x0)/fDeriv(x0) (* fcns f and fDeriv *) root = x0 + dx While (Abs(dx) > xTol) dx = -f(root)/fDeriv(root) root = root + dx iters = iters + 1 End of while Return root, iters Exercise 2. Use the Newton Raphson method to estimate the root of f (x) = e − x −1, employing an initial guess of x = 0. The tolerance is = 10−8 .T=4, n=12 and A=(3,5,8,8,9,16,29,41,50,63,64,67). Draw the corresponding walkthrough as shown in P.146.
- Correct answer will upvoted else downvoted. playing a game on a round board with n (2≤n≤106) cells. The cells are numbered from 1 to n so that for every I (1≤i≤n−1) cell I is contiguous cell i+1 and cell 1 is nearby cell n. At first, every cell is unfilled. Omkar and Akmar alternate setting either An or a B on the board, with Akmar going first. The letter should be set on a vacant cell. What's more, the letter can't be put nearby a cell containing a similar letter. A player loses when it is their move and there are not any more substantial moves. Output the number of conceivable particular games where the two players play ideally modulo 109+7. Note that we just consider games where some player has lost and there are not any more substantial moves. Two games are considered unmistakable if the number of turns is unique or for some turn, the letter or cell number that the letter is put on were unique. A move is considered ideal if the move amplifies the player's shot at…Correct answer will be upvoted else Multiple Downvoted. Computer science. Gildong has a square board comprising of n lines and n sections of square cells, each comprising of a solitary digit (from 0 to 9). The cell at the j-th section of the I-th line can be addressed as (i,j), and the length of the side of every cell is 1. Gildong prefers enormous things, so for every digit d, he needs to find a triangle with the end goal that: Every vertex of the triangle is in the focal point of a cell. The digit of each vertex of the triangle is d. Somewhere around one side of the triangle is corresponding to one of the sides of the board. You might expect that a side of length 0 is corresponding to the two sides of the board. The space of the triangle is boosted. Obviously, he can't simply be content with tracking down these triangles with no guarantees. Along these lines, for every digit d, he will change the digit of precisely one cell of the board to d, then, at that point, track…A robot can move horizontally or vertically to any square in the same row or in the same column of a board. Find the number of the shortest paths by which a robot can move from one corner of a board to the diagonally opposite corner. The length of a path is measured by the number of squares it passes through, including the first and the least squares. Write the recurrence relation if you solve the problem by a dynamic programming algorithm.
- Solve the following unsorted list: 9,36,4,69,24,16,91,2,45,13,7 Selection SortA triomino is an L-shaped tile formed by 1-by-1 adjacent squares. Given an 2^n × 2^n board (n ≥ 1) with one missing square, it is always possible to cover the board by triominos without overlapping tiles (you may assume this fact, or consider your solution to this question as a constructive proof) Given an 2^n×2^n board with one missing square, design a divide-and-conquer algorithm to determine how to cover the board with triominos.Computer Science There is an n × n grid of squares. Each square is either special, or has a positive integer costassigned to it. No square on the border of the grid is special.A set of squares S is said to be good if it does not contain any special squares and, starting fromany special square, you cannot reach a square on the border of the grid by performing up, down,left and right moves without entering a cell belonging to S. 5 3 4 9 4 X 3 6 1 9 X 4 1 2 3 5 - Design an algorithm which receives an arbitrary n × n grid, runs in time poly-nomial in n and determines a good set of squares with minimum total cost.