Flappy Bird
Can you beat an untrained AI model? Then let the computer watch you play. Collect examples, train your model and let it practise further with rewards and penalties. Who wins when you play again?
Start with Flappy BirdSelf-learning games
Self-learning games lets students use Flappy Bird and a racing car to explore how a computer learns from examples, rewards and selection.
Two games
Can you beat an untrained AI model? Then let the computer watch you play. Collect examples, train your model and let it practise further with rewards and penalties. Who wins when you play again?
Start with Flappy BirdDrive yourself and build your own circuit with straights and bends. Combine provided tracks and your circuits in a practice series. Let the cars race: the best models form the basis for new generations. What would Darwin think?
Explore the racing carThe learning path
When do you flap? Try to beat an untrained AI model.
Let the computer watch. Train and test with one recording, three recordings and then more.
Choose a reward and a penalty. Let several birds practise at once and speed up training.
Play against the starting model, the model that learned from you and the model that practised itself.
Drive the car, build and save your own track. Combine circuits in a practice series.
Let the cars drive the same practice series. Select the best models and test their offspring on another track.
For teachers
For students aged 13 to 15. Start with one button in Flappy Bird and continue with the racing car. Students play, predict, train and compare. No coding is required.
AI literacy
This project addresses these goals from the OECD and European Commission AI Literacy Framework:
Students follow how examples and rewards change a model and how new generations of cars emerge.
Engage with AI 2 · Shape AI 1Collect one, three and more recordings. Retrain each time and investigate the effect of the number and choice of examples.
Shape AI 3Compare the starting model, the model that learned from you and the model that practised itself with the same openings. Test the car on another track too.
Shape AI 2Compare performance before and after practice. Decide whether to try extra examples, more training or a different reward.
Manage AI 4Place in the learning path
The platforms build computational thinking. The projects use that thinking in a cross-curricular assignment in which students build, measure, test and conclude.
The games and model training run in your browser. Your examples, models, answers and results are stored locally on this device while browser storage is available. They are not sent to a project server. You can import or export a file yourself through the platform. This project uses no first-party analytics or advertising cookies.
Using a shared device? Export your work if you want to keep it, then delete your experiment through “Mijn experiment” (My experiment). Local work can be lost if browser storage is cleared or unavailable.
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Original project material by Robbe Wulgaert may be used, copied and adapted free of charge for education, provided “Robbe Wulgaert – AI in de Klas” is clearly credited, with a link to the original project where reasonably practical. Commercial sale, paid distribution, sublicensing or repackaging as a commercial product requires prior written permission. Other uses outside education also require prior written permission. Third-party components remain subject to their own licences.
Read the full licence terms. View sources and credits. Read the included software licence.