Implementation
Candy Computer
As a follow-up to Intelligent Paper, students get to build a computer out of candies that learns to play a simple game with six pawns (Hexapawn). At first, the “computer” is completely clueless — making random moves and sometimes missing an easy win — but as it learns from its mistakes, it gradually becomes unbeatable.
This hands-on activity takes some work to set up, but it’s always a hit with students. While they play, it naturally sparks discussions about how learning happens. Where is intelligence? Is each candy — or each cup of candies — becoming more intelligent with each game? These questions can lead to even bigger debates, like: can a machine truly be intelligent?
The activity comes from CS4FN: The Sweet Learning Computer, part of the CS4FN project started by Paul Curzon and Peter McOwan at Queen Mary University of London.
Relevance to everyday life
We address important questions: What exactly is artificial intelligence? What does it mean for a computer to learn? Would a computer that learns to play a game optimally (e.g., chess) be intelligent? Is artificial intelligence even possible or not?
Connection with the curriculum
The activity belongs to computer science.