Many traditional methods of teaching computer
science topics including AI algorithms in most part
provide description of the methods and use some data
to illustrate the functionalities of these ideas. These
descriptions may in some cases be followed with lim-
ited visualization of the steps involvedbefore students
are asked to provideimplementationsof the ideas. Ex-
amples using this approach abound in many computer
science books such as those used in introductory pro-
gramming courses, data structures, algorithms, and
AI. One concern about this approach is that some
of these important topics in the field of AI are so-
phisticated and are difficult concepts for lower level
undergraduate students to easily and clearly compre-
hend. Further to this, and in accordance with (Ju-
lian Estevez and Grana, 2019), “There is a wide con-
sensus among computer scientists that it is quite diffi-
cult to teach the basics of AI.” Another issue of con-
cern is how much of the knowledge gained from us-
ing this approach is retained, and can be applied when
students are faced with new problems from different
domains than they have been exposed?
There have been several attempts in the litera-
ture to address this concern using hands-on learn-
ing approaches to teaching AI algorithms. (Parsons
and Skiar, 2004) use LEGO Mindstorms in teaching
AI. The approach utilized in this work is more to-
wards students being able to program the robots and
as well test out some of the functionalities while en-
gaging in contests among the project groups. Thus,
their approach is not towards formulating problems
or implementing AI solutions or algorithms. In a dif-
ferent hands-on method, (Bryce, 2011) uses a project-
based approach in the game of Wumpus World (WW)
to teach introductory AI concepts. Description of
the WW environment can be found in (Russell and
Norvig, 2010). Students are required to implement
search, satisfiability, and declarative planning de-
scriptions algorithms applied to the WW environment
of different sizes. As interesting as the WW project
is, it only provides for a single agent in the environ-
ment. Having a multi-agent environment with multi-
ple goal states would not only be interesting, but will
also provide further challenges to students. It will also
open up new possibilities to seeing how different al-
gorithms work in such more complex and diverse en-
vironments.
Another work on introductory AI by (McGovern
et al., 2011) uses Java-based games. Although the
games here are graphical and also have elements of
multi-agent environments, two of the three projects
will have students implement several variants of A
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algorithms. Finally, we looked at a related course that
uses the Pac-Man game to illustrate the introduction
of AI algorithms (DeNero and Klein, 2010). In this
course, students are required to implement various al-
gorithms to solve problems in the Pac-Man domain.
In contrast to the works above, our emphasis in
this work is to build a tool that provides not only
hands-on and experiential learning to implement ba-
sic AI algorithms as many of the works cited did, but
also to teach students the process of problem formu-
lation and development of solutions that students can
be able to apply to new problem domains in future
courses or careers. We have developed ALP4AI to be
simple with little learning curve. Thus, students do
not need several hours of study or class periods to
understand the details of and how to use the simu-
lator. The tool makes provision for several functional-
ities that students can use to model different AI prob-
lems and develop their solutions.
2 DESIGN METHODOLOGY
2.1 The Problem Environment
We provide a description of the problem environment
that our agent-based learning platform is based. The
framework is situated in a two-dimensional grid
that represents the environment that agents are re-
quired to explore. Agents are given the task of lo-
cating goals that are randomly placed in the envi-
ronment. Goals represent desirable states that agents
need to achieve. Many interesting problems in intro-
ductory AI, including the state space search used to
illustrate the functionalities of ALP4AI, can be mod-
eled using this environment.
Figure 1: The TruckAgent.
We use JavaFX technology to build a GUI plat-
form that aids students in visualizing agents’ move-