π CBSE Class 12 AI β’ Practical File
Project Report & Documentation
Artificial Intelligence (Subject Code 843) β’ Practical Project
π§
BRAINILIS
AI-Powered Brain Training System with Adaptive Difficulty Engine & Cognitive Performance Analytics
Submitted by: Misbahul Basar β Class XII
School: Jawahar Navodaya Vidyalaya, Dakshin Dinajpur
Session: 2026 β 27
Guide Teacher: P. Sharma
iCertificate
This is to certify that Misbahul Basar of Class XII, Jawahar Navodaya Vidyalaya, Dakshin Dinajpur, has successfully completed the Artificial Intelligence practical project titled βBRAINILIS β AI-Powered Brain Training Systemβ during the academic session 2026 β 27 under my guidance, in partial fulfilment of the CBSE Senior Secondary curriculum (Subject Code 843).
The project is genuine, original work carried out by the candidate.
___________________
P. Sharma (Guide Teacher)___________________
External Examiner
___________________
Principal (Seal)
iiAcknowledgement
I, Misbahul Basar, express my sincere gratitude to my guide teacher P. Sharma for constant guidance in AI concepts, project scoping and documentation; to the Principal and staff of Jawahar Navodaya Vidyalaya, Dakshin Dinajpur for lab facilities; to my parents and friends who play-tested every game; and to the CBSE AI curriculum designers and open-source community (Next.js, PostgreSQL, Drizzle) whose tools made this project possible.
Place: Dakshin Dinajpur β’ Date: __________ β’ (Misbahul Basar)
β’Table of Contents
- Introduction
- Objectives
- Problem Scoping (4Ws Canvas)
- System Requirements
- AI Project Cycle Mapping
- AI Concepts Used
- System Design & Modules
- Dataset Description
- Algorithm & Modelling
- Implementation
- Game Design Details
- Testing
- Results & Output
- Conclusion
- Future Scope
- Bibliography
- Appendix A β Viva Q&A
- Appendix B β Demo Script
1Introduction
Brainilis is a fun brain-training game system designed to challenge mental abilities through a collection of short, interactive mini-games. It tests four core skills β Memory, Logic, Mathematics and Focus: remembering sequences, solving number puzzles, identifying patterns, reacting quickly and concentrating on details.
What makes Brainilis an Artificial Intelligence project rather than βjust a gameβ is its AI layer: (a) an adaptive difficulty engine that personalises challenge level from performance data, (b) a cognitive analytics dashboard that converts raw gameplay into skill scores, charts and trends, and (c) a rule-based AI Coach that prescribes training. Every session is stored as structured data, so the system literally learns about the player over time.
Gameplay is simple and suited to quick 60β90 second sessions. Players beat previous scores, improve accuracy, and face increasingly difficult tasks β while the system tracks everything. The main goal: keep the mind active while having fun. Practising specific skills is genuinely useful, although better game scores do not mean overall IQ has increased β a limitation stated honestly throughout.
2Objectives
- Build 6 playable mini-games covering 4 cognitive skills with fair scoring and timers.
- Implement a rule-based adaptive difficulty engine (Easy β Medium β Hard β Expert) driven by accuracy + response time.
- Collect a real, growing dataset of gameplay sessions in PostgreSQL.
- Compute explainable cognitive scores (0β100) and a Brain Index with radar/trend visualisation.
- Implement an AI Coach expert system giving personalised training recommendations.
- Publish the system as a working website anyone can play, plus a printable CBSE-format report.
3Problem Scoping β 4Ws Canvas
The CBSE AI Project Cycle begins with scoping. Our 4Ws canvas:
| W | Analysis |
|---|---|
| Who (stakeholders)? | Students (players), teachers/examiners (evaluators), parents (observers). Primary user: Class 11β12 students wanting fun brain exercise. |
| What (problem)? | Brain-training apps are either boring, one-size-fits-all, or give no insight. Fixed difficulty bores strong players and frustrates weak ones; scores without analysis don't guide improvement. |
| Where (context)? | School computer labs, home mobiles/desktops, short free periods. Must run in a browser, need no install, work on low-end devices. |
| Why (value)? | Personalised difficulty keeps players in the 'flow zone'; analytics + coaching convert play into deliberate practice; the project itself demonstrates the full AI lifecycle for the CBSE practical. |
Problem statement: βHow can an AI system personalise brain-training difficulty and convert gameplay data into actionable cognitive insights for students?β
4System Requirements
| Category | Requirement |
|---|---|
| Hardware (dev) | Any dual-core PC, 4 GB RAM, internet (project runs in browser; server can be cloud-hosted). |
| Hardware (user) | Smartphone / tablet / PC with a modern browser. No installation needed. |
| Software (stack) | Next.js 16 + React 19 + TypeScript (UI + API), Tailwind CSS (design), PostgreSQL 16 (database), Drizzle ORM (data access), Node.js 20 runtime. |
| Data | Self-generating dataset: each completed game appends one row to game_sessions. No external dataset download needed. |
| Deployment | Published website (Vercel-compatible Next.js build) + managed PostgreSQL. βnpm run buildβ verified. |
5AI Project Cycle Mapping
| Stage | How Brainilis implements it |
|---|---|
| 1. Problem Scoping | 4Ws canvas (Section 3) β crisp problem statement + success criteria (playable, adaptive, analytical, published). |
| 2. Data Acquisition | Automatic: every session POSTs score, accuracy, avg response ms, max level, duration, difficulty to /api/scores β PostgreSQL. |
| 3. Data Exploration | Dashboard: Brain Index ring, 4-skill radar, per-skill bars, score trend line, leaderboard, recent-sessions table. |
| 4. Modelling | Rule-based expert system: adaptDifficulty() + cognitiveScore() + aiCoach() in src/lib/ai-engine.ts. Deterministic & explainable. |
| 5. Evaluation | Rule-verification tests, accuracy/Brain-Index improvement tracking, functional + boundary + UX testing (Section 12). |
6AI Concepts Used (CBSE Syllabus Links)
- Rule-Based AI / Expert Systems: IF-THEN rules encoding human expertise (coach knowledge: βaccuracy β₯ 85% β promoteβ). Transparent, needs no training data.
- Adaptive / Personalised Systems: difficulty state machine per game per player (Easy β Medium β Hard β Expert).
- Data Literacy: structured dataset design, features vs labels (skill β label), aggregation (best/avg), visualisation.
- HumanβAI Interaction: AI verdict messages, coach tips with priority levels, difficulty badges β AI decisions are always shown, never hidden.
- AI Ethics: no personal data beyond display name, no medical/IQ claims, supportive adaptation (never punishes strugglers), honest limitations.
- Evaluation Thinking: defining βdoes the AI work?β via rule checks + outcome metrics + latency.
7System Design & Modules
Architecture (3 tiers): (1) Client β 6 game UIs + dashboard + report pages (React). (2) API β /api/scores (write/read dataset), /api/stats (aggregations, leaderboard, trends), /api/ai-coach (runs expert system). (3) Data β PostgreSQL via Drizzle ORM.
| Table | Columns |
|---|---|
| players | id (PK), name UNIQUE, created_at |
| game_sessions | id (PK), player_name, game_id, skill, score, accuracy, avg_response_ms, max_level, duration_sec, difficulty, played_at |
Modules: Game Engine (6 games + GameShell wrapper handling intro/result/save), AI Engine (src/lib/ai-engine.ts), Analytics (dashboard charts in SVG), Documentation (this report + certificate pages).
Data flow: Play β finish β result computed locally β adaptDifficulty() picks next level β POST /api/scores β dashboard/leaderboard/coach read it back via GET.
8Dataset Description
Each row = one completed session. Feature table:
| Feature | Type | Example | Used for |
|---|---|---|---|
| player_name | text | Misbahul | Personalisation, leaderboard |
| game_id | category (6) | math-sprint | Per-game analysis |
| skill | label (4) | mathematics | Skill scores, radar |
| score | integer | 1240 | Trend, leaderboard |
| accuracy | 0β100 % | 87.5 | Difficulty rules, scoring |
| avg_response_ms | integer | 1830 | Speed rules, diagnosis |
| max_level | integer | 5 | Mastery bonus |
| duration_sec | integer | 60 | Session stats |
| difficulty | category (4) | hard | Adaptation audit trail |
The dataset grows with use β a living dataset. The live counter on the home page shows its current size.
9Algorithm & Modelling
A. Adaptive Difficulty β adaptDifficulty(current, accuracy, avgMs)
IF accuracy β₯ 85 AND avgMs β€ fast_threshold AND level < EXPERT:
RETURN level + 1 // "Excellent run β raising difficulty"
ELSE IF (accuracy < 55 OR avgMs > 2.2 Γ threshold) AND level > EASY:
RETURN level - 1 // "Challenging run β rebuilding confidence"
ELSE:
RETURN level // "Steady β consolidation"B. Cognitive Score (per skill, 0β100)
score = 0.40 Γ best_accuracy + 0.30 Γ mean_accuracy
+ min(best_level Γ 4, 20) // mastery
+ min(sessions / 5, 1) Γ 10 // consistency
+ speed_bonus(0β15) β 10 // baseline shift
Brain_Index = mean(memory, logic, mathematics, focus)C. AI Coach β aiCoach(sessions): priority-ordered rules
- IF no sessions β βbuild baseline: play each game onceβ.
- IF weakest skill < 40 β HIGH priority targeted training plan + deep link.
- IF strongest β₯ 55 β MEDIUM βpush to Expertβ tip.
- IF recent accuracy < 60 AND fast β HIGH βslow downβ diagnosis (and the inverse for slow-but-accurate).
- Consistency + rematch tips fill remaining slots (max 4).
Complexity is O(n) over a player's sessions (n β€ 200 fetched) β instant even on phones.
10Implementation
| Layer | Technology |
|---|---|
| UI + game logic | Next.js App Router + React 19 + TypeScript + Tailwind CSS |
| Charts | Hand-built SVG (radar, ring, trend) β zero chart-library dependency |
| Backend API | Next.js Route Handlers: /api/scores, /api/stats, /api/ai-coach |
| Database | PostgreSQL + Drizzle ORM (schema in src/db/schema.ts) |
| AI model | src/lib/ai-engine.ts (~150 lines, pure functions β easily testable) |
src/ βββ app/ β βββ page.tsx β home (hero, games, AI showcase) β βββ play/[gameId]/page.tsx β game player route β βββ dashboard/page.tsx β analytics + AI coach β βββ documentation/page.tsx β this report (printable) β βββ certificate/page.tsx β printable certificate β βββ api/scores|stats|ai-coachβ backend endpoints βββ components/games/ β GameShell + 6 games + runner βββ lib/games.ts β game catalogue + project info βββ lib/ai-engine.ts β β THE AI MODEL (rules + scoring) βββ db/schema.ts β players + game_sessions tables
11Game Design Details
| Game | Skill | Duration | Scoring |
|---|---|---|---|
| Sequence Memory πͺ | Memory | ~90 s | chain_length Γ 10 per round; 3 strikes end run |
| Math Sprint β‘ | Mathematics | 60 s | 10 Γ streak multiplier (Γ1βΓ5); wrong resets streak |
| Stroop Focus π¨ | Focus | 60 s | +10 + speed bonus (β€1s:+10, β€2s:+5); wrong β5 |
| Pattern Logic π | Logic | 90 s | tier Γ 10; 2-in-a-row promotes ArithmeticβGeometricβAdvanced |
| Reaction Rush π¦ | Focus | ~60 s | 2000 β avg_ms Γ 2.2 over 8 rounds; false starts hurt accuracy |
| Odd One Out ποΈ | Logic | 75 s | level Γ 10; grid 3Γ3β8Γ8; wrong tap β2 s |
Each game shows a How-to-Play intro, live HUD, and an AI-verdict result screen with next-difficulty routing β consistent UX across all six.
12Testing
| # | Test case | Expected | Result |
|---|---|---|---|
| T1 | Complete each game startβfinish | Result screen + saved to DB | PASS |
| T2 | High-accuracy session (β₯85%) | Difficulty promotes one step | PASS |
| T3 | Low-accuracy session (<55%) | Difficulty demotes one step | PASS |
| T4 | Empty/guest player name | Defaults to Guest, still saves | PASS |
| T5 | Timer expiry mid-game | Auto-finish with partial score | PASS |
| T6 | False-start tapping in Reaction Rush | Penalty, round re-arms | PASS |
| T7 | Dashboard with 0 sessions | Friendly empty state, no crash | PASS |
| T8 | Mobile (360px) + desktop layouts | No overflow, tappable | PASS |
| T9 | Report + certificate print | Clean white print/PDF | PASS |
| T10 | Production build (npm run build) | Zero type/build errors | PASS |
13Results & Output
- Home page: hero, live dataset counters, 4 skill cards, 6 game cards, AI-engine showcase, developer credit banner.
- Game screens: intro (rules + current AI difficulty) β live play with HUD β result (score, grade, accuracy, AI verdict, next difficulty).
- Dashboard: Brain Index ring, cognitive radar, skill bars, AI Coach tips, score trend, leaderboard, recent sessions.
- Sample outcome: a new player scoring ~50% on Math Sprint sees difficulty drop to Easy; after practice at 85%+, it climbs to Hard/Expert while Brain Index rises β the adaptation loop working end-to-end.
- Tip for the file: attach 4β6 screenshots (home, one game mid-play, result screen, dashboard, this report, certificate) printed from the live site.
14Conclusion
Brainilis meets every objective: six genuinely fun games, a working adaptive AI, a real growing dataset, explainable analytics, a coaching expert system, a published website and complete documentation. Building it taught the full AI project cycle β scoping, data, modelling, evaluation β plus full-stack development and honest reporting of limitations (notably: game scores measure practised skill, not IQ). The rule-based approach proved that AI can be simple, transparent and immediately useful β an ideal foundation before advancing to machine learning.
15Future Scope
- ML upgrade: train a difficulty/score predictor (decision tree / logistic regression) on the accumulated dataset; compare vs rules.
- Accounts & cloud sync: login, cross-device profiles, class-level teacher dashboard.
- More games: verbal memory, N-back, chess-tactic puzzles, typing focus tests.
- Multiplayer: live challenges, tournaments, school leaderboards.
- Research: longitudinal study β does 4 weeks of play improve focus-task scores? (with consent + ethics review).
16Bibliography
- CBSE β Artificial Intelligence Curriculum, Senior Secondary (Subject Code 843), AI Project Cycle.
- Stroop, J. R. (1935) β Studies of interference in serial verbal reactions (the Stroop effect).
- Next.js, React, Tailwind CSS, PostgreSQL, Drizzle ORM β official documentation.
- Human reaction-time benchmarks literature (β150β300 ms simple response norms).
- NCERT / CBSE AI practical guidelines for Class 12 project-work and viva-voce.
AAppendix A β Viva-Voce Q&A (must prepare)
Q1. What is your project and why did you choose it?
Brainilis is an AI-powered brain-training game system. I chose it because it combines something fun and useful β short cognitive games β with real, demonstrable AI: adaptive difficulty, performance analytics and a rule-based AI coach. It also generates its own dataset from gameplay.
Q2. Which AI domain does your project belong to?
Primarily Data + Rule-based AI. Gameplay produces structured data (score, accuracy, speed, level), and a rule-based expert system reasons over that data to adapt difficulty and give coaching advice. The dashboard is data visualisation, a key AI skill.
Q3. Explain the AI Project Cycle stages in your project.
1) Problem Scoping β students need engaging brain exercise and personalised difficulty (4Ws canvas in report). 2) Data Acquisition β gameplay sessions stored in PostgreSQL. 3) Data Exploration β dashboard charts reveal strengths/weaknesses. 4) Modelling β rule-based expert system for difficulty + scoring formulas. 5) Evaluation β accuracy improvement, Brain Index growth, and testing.
Q4. What is a rule-based AI / expert system? Where is it in your project?
A rule-based AI makes decisions using human-written IF-THEN rules instead of learning from huge data. In Brainilis: adaptDifficulty() (IF accuracy β₯ 85% AND fast THEN level up), the cognitive scoring formula, and the AI Coach tips are all expert-system rules β in src/lib/ai-engine.ts.
Q5. Why rule-based AI instead of machine learning?
Three reasons: 1) The CBSE syllabus explicitly teaches rule-based AI; 2) Our dataset starts small, and rules work from day one with zero training data; 3) Rules are 100% explainable β I can tell the examiner exactly why the AI made each decision, unlike a black-box model. The architecture allows plugging in an ML model later.
Q6. How does your adaptive difficulty algorithm work?
After each session it reads accuracy and average response time. IF accuracy β₯ 85% and responses are fast, difficulty goes up one step (EasyβMediumβHardβExpert). IF accuracy < 55% or responses are very slow, it steps down. Otherwise it holds β consolidation before progression.
Q7. What data does your project collect? Describe the dataset.
Every completed game saves one row: player name, game, skill, score, accuracy %, average response ms, max level, duration, difficulty and timestamp. This is a labelled, structured dataset β the skill column is effectively the label for analysis.
Q8. How is the Brain Index / cognitive score calculated?
Per skill: best accuracy Γ 0.4 + average accuracy Γ 0.3 + level bonus (up to 20) + consistency bonus for 5+ sessions + speed bonus β baseline. Brain Index is the mean of the four skill scores. It rewards accuracy first, then mastery, consistency and speed.
Q9. What is the difference between your AI Coach and a chatbot?
The AI Coach is a deterministic expert system β same data always gives the same advice, and every tip traces to a visible rule (e.g., weakest skill < 40 β priority training plan). A chatbot generates free text probabilistically. Mine is safer, testable and fully explainable.
Q10. Which games test which skills, and why?
Sequence Memory + Number-style recall β Memory. Pattern Logic + Odd One Out β Logic. Math Sprint β Mathematics. Stroop Focus + Reaction Rush β Focus/attention. Stroop is a real psychology test (ink vs word conflict); reaction time is benchmarked against human norms (150β500 ms).
Q11. What is the Stroop effect?
The delay/interference when a word's meaning conflicts with its ink colour (e.g., the word RED printed in blue). Naming the ink colour requires focused attention to suppress the automatic reading response β that's why it's a classic focus test.
Q12. What technologies did you use and why?
Next.js (React) for the game UI and website, TypeScript for safe code, Tailwind CSS for design, PostgreSQL + Drizzle ORM for the dataset, and Vercel-style hosting so the project is published and demoable live. One language (TypeScript) for frontend, backend and AI logic.
Q13. Explain your database schema.
Two tables: players(id, name, created_at) and game_sessions(id, player_name, game_id, skill, score, accuracy, avg_response_ms, max_level, duration_sec, difficulty, played_at). One row per session β simple, normalised enough for the purpose, and queryable for analytics and leaderboards.
Q14. How did you test your project?
Functional testing (each game playable start-to-finish), boundary testing (empty name, zero scores, timer expiry), AI-rule testing (high accuracy must raise difficulty; low must lower it), responsive testing on mobile/desktop, and print testing of this report. Details in the Testing section.
Q15. How do you evaluate whether your AI works?
Rule verification (difficulty moves in the correct direction), outcome metrics (accuracy and Brain Index improve over sessions for a regular player), and latency (adaptation is instant, O(1)). Future: A/B test adaptive vs fixed difficulty groups.
Q16. What are the limitations of your project?
Rules are hand-tuned, not learned; difficulty adapts between sessions, not mid-game; no user accounts/passwords (single-device names); scores measure game skill, not IQ. All are listed honestly with future-scope fixes.
Q17. What is your future scope?
ML difficulty predictor trained on the growing dataset, login accounts with cloud sync, more games (verbal memory, chess puzzles), multiplayer challenges, and longitudinal studies of score improvement over months.
Q18. Is this project ethically safe?
Yes β no personal data beyond a display name, no passwords, no tracking, no medical claims (we explicitly state scores β IQ), difficulty adapts supportively (never punishes struggling players by making things harder).
Q19. Show me your source code structure.
src/lib/games.ts (game catalogue), src/lib/ai-engine.ts (the AI model β show this first!), src/components/games/ (game logic), src/app/api/ (scores, stats, ai-coach endpoints), src/db/schema.ts (tables), src/app/dashboard + documentation + certificate (pages).
Q20. What did YOU learn from this project?
The full AI project cycle hands-on: scoping a problem, designing data collection, writing an explainable model, visualising data, and evaluating fairly β plus full-stack web development and technical documentation. Most importantly: AI doesn't have to be a black box to be useful.
BAppendix B β Examiner Demo Script (5 minutes)
- 0:00β0:30 β Open home page: βThis is Brainilis, my AI brain-training system β 6 games, 4 skills.β
- 0:30β2:00 β Play Math Sprint live: βWatch the streak multiplier and adaptive problems.β Finish β show AI verdict + difficulty change.
- 2:00β3:00 β Open Dashboard: βEvery run becomes data β Brain Index, radar, trend, leaderboard.β
- 3:00β4:00 β Show AI Coach tips: βA rule-based expert system prescribes training β deterministic and explainable.β
- 4:00β4:30 β Show code: open src/lib/ai-engine.ts, read the 3-line difficulty rule aloud.
- 4:30β5:00 β Close: βReport, certificate and viva prep are built in. Scores train skills β I make no IQ claims. Thank you.β
Handwritten-file tip: copy sections 1β16 into your practical file in your own handwriting, paste printed screenshots, and keep this page open on exam day for the demo + viva.