# IDEA.md — seth_semantic_game ## What is this? A daily word game **based on NYT Connections**, powered by a locally-hosted Gemma 4 model. Connections gives the player 16 words that have to be sorted into 4 hidden groups of 4 by shared semantic category. The twist for this project — what makes it worth building rather than just playing the original — is whatever Gemma 4 enables that NYT's hand-curated static format cannot. That twist is **not yet decided**. That's what brainstorming is for. The base mechanic is fixed: - Connections-style grouping puzzle (semantic categories, not letters) - Gemma 4 in the loop somewhere (puzzle generation, judging, hint system, or all of the above) - Daily-puzzle structure with social-shareable result (the Connections / Wordle ritual — borrowed *only* for its sharing pattern, not its gameplay) This is **not** Wordle-derived. The original draft of this file framed it as "Wordle-style"; that was wrong. The mechanic is grouping, not letter-guessing. ## Problem it solves Mostly fun and a real use of the local Gemma 4 stack. NYT Connections is hand-curated and ships one puzzle per day; a generative version could ship infinite puzzles, accept fuzzy or creative groupings, generate themed/seeded puzzles, or do other things the hand-built version structurally cannot. Secondary: a daily-puzzle hook for sethpc.xyz alongside other homelab games. ## Constraints / preferences - Self-hosted: Ollama with Gemma 4 on commodity GPU (a single 24 GB card is enough) - Web frontend, dark theme with orange accents - If a puzzle is generative, output must be **deterministic per day** (every player on a given date gets the same puzzle). Likely a date-seeded prompt with cached output rather than a fresh generation per request. - Per-guess judging cost should be cheap — at most one Gemma call per submission, and ideally answers are precomputed when the daily puzzle is generated, so judging becomes a cheap lookup. - No login required for casual play (cookies/localStorage for streak) > NOTE on history: this brief was originally a "Wordle-style" framing. That was > wrong — the seed game is NYT Connections (16 words → 4 hidden groups of 4). > But after the model bakeoffs (see README), the *direction* shifted again: > rather than cloning Connections, the project pivots toward gameplay that > uses Gemma's per-call CREATIVE_ACCEPT ability to fairly judge > player-INVENTED categories — a thing static curated games structurally can't > do. The brainstormed game ideas in the README are what came out of that.