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seth_semantic_game/IDEA.md
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Mortdecai 5a2a02e483 docs: bootstrap repo with bakeoff results and game-mechanics idea bank
This repo opens with the design-discovery work completed before any product
code is written. Two model bakeoffs against gemma4:8b/26b/31b on a local
Ollama established that:

- Whole-puzzle generation in the Connections shape is unreliable on Gemma 4
  (gemma4:31b ~50% structural-pass, gemma4:26b ~20-30%); 31b is intentionally
  out of project scope, so the generation route is harder still.
- Atomic semantic-judging skills are reliable: 87.5%/93.75%/100% (8B/26b/31b)
  on JUDGE; *all three models* scored 10/10 on CREATIVE_ACCEPT — fair judging
  of player-INVENTED categories. That is the structural unlock vs static
  hand-curated word games.

The README contains the full writeup, the test bench, and a brainstormed
bank of 10 distinct game-mechanics ideas across the fast/medium/slow tempo
range, plus a primitives table for recombination.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 23:09:46 -04:00

2.5 KiB

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.