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Home Page: https://donkirkby.github.io/ludiverbia
License: MIT License
The place for word games
Home Page: https://donkirkby.github.io/ludiverbia
License: MIT License
In a video about solving Wordle, 3Blue1Brown mentions some tools that could be useful for simulating a vocabulary size in an AI opponent. The word frequencies can be derived from Google's ngram data, specifically the list of 1-grams, or single words. The data formats are a bit obscure, but there's a promising write up. The total counts file doesn't make sense to me, but it might not matter if we're only comparing relative frequencies.
The other tool is a sigmoid curve to have a rough boundary between known words and unknown words.
When building a list of acceptable words, try to eliminate proper nouns, possibly using NLTK tagging.
More ideas:
If I click the Fill button in Firefox, it submits the form, even though the button type is not submit. I guess I have to prevent the default action for that button.
It still works if you drag all the letters into the grid.
Related: don't enable the Ready button if the player name is blank, or use a default name.
Particularly on mobile, it's too easy to accidentally hit the back button or click on a link. Use local storage to remember game state, so you can resume the game.
Make the Quizl grids resize as a fraction of the viewport.
I like Cell Tower, but I think it needs more feedback while solving. Also, the rule for reading a connected group of words is a bit weird.
Try splitting a grid of letters into "ropes", like a connected group, but without branching. Maybe add a count of the words in each row.
The firebase proof of concept looks good, but it would be helpful to share basic functions like player matching between several word games.
Come up with a name for the collection, and rename this project. Ludiverbia? Players could be ludiverbalists, like cruciverbalists.
Add the game, What's My Word. It's similar to Word Mastermind, but with a clever scoring mechanic that stretches out the learning process.
On the live coding project, recreating the React project with the latest version fixed all the warnings. See if that will work here.
Inspired by NYT Connections, I wonder if I could create an automated version, using the same data source as Pimantle. It's based on a set of semantic meaning vectors, I think.
Several games will involve dragging letters around to make words. Create a prototype.
Resources:
Look for inspiration from Word Games of Skill for Connoisseurs.
Keep score.
Implement the bet buttons.
Create private games where you can invite friends. Add an option to mark a game as public.
The Quizl grid still doesn't work with a touch interface on Android Chrome. I thought the problem was touch-action
, but that didn't seem to solve it. Maybe it has something to do with the DragOverlay
?
Generate grids and display a new one each day. The share button should show colour blocks for the grid, with yellow for revealed letters, green for correctly guessed letters, or red for incorrectly guessed letters. The grid should be translated a random number of rows and columns, and randomly flipped. Everyone should use the same transformation on a given day.
A player's grid didn't show up. I think the problem was that they hit ready before they hit join.
Add an Acrostic game that presents a ten-letter word, and the player has to use those ten letters to make a word that starts with each of the ten letters. Score the total length of all ten words, with a theoretical maximum of 100. Present a new word each day, and add a button to share the results. To avoid spoilers, sort the ten words by length, and show green squares for the letters. Add red squares for the most common word that would have improved the score.
It isn't clear which player name is labelling which grid in a three-player game. Try putting a box around the grid and label.
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