Skip to content
asavschaeffer edited this page Mar 4, 2026 · 3 revisions

Game Grammar Wiki

Detailed design documentation for the Game Grammar project. For an overview, see the README.


Pipeline

Page Contents
Theory Wittgenstein foundation, collision-defined semantics, why events are the unit of meaning
Event Stream Game interface protocol, salience levels, entity identity, tick bundling, event sourcing connection
Tokenization The core design problem — 5 approaches analyzed, vocabulary design, encoding examples, hyperparameters
Transformer Architecture decisions, positional encoding, loss functions, training curriculum, scaling plan
Analysis Evaluation tiers, stance-shifting detection, archetype discovery, MuZero/Dreamer comparison, progression systems

Games

Each game tests a specific capability. Ordered by complexity.

Page What It Tests Status
Snake Movement, growth, conditional self-collision, simple play styles Complete
Pac-Man Multi-entity, enemy AI, buff-conditional rules, spatial reasoning Designed
Survivor Massive entity scale, build paths, wave structure, extreme archetype divergence Fantasizing
Chess No physics, turn-based, two-player — proves game-agnosticism AlphaGONE

Clone this wiki locally