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asavschaeffer edited this page Mar 4, 2026
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Detailed design documentation for the Game Grammar project. For an overview, see the README.
| 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 |
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 |