Agent skill

convex-guess-validation

Validate and score player guesses against drawing cards with fuzzy matching and scoring logic. Use when implementing guess submission, determining correctness, calculating bonus points, and handling scoring edge cases.

Stars 163
Forks 31

Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/convex-guess-validation

Metadata

Additional technical details for this skill

author
PictionAI
category
backend
frameworks
Convex, Next.js

SKILL.md

Convex Guess Validation

Overview

This skill handles guess validation and scoring for PictionAI, including exact/fuzzy matching against card words, time-based bonus calculation, and atomic score updates for both guesser and drawer.

Guess Validation Logic

Validation Steps

  1. Exact Match: Check if guess exactly matches card word (case-insensitive)
  2. Fuzzy Match: If no exact match, apply fuzzy matching algorithm (Levenshtein distance)
  3. Partial Match: Allow word containment (e.g., "gray elephant" matches "elephant")
  4. Synonym Recognition (Optional): Check against known synonyms

String Matching Algorithms

Exact Match

typescript
function isExactMatch(guess: string, cardWord: string): boolean {
  return guess.toLowerCase().trim() === cardWord.toLowerCase().trim();
}

Fuzzy Match (Levenshtein Distance)

typescript
function levenshteinDistance(str1: string, str2: string): number {
  const len1 = str1.length;
  const len2 = str2.length;
  const matrix: number[][] = [];

  for (let i = 0; i <= len2; i++) {
    matrix[i] = [i];
  }
  for (let j = 0; j <= len1; j++) {
    matrix[0][j] = j;
  }

  for (let i = 1; i <= len2; i++) {
    for (let j = 1; j <= len1; j++) {
      const cost = str1[j - 1] === str2[i - 1] ? 0 : 1;
      matrix[i][j] = Math.min(
        matrix[i][j - 1] + 1, // Insertion
        matrix[i - 1][j] + 1, // Deletion
        matrix[i - 1][j - 1] + cost // Substitution
      );
    }
  }

  return matrix[len2][len1];
}

function isFuzzyMatch(guess: string, cardWord: string): boolean {
  const maxDistance = Math.ceil(cardWord.length * 0.3); // 30% tolerance
  const distance = levenshteinDistance(
    guess.toLowerCase().trim(),
    cardWord.toLowerCase().trim()
  );
  return distance <= maxDistance;
}

Partial Match (Word Containment)

typescript
function isPartialMatch(guess: string, cardWord: string): boolean {
  const words = guess.toLowerCase().split(/\s+/);
  return words.some(
    (word) => cardWord.toLowerCase().includes(word) && word.length > 2
  );
}

Guess Data Structure

typescript
interface Guess {
  guesser_id: Id<"users">;
  guess: string; // Raw user input
  timestamp: number; // When submitted (server time)
  is_correct: boolean; // Validation result
  match_type: "exact" | "fuzzy" | "partial" | "none";
  points_awarded?: number; // Scorer earns
  drawer_points?: number; // Drawer earns
}

Scoring System

Guesser Points (When Correct)

typescript
function calculateGuesserScore(
  elapsedSeconds: number,
  timeLimit: number
): number {
  // Base score: 50 points
  // Time bonus: 50 - elapsed_seconds (minimum 5 points)

  const timeBonus = Math.max(5, timeLimit - elapsedSeconds);
  const baseScore = 50;
  const totalScore = baseScore + timeBonus;

  return Math.round(totalScore);
}

// Examples:
// Guess in 10 seconds (120s limit): 50 + (120 - 10) = 160 points
// Guess in 100 seconds: 50 + (120 - 100) = 70 points
// Guess in 119 seconds: 50 + (120 - 119) = 51 points

Drawer Points (When Guesser Correct)

typescript
function calculateDrawerScore(guesserScore: number): number {
  // Drawer gets 25% of guesser's score, minimum 10 points
  const percentage = Math.floor(guesserScore * 0.25);
  return Math.max(10, percentage);
}

// Examples:
// Guesser: 160 points → Drawer: max(40, 10) = 40 points
// Guesser: 55 points → Drawer: max(13, 10) = 13 points

Manual Winner Selection (Time Expired)

typescript
// When drawer selects a guesser as winner after time expires
const guesserScore = 30; // Fixed
const drawerScore = 25; // Fixed

Mutation: validateGuess

Validate a guess submission and update scores.

typescript
export const validateGuess = mutation({
  args: {
    game_id: v.id("games"),
    turn_id: v.id("turns"),
    guesser_id: v.id("users"),
    guess: v.string(),
    elapsed_time: v.number(),
    card_word: v.string(),
  },
  handler: async (ctx, args) => {
    // 1. Check match type
    let isCorrect = false;
    let matchType: "exact" | "fuzzy" | "partial" | "none" = "none";

    if (isExactMatch(args.guess, args.card_word)) {
      isCorrect = true;
      matchType = "exact";
    } else if (isFuzzyMatch(args.guess, args.card_word)) {
      isCorrect = true;
      matchType = "fuzzy";
    } else if (isPartialMatch(args.guess, args.card_word)) {
      isCorrect = true;
      matchType = "partial";
    }

    // 2. Calculate scores
    const guesserPoints = isCorrect
      ? calculateGuesserScore(args.elapsed_time, 120)
      : 0;
    const drawerPoints = isCorrect ? calculateDrawerScore(guesserPoints) : 0;

    // 3. Store guess in database
    const turn = await ctx.db.get(args.turn_id);
    const guesses = turn?.guesses || [];

    guesses.push({
      guesser_id: args.guesser_id,
      guess: args.guess,
      timestamp: Date.now(),
      is_correct: isCorrect,
      match_type: matchType,
      points_awarded: guesserPoints,
    });

    // 4. Update turn with guess
    await ctx.db.patch(args.turn_id, { guesses });

    return {
      is_correct: isCorrect,
      match_type: matchType,
      guesser_points: guesserPoints,
      drawer_points: drawerPoints,
    };
  },
});

Complete Turn Submission Flow

typescript
export const submitGuessAndCompleteTurn = mutation({
  args: {
    game_id: v.id("games"),
    turn_id: v.id("turns"),
    guesser_id: v.id("users"),
    guess: v.string(),
    elapsed_time: v.number(),
  },
  handler: async (ctx, args) => {
    const turn = await ctx.db.get(args.turn_id);
    const card = await ctx.db.get(turn.card_id);
    const game = await ctx.db.get(args.game_id);

    // 1. Validate guess
    let isCorrect = false;
    let guesserPoints = 0;
    let drawerPoints = 0;

    if (
      isExactMatch(args.guess, card.word) ||
      isFuzzyMatch(args.guess, card.word)
    ) {
      isCorrect = true;
      guesserPoints = calculateGuesserScore(args.elapsed_time, 120);
      drawerPoints = calculateDrawerScore(guesserPoints);
    }

    // 2. Update scores atomically
    if (isCorrect) {
      // Update guesser
      await ctx.db.patch(args.guesser_id, {
        total_score: guesser.total_score + guesserPoints,
      });

      // Update drawer
      const drawer = await ctx.db.get(turn.drawer_id);
      await ctx.db.patch(turn.drawer_id, {
        total_score: drawer.total_score + drawerPoints,
      });

      // Mark turn as completed
      await ctx.db.patch(args.turn_id, {
        state: "completed",
        correct_guesser_id: args.guesser_id,
      });
    }

    return {
      is_correct: isCorrect,
      guesser_points: guesserPoints,
      drawer_points: drawerPoints,
    };
  },
});

React Integration

typescript
const submitGuess = useMutation(api.mutations.game.submitGuessAndCompleteTurn);

async function handleGuessSubmit(guess: string, elapsedTime: number) {
  const result = await submitGuess({
    game_id: gameId,
    turn_id: turnId,
    guesser_id: userId,
    guess,
    elapsed_time: elapsedTime,
  });

  if (result.is_correct) {
    showMessage(`🎉 Correct! +${result.guesser_points} points`);
  } else {
    showMessage(`❌ Incorrect. Try again!`);
  }
}

Edge Cases & Handling

Multiple Guesses Per Player

typescript
// Only count once per player per turn
const existingGuess = guesses.find((g) => g.guesser_id === args.guesser_id);
if (existingGuess) {
  // Either: reject, or replace with new guess
  if (existingGuess.is_correct) {
    return { error: "Already guessed correctly" };
  }
  // Replace with new guess attempt
  guesses = guesses.filter((g) => g.guesser_id !== args.guesser_id);
}

Guess After Timer Expires

typescript
// Server validates elapsed_time on submission
if (args.elapsed_time > timeLimit) {
  return { error: "Guess submitted after timer expired" };
}

Case & Whitespace Handling

typescript
// Normalize before comparison
const normalized = guess.toLowerCase().trim();
// Remove extra spaces
const cleaned = normalized.replace(/\s+/g, " ");

Special Characters

typescript
// Option 1: Strict (require exact special chars)
// Option 2: Lenient (strip special chars before matching)
const stripped = guess.replace(/[^a-z0-9\s]/gi, "");

Configuration Parameters

typescript
const MATCHING_CONFIG = {
  EXACT_MATCH_ENABLED: true,
  FUZZY_MATCH_ENABLED: true,
  FUZZY_TOLERANCE: 0.3, // 30% character mismatch allowed
  PARTIAL_MATCH_ENABLED: true,
  MIN_PARTIAL_WORD_LENGTH: 3, // Words must be 3+ chars
  BASE_GUESSER_SCORE: 50,
  MIN_TIME_BONUS: 5,
  DRAWER_PERCENTAGE: 0.25,
  MIN_DRAWER_SCORE: 10,
  MANUAL_WINNER_GUESSER_SCORE: 30,
  MANUAL_WINNER_DRAWER_SCORE: 25,
};

Testing Scenarios

typescript
// Test cases for fuzzy matching
const tests = [
  // Exact
  { guess: "elephant", word: "elephant", expected: true, type: "exact" },
  { guess: "ELEPHANT", word: "elephant", expected: true, type: "exact" },

  // Fuzzy (typos)
  { guess: "elefant", word: "elephant", expected: true, type: "fuzzy" },
  { guess: "elepant", word: "elephant", expected: true, type: "fuzzy" },

  // Partial
  {
    guess: "large gray elephant",
    word: "elephant",
    expected: true,
    type: "partial",
  },

  // No match
  { guess: "giraffe", word: "elephant", expected: false, type: "none" },
];

See Also

Didn't find tool you were looking for?

Be as detailed as possible for better results