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.
When & Why to Use This Skill
This Claude skill provides a robust backend logic framework for validating and scoring user inputs in real-time interactive applications. It features advanced string-matching algorithms—including exact, fuzzy (Levenshtein distance), and partial matching—alongside a dynamic scoring engine that calculates time-based bonuses and handles atomic database updates via Convex mutations.
Use Cases
- Multiplayer Gaming: Implementing 'Pictionary' or word-guessing games where the system must account for typos and near-misses to ensure a fair user experience.
- Educational Assessment: Creating interactive quizzes that reward students with higher points for faster correct answers using a decaying time-bonus logic.
- Search & Match Challenges: Developing word-based puzzles that require identifying target keywords within longer phrases or sentences.
- Real-time Leaderboards: Managing complex game states where scores for multiple participants (e.g., guessers and creators) must be updated simultaneously and atomically.
| name | convex-guess-validation |
|---|---|
| description | 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. |
| compatibility | Requires Convex mutations, string matching algorithms, scoring calculations |
| author | PictionAI |
| category | backend |
| frameworks | Convex, Next.js |
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
- Exact Match: Check if guess exactly matches card word (case-insensitive)
- Fuzzy Match: If no exact match, apply fuzzy matching algorithm (Levenshtein distance)
- Partial Match: Allow word containment (e.g., "gray elephant" matches "elephant")
- Synonym Recognition (Optional): Check against known synonyms
String Matching Algorithms
Exact Match
function isExactMatch(guess: string, cardWord: string): boolean {
return guess.toLowerCase().trim() === cardWord.toLowerCase().trim();
}
Fuzzy Match (Levenshtein Distance)
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)
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
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)
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)
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)
// 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.
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
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
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
// 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
// Server validates elapsed_time on submission
if (args.elapsed_time > timeLimit) {
return { error: "Guess submitted after timer expired" };
}
Case & Whitespace Handling
// Normalize before comparison
const normalized = guess.toLowerCase().trim();
// Remove extra spaces
const cleaned = normalized.replace(/\s+/g, " ");
Special Characters
// 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
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
// 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
convex/mutations/game.ts- Complete submission logiccomponents/game/guess-input.tsx- UI for guess submission- Levenshtein Distance: https://en.wikipedia.org/wiki/Levenshtein_distance