[HN Gopher] Show HN: Antimatter - Match the opposites (Mahjong s...
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       Show HN: Antimatter - Match the opposites (Mahjong solitaire
       mechanic)
        
       I love word association games. Here's a playable wordplay game
       where you match opposite word tiles. After playtesting a lot of
       mechanics, I think opposites play really nicely with Mahjong
       solitaire.  The current generation of frontier LLMs can't make
       puzzles that get much more interesting than hot-vs-big-vs-fast. New
       inferences keep circling a small pool of concepts unless the
       prompting has a way to get the LLM into new territories of
       language. Puzzlemaking needs graph traversals.  I made 20 levels
       algorithmically because I work with a huge semantic graph with over
       100M edges, built from manual lexicography and millions of LLM
       inferences (various models). I keep exploring what can emerge from
       this graph. The puzzles are randomly selected; reload to see
       others.  The front-end was built with Claude Code.  Maybe someday
       I'll make this into a mobile game, increase the complexity and
       peril. If you are a gamedev, feel free to dissect it and borrow any
       parts.
        
       Author : michaeld123
       Score  : 8 points
       Date   : 2026-03-24 19:32 UTC (3 hours ago)
        
 (HTM) web link (www.linguabase.org)
 (TXT) w3m dump (www.linguabase.org)
        
       | sxp wrote:
       | Nice game.
       | 
       | But I think you need to work on better "opposites". E.g, "as of
       | now" and "long ago" don't really seem to be _opposite_. Instead,
       | maybe they 're complex conjugates of each other. I.e, they have
       | similarities along one axis (time frame) and differences along
       | another. But I wouldn't consider those two to be opposite one
       | another. Word2vec with a consine similarity closer to -1 might be
       | better than what you're using now.
        
       | thrance wrote:
       | Interesting idea, but sometimes the associations feel a bit
       | arbitrary. Also, I'm unsure about the "mahjong" presentation:
       | since the game shuffles automatically when you're out of options
       | and never leaves you in a dead end, the player is incentivized to
       | minimize the amount of options they have at any given time, since
       | that makes the game easier.
        
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