> For the complete documentation index, see [llms.txt](https://smily.gitbook.io/smily-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://smily.gitbook.io/smily-docs/glossary.md).

# Glossary

* **Brier score.** A strictly proper scoring rule that penalizes the squared difference between declared probabilities and the realized outcome. Lower is better.
* **Buy-in.** The amount of $SMILY a player stakes to enter a room. The pot is the sum of all buy-ins.
* **Chop.** Splitting a prize equally among players tied for a paying position.
* **Commit-reveal.** A two-step scheme where a hashed commitment is submitted first and revealed later, so no one can see or change answers in between.
* **Decathlon of prediction.** The signature identity of Smily: many domains, many questions, total skill, zero edge.
* **Frozen oracle snapshot.** Resolution data captured at a defined, published timestamp, so no one can front-run a price tick and all players resolve against the same data.
* **Heads-Up.** A two-player, winner-takes-all room.
* **Home Game.** A private room created and configured by a player, joined by invite.
* **Logarithmic score.** A strictly proper scoring rule that rewards calibration sharply and punishes confident error harshly. Unbounded below. A possible future high-variance mode.
* **Optimistic oracle.** A resolution mechanism where an outcome is proposed, a challenge window opens, and disputes escalate to a vetted vote or decision.
* **Player pool.** The shared set of players available for matchmaking across the hub.
* **Pool Charter.** The set of rules that decides which questions are allowed into a room, how domains are balanced, and how every outcome is resolved.
* **Pot.** The total $SMILY staked in a room, split 97% to winners, 2% burned, 1% operating revenue.
* **Proper scoring rule.** A scoring function maximized in expectation by reporting your true probabilities. The mathematical guarantee of a skill game.
* **Proximity scoring.** Scoring a numeric guess by its distance to the realized value. Not incentive-compatible in a pot, so used only for marked headline questions.
* **Push.** A returned-stake outcome in a Heads-Up tie, minus the burn.
* **Quick Match.** The auto-matching system that seats a player into a room at their chosen tier and format from the shared player pool.
* **Sit and Go.** A room that starts as soon as it fills, with no fixed start time.
* **Smily Points.** A cosmetic 0 to 1000 display of a player's score, monotonic in the Brier penalty, where higher is better. It never changes who wins.
* **Spin and Go.** A three-player hyper-fast room with a randomly drawn prize-pool multiplier.
* **VRF.** Verifiable randomness, used for provably unbiased seating and multipliers.


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