trusty (6) atom4.6.gz

Provided by: atom4_4.1-6_amd64 bug

NAME

       atom4 - two-player color puzzle game

SYNOPSIS

       atom4 [ -a n ] [ -d level ] [ -mt | -mx ]
       atom4 -h

DESCRIPTION

       Atom-4  is  a  two-player color manipulation game played with colored spherical pieces on a board divided
       into equilateral triangles. The player who first makes a row of 4 pieces of the right color wins.

       There is an AI mode where you play against the computer. By default, atom4 runs in 2-player  mode.  Since
       2-player  mode  is  controlled  from  the  same terminal, it can be used as a "practice" mode to acquiant
       oneself with the color change rules or to explore strategic possibilities in a controlled way.

       atom4 supports both a curses-based text interface and an X11 interface. The  interface  can  be  selected
       with  the -m option. By default, atom4 launches the X11 interface if the $DISPLAY environment variable is
       set, and the curses-based interface otherwise.

OPTIONS

       -a n   Play against AI player.  n must be either 1 or 2, specifying which player the AI will be.

       -d n   Set AI player's difficulty level, where n is an integer from 0 or larger. The  default  difficulty
              setting is 2. This version of Atom-4 uses a real min-max algorithm; higher difficulty settings are
              actually much harder unlike in the previous version. However, be warned that very high  difficulty
              settings will likely be very slow, as the game tree grows very quickly.

       -h     Shows a summary of command-line options that atom4 takes.

       -mt    Selects  the  text  (curses-based)  interface. The curses-based interface requires a terminal with
              color capabilities; at least 9 colors are needed.

       -mx    Selects the X11 interface. The X11 interface requires an X display that supports  at  least  8-bit
              color.  Note  that  currently, atom4 will always connect to the X server specified in the $DISPLAY
              environment variable.

TEXT MODE INTERFACE

       The text mode interface requires a terminal that supports at least 9 colors.

       The game controls are straightforward: the keypad arrow keys move the cursor around the  board,  and  the
       Enter  key  or the Space key will place the piece being played on the board. The panel on the right shows
       you which piece is currently being played. Gameplay proceeds until one of the players win.

       You can press q at any time to quit the game.

       After one of the players win, the game will pause. You can either press n to proceed to the  next  round,
       or q to quit.

X11 INTERFACE

       The X11 interface requires an X display which has at least 8-bit color.

       Gameplay  on  the  X11  interface  is simple: the color wheel in the right panel shows the order in which
       pieces are played, as well as the current player (number in the center). The current piece  being  played
       is  highlighted  in the color wheel. To play the piece, simply locate your mouse over the desired spot on
       the board and click the mouse button.

       When it is your turn to play, and your mouse hovers over a legal position where you can  place  a  piece,
       the  piece you are currently playing will appear under the mouse cursor. It is not actually placed on the
       board until you click the mouse button.

       At any time during the game, you may press q to quit the game.

       After one of the players win, press n to proceed to the next round.

GAME RULES

       (Adapted from the README file.)

       Pieces may be placed only on the vertices of the triangular game board divisions, and  only  if  touching
       two  other pieces which themselves are adjacent to each other (i.e., it must form an equilateral triangle
       with two adjacent pieces  already  on  the  board).  Theoretically,  the  board  is  unlimited  in  size;
       practically, we limit it to 16 vertices across and 16 rows down.

       Pieces have 8 different colors in total, grouped into 4 groups:

        - black
        - red, green, and blue (the primary, or "additive", colors)
        - yellow, cyan, and purple (the secondary, or "subtractive", colors)
        - white

       Black and white are also called "propagators" (explained below).

       The first player plays additive colors, and must make a row of 4 whites. White is the "goal piece" of the
       first player.  Similarly, the second player plays subtractive colors, and must make a row  of  4  blacks.
       Black is the "goal piece" of the second player.

       Since  neither  player  can play their goal pieces directly, they need to combine the colors they play in
       order to form their goal pieces on the game board, indirectly. Whenever an additive or subtractive  piece
       is  put on the board, it changes the color of pieces surrounding it. The color changes are illustrated by
       the following color wheel:

                             red   yellow
                                \ /
                        purple --*-- green
                                / \
                            blue   cyan

       1) If the neighbouring piece has an adjacent color on the wheel, it does not change. For example, if  red
              is placed next to yellow or purple, the yellow or purple remains the same.

       2)  If  the  neighbouring piece has a color 60 degrees away on the wheel, then it changes to the color in
              between. For example, if red is placed next to green, the green turns into a yellow. If a  red  is
              placed next to a blue, the blue turns purple.

       3)  If  the  neighbouring  piece  has the opposite color on the wheel, then it changes to either white or
              black, depending on what type of color the new piece is. If the new piece is  an  additive  piece,
              the  neighbour  becomes  white;  if  it  is  a subtractive piece, the neighbour becomes black. For
              example, if a red is placed next to a cyan, the cyan turns white; but if a cyan is placed next  to
              the red, the red turns black.

       4)  If  the new piece is additive and the neighbouring piece is black, then the black changes to the same
              color as the new piece. Similarly, if the new piece is subtractive and the neighbouring  piece  is
              white, then the white changes to the same color as the new piece.

       5)  If the new piece is additive and the neighbouring piece is white, then the white does not change, but
              the color change effect "propagates" through the white to the piece behind the white.  That  piece
              then  changes  as  though  the new piece had been placed next to it. If it is also white, then the
              effect continues propagating in the same direction, in a straight line, until it  reaches  a  non-
              white  piece, and then changes that non-white piece as though the new piece was placed next to it.
              If an empty spot is reached before a non-white  piece,  then  nothing  happens.  Because  of  this
              effect, white pieces are also called "additive propagators".

       6)  Similarly,  if  the  new  piece  is subtractive and the neighbouring piece is black, the color change
              effect propagates in the direction of the black until it reaches a  non-black  piece,  which  then
              changes  as  though  the new piece had been placed next to it. Nothing happens if an empty spot is
              reached before a non-black piece. Hence, black pieces are also called "subtractive propagators".

       (Another way to understand the color changes is treat  colors  as  red,  green,  and  blue  combinations.
       Additive  colors  always  try  to "add" themselves to their neighbours: red + green = yellow (red & green
       together); red + cyan (green & blue) = white. Subtractive colors try to  remove  their  complement  color
       from  their  neighbours.  For example, the complement of yellow (red & green) is blue; so yellow tries to
       remove blue from its neighbours. Hence, when yellow (red & green) is placed next to cyan (green &  blue),
       the  cyan  turns  green (loses the blue component). Similarly, when cyan (green & blue) is placed next to
       white (red & green & blue), it removes its complement, red, from the white; so the white becomes cyan  as
       well.  In  other  words, additive colors behave like colored light, whilst subtractive colors behave like
       colored paint.)

       The initial state of the board consists of two pieces, green and purple, in  the  middle  of  the  board,
       touching  each  other.  The first player then plays a red, the second player plays a yellow, and then the
       first player plays a green, and so on, taking turns, going clockwise around the color  wheel.  The  first
       person to make a row of 4 propagators wins.

       If  the game is played in multiple rounds, the second player may start first on the second round, using a
       subtractive piece, and then the first player with the next color clockwise on the color wheel, and so on.
       The  starting  configuration  always  consists  of  two  pieces, one 30 degrees counterclockwise from the
       starting color on the color wheel, and the other 60 degrees clockwise; each touching  the  other  in  the
       center of the board.

GAME STRATEGY CONSIDERATIONS

       Notice  that  in  order to get from additive colors to white, the first player must form secondary colors
       and then add their complements; but the second player already plays secondary colors. So the first player
       can  make  use  of  the  pieces played by the second player to make whites, which is faster than building
       whites from scratch. Similarly, the second player plays subtractive pieces and must  first  form  primary
       colors  and  then  add  the complements to make black; but the first player already plays primary colors,
       which can be exploited to make blacks.

       This also means that when playing a piece, one should be careful not to give too much  advantage  to  the
       other player by providing material to make propagators (black or white).

       Propagators  (blacks  or  whites)  are  useful  for changing colors of pieces already blocked from direct
       access because they are surrounded by other pieces. Using propagators, you can  create  more  propagators
       from  such "buried" pieces. Strategic positioning of propagators that allow you to reach these "internal"
       pieces is key to winning the game.

       Since it is relatively easy for one's opponent to prevent one from winning by changing  the  color  of  a
       piece  intended  to  be the 4th propagator in the row of 4, a good strategy is to devise a way to have at
       least two different pieces that can serve as a 4th piece in the row. Another good strategy is to bury the
       prospective  4th  piece  with other non-essential pieces so that the opponent cannot easily reach it, and
       have multiple propagator paths to it.  Then if the opponent blocks one propagator path,  another  one  is
       available to reach it.

       It  is  very useful to anticipate the color of one's subsequent piece, and plan accordingly. For example,
       if the first player is playing a red, and there are no cyans around, it is useful to place the  red  next
       to blue pieces, because they form purple which can be complemented by the green on the next turn. If they
       are placed next to green pieces, the result is yellow, which cannot be used until 2 turns later.

HISTORY

       The original 2-color version of the game was developed in December 2002. It was  based  on  much  simpler
       rules (basically, each player directly plays his goal piece), but because of the very small initial state
       space and the proximity of winning states,  one  player  always  had  the  advantage.  Several  different
       starting  configurations,  including  randomized starting states, were tried in an attempt to balance the
       game, but with limited results.

       Because of these limitations, more elaborate versions of the  game  were  sought.   The  current  8-color
       version  was  first introduced in February 2003. Its main motivation was to postpone winning states until
       the state space has grown significantly.

       A min-max algorithm with alpha/beta pruning was introduced to the AI player in April 2003. This  replaced
       the previous, more limited algorithm which only performed well at certain search depths.

       The  "4"  in  the  name  "Atom-4"  refers obviously to the goal of making the 4-in-a-row. The "atom" part
       refers to the similarity to atoms forming into a crystal lattice: you can't just stick an  atom  anywhere
       in  a  crystal  lattice;  it must fit into a "stable" position (in this case, touching two other adjacent
       "atoms" already on the board). Also, atoms don't just stick together; chemical reactions (color  changes)
       happen  when  they  come  together,  and  some  chemical  changes have far-reaching effects (color change
       propagating over whites and blacks).

AUTHOR

       The game concept of Atom-4, the design and implementation of the software version of the  game,  and  the
       graphics used by the game, were all done by Hwei Sheng Teoh <hsteoh@debian.org>.

       Copyright (C) 2002-2003 by Hwei Sheng Teoh <hsteoh@debian.org>

       This is free software; you can redistribute it and/or modify it under the terms of the GNU General Public
       License as published by the Free Software Foundation; either version 2, or (at  your  option)  any  later
       version without ANY WARRANTIES.

                                                                                                        ATOM4(6)