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- Pyramids User Manual Notes
-
- Version 4.0
-
-
- Pyramids is Shareware software. That means you get a chance to try it
- before you buy it. If you like Pyramids, please register your copy by
- sending $10 to:
-
-
- Helios Software
- Box 22869
- Seattle, WA
- 98122
-
-
- Pyramids took a lot of work to write, and $10 is not much to ask of
- someone who wants to play it. Your support for my efforts and the
- Shareware concept is appreciated.
-
- You are welcome to distribute unmodified disks to friends and BBS's.
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- Theme
-
-
- Pyramids is a strategy game based on an ancient Egyptian theme. You
- and the pharaoh Cheops are contending to discover the other's pyramid
- before your own is discovered. You each have a set of pieces
- consisting of sphinxes, lions, bulls, rams, wolves, hawks, camels,
- cats, antelopes and a cobra. Every animal has special powers:
-
- A sphinx remains behind to protect the pyramid. It cannot move but
- it will defeat anything which attacks it, except a sacred cat.
-
- A lion, bull, ram or wolf relies on its strength.
-
- A hawk can fly over the animal nearest it to the space on the other
- side.
-
- A camel can cross directly across a desert.
-
- A sacred cat can use its magic to overcome a sphinx.
-
- An antelope can cover great distances in a single move.
-
- Only the cobra can defeat the lion.
-
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- Rules of Play
-
-
- Game Board
-
- Pyramids is played on an 11 x 11 board with two deserts in the middle.
-
-
- Pieces
-
- Each side begins with 44 pieces; Cheops' pieces are arranged along
- the top of the board, while yours are along the bottom. A piece set
- consists of one pyramid, one cobra and 42 other pieces which you may
- configure with the SETUP program explained below. At the beginning
- you will not know the ranks of Cheops' pieces and he will not know
- yours. The identities of pieces become known only through attacks and
- by moves which are unique to specific ranks.
-
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- Objective
-
- The winner is whoever first finds his opponent's pyramid or eliminates
- all of his opponent's mobile pieces.
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- PYRAMIDS MANUAL 1
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- Start of Game
-
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- Each side first lays out his pieces along his side of the board. You
- may decide whether Cheops' pieces should be arranged randomly or in a
- strategic setup. Random setups always position the pyramid in one of
- the two back rows. Strategic setups usually fortify the pyramid with
- sphinxes. Your setup also may be random or strategic. For a
- strategic setup you may select from a file of setups you have created
- previously or create a new one. Up to 255 strategic setups may be
- stored at a time.
-
-
- Movement
-
- Cheops and you take turns, moving one piece each turn; the first turn
- in the game is assigned at random. You may move a piece forward,
- backward, left or right according to these rules:
-
- 1) The pyramid and the sphinxes cannot move.
-
- 2) All other pieces can move along a straight line to a vacant
- square, so long as all intervening squares are vacant and the
- distance of the move is not greater than the allowable 'slide' (see
- Changing the Slide under Game Options below).
-
- 3) An antelope (rank 8) can move through any number of vacant
- squares, regardless of the slide.
-
- 4) A hawk can fly over an adjacent piece to an empty square on the
- other side.
-
- 5) A camel can cross directly from one side of a desert to the
- other side.
-
- 6) A piece resting on a 'power square' in one of the lanes can move
- directly to a vacant power square in another lane.
-
-
- Attacks
-
- An attack occurs when a piece tries to occupy the square of an
- opponent piece. These rules govern attacks:
-
- 1) A piece may attack an opponent piece to which it is adjacent by
- attempting to occupy its square.
-
- 2) A hawk (rank 5) can attack an opponent piece by flying over an
- adjacent piece.
-
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- PYRAMIDS MANUAL 2
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- Resolution of Attacks
-
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- Attacks are resolved according to these rules:
-
- 1) Any piece can capture the pyramid.
-
- 2) An attacking piece can defeat any numeric piece of greater or
- equal number.
-
- 3) A cat (rank 7) can overpower a sphinx.
-
- 4) The cobra can defeat the lion (rank 1) if it attacks; any piece,
- including the lion, can defeat the cobra by attacking it.
-
- The losing piece is removed from the board. If the attacker wins, it
- immediately occupies the square of the loser; if the defender wins,
- it remains in place. The identity of the winning piece is revealed to
- the opponent (except see Hiding Attacks in Game Options below).
-
-
- Move Repetition
-
- No piece may move from square A to square B and then back to square A
- in three consecutive moves.
-
-
- End of Game
-
- When the game has ended you will be given the opportunity to watch
- the game be replayed automatically. You can watch the entire replay
- or press <ESC> to stop the replay. Then, you can either begin a new
- game or exit Pyramids to the DOS prompt.
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- PYRAMIDS MANUAL 3
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- Game Options
-
-
- Changing the Level (Function Key 1)
-
- Cheops can play at four skill levels; level '1' is the lowest and
- level '4' is the highest. At higher levels Cheops examines his moves
- in greater depth, and so is better able to find effective attack
- combinations and to direct his pieces against squares where your
- pyramid may be located. Approximate timings for moves on an AT
- personal computer follow:
-
- ...................................................
- . .
- . L E V E L .
- . 1 2 3 4 .
- . ................................... .
- . . . . . . .
- . S 1 . 1 . 1 . 2 . 8 . .
- . . . . . . .
- . L ................................... .
- . . . . . . .
- . I 2 . 1 . 1 . 3 . 12 . .
- . . . . . . .
- . D ................................... .
- . . . . . . .
- . E 3 . 1 . 2 . 4 . 16 . .
- . . . . . . .
- . ................................... .
- . Times in seconds .
- . .
- ...................................................
-
- While Cheops is thinking, you can terminate his search process by
- pressing any key; Cheops will select the best move he has found thus
- far. Although Cheops looks at his most promising moves first (just as
- you do), he performs a depth-first search on them, that is, he
- examines each move sequence in detail before looking at the next move.
- If Cheops' actual best move is not among the first that he looks at,
- terminating a search too quickly at a high skill level could actually
- yield a worse move than would the same amount of time at a lower
- level.
-
- It is best to use the search termination feature when you have waited
- at least one-fourth the normal time required for the skill level-slide
- settings. This gives Cheops a chance to find a good move in a short
- time while freeing you from waiting longer while he looks for a
- surprise game buster. The Watching the Move Selection Process option
- (Function Key 6) explained below allows you see how long it usually
- takes Cheops to find his best move.
-
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- PYRAMIDS MANUAL 4
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- Changing the Slide (Function Key 2)
-
- The slide determines the number of vacant squares across which pieces
- can move. The slide can be set from one to three squares. Antelopes
- have an unlimited slide and are not affected by this option.
-
- The setting of the slide has a profound influence on the style of
- play. With the slide set at '1', the lanes between the deserts in the
- middle of the board can be protected by a single powerful piece; no
- piece of lesser or equal rank can get by it. With the slide set at
- '2' or '3' the lanes are much more difficult to control, with the
- result that games are more wide-open and aggressive.
-
-
- Hiding Attacks (Function Key 3)
-
- When this option is set, the identity of Cheops' pieces remain
- concealed if they win an attack, except for sphinxes and the cobra.
- All you learn is that they were powerful enough to win. This is an
- advanced option for players who are confident of their skill.
-
-
- Hiding Cheops' Pieces (Function Key 4)
-
- With this option, Cheops' pieces are displayed only while they are
- moving; at all other times, they are invisible. This option, combined
- with Level 1 and Slide 3, creates a fast, 'arcade-like' game with lots
- of surprises.
-
-
- Controlling the Sound Effects (Function Key 5)
-
- Normally, sound effects are played during the game to signal attacks,
- captures and special moves, and error bells are rung after illegal
- keyboard entry. This option may be switched on or off with the F5
- function key.
-
-
- Watching the Move Selection Process (Function Key 6)
-
- You can watch while Cheops selects his next move by activating this
- option. The board will come alive as Cheops considers all important
- move combinations. Initial and final scores for each move are
- displayed in the message box on the left, while intermediary scores
- for each level of the move are shown on the bottom line. The message
- box on the right shows the current best move and its score.
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- PYRAMIDS MANUAL 5
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- Loading a Saved Game (Function Key 7)
-
- At any time you can stop playing the current game and load an
- unfinished game that you had saved previously. Type in the name of
- the game you want to finish. After the game is complete it will be
- erased from the disk. (Also see Command Line Parameters below.)
-
-
- Saving the Current Game (Function Key 8)
-
- This option allows you to save the game in progress to finish at
- another time. Type in the name under which to save the game. Saved
- games are assigned the extension .GAM.
-
-
- Starting a New Game (Function Key 9)
-
- If you don't want to finish the current game, you can start a new one
- with this option.
-
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- Quitting the Current Game (Function Key 10)
-
- Press <F10> at any time to quit the game you are playing and return to
- the DOS prompt. If you have not first saved the current game, you
- will be given the opportunity to do so.
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- PYRAMIDS MANUAL 6
-
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- The Setup Program
-
- Program SETUP allows you to configure the piece sets, colors (if you
- have a color monitor) and display speed. Run SETUPS before you start
- program PYRAMIDS to change these configurations.
-
-
- Configuring the piece set
-
- You can decide how many sphinxes, lions, rams, etc. you want to have
- for your side and for Cheops' side. Simply add and subtract from each
- piece rank, making sure that you finish with a surplus of zero for
- each side. There must be one pyramid and one cobra on each side.
-
- The new configuration will be used for random setups in new games and
- for new strategic setups you create. All of Cheops' strategic setups
- are based on the original configuration.
-
-
- Configuring the colors (color monitor only)
-
- The display shows a sample game position with the current color
- configuration. Press the function keys as indicated to cycle through
- the colors available to find a combination you like and then save the
- changes. All subsequent games you play will use the new colors.
-
-
- Configuring the display speed
-
- You can change the speed at which the display updates piece movements,
- messages and so forth. Set the speed faster or slower and then save
- the change. When you next run PYRAMIDS it will use the new speed.
-
- This configuration affects only the display speed. Set the skill
- level for each game to determine Cheops' movement selection speed.
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- PYRAMIDS MANUAL 7
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- Move Selection Algorithm
-
-
- Pyramids uses a recursive min-max move selection algorithm with tree
- pruning on refutation. For each level, all legal moves are assigned
- initial values based on a criterion list. At levels above the
- terminal nodes of the tree, the moves are sorted by these initial
- values; moves are then selected for recursion which are deemed to be
- 'hot' (attacks and so forth) or which have the highest initial values.
-
- Cheops' moves in the recursion are evaluated according to his
- perception of the board, including inferences made about your unknown
- pieces. Your moves in the recursion are evaluated according to
- Cheops' inferences about your perception of the board, including both
- his inferences about your unknown pieces and inferences you might have
- made about Cheops' unknown pieces. In other words, Cheops never knows
- more about your pieces than a human opponent would.
-
- This two-layered uncertainty creates unique problems for a computer
- solution to Pyramids. At times Cheops must infer that you will make a
- bad move without himself being fooled by your high assessment of it.
- Therefore, the min-max algorithm is modified to return not only a
- maximum value for each node, but also both the extent to which the
- parent of that node perceives the child to have been fooled by the
- selected best move ('He thinks he'll win the attack, but I know
- better.') and the extent to which the child's child (and thus the
- parent, who is the same player) was fooled ('My child thinks he'll win
- the attack. I know better, but I'm not telling my parent, only my
- grandparent.') In the peculiar genetics of the min-max world, players
- are reborn as their own grandchildren, in perpetual competition with
- their children, who are reborn as their grandchildren.
-
- Inferences made about your pieces are probabilistic in nature. If you
- aggressively move an unknown piece against one of Cheops' pieces,
- sometimes he will assume you are in earnest and sometimes he will call
- your bluff. If he does back off, at some point he will change his
- mind and come after your piece to find out what it really is.
-
- Cheops' depth of search is the user-selected skill level plus one,
- that is, a maximum of three moves. However, the game of Pyramids
- requires a sense of the board which goes much deeper than three moves
- ahead. To achieve this vision over distance without full-depth
- recursion, Cheops draws a 'force field' over the board which attracts
- pieces of various ranks according to the positions of your pieces.
- This is similar to the process you employ in moving a piece 'closer'
- to where you think Cheops' pyramid is.
-
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- PYRAMIDS MANUAL 8
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- System Requirements
-
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- IBM PC, PC Jr, XT, AT, PS/2 or true compatible with at least:
-
- one floppy disk drive
- 256 KB memory
- monochrome or color monitor
- DOS 2.0 or higher.
-
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- Command Line Parameters
-
-
- Pyramids may be started from the DOS prompt in these ways:
-
- 1) Type: PYRAMIDS. This starts a new game.
-
- 2) Type: PYRAMIDS <filename>. This resumes the game saved under
- <filename>
-
- 3) Type: PYRAMIDS /NM. This turns off all sound effects at the
- beginning of the program.
-
- 4) Type: PYRAMIDS /NH. This turns off the help messages which
- describe the pieces.
-
- Any combination of these parameters may be used.
-
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- File Extensions
-
-
- File extensions have these meanings:
-
- .EXE program file
- .PYR internal data files
- .GAM saved game.
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- PYRAMIDS MANUAL 9