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Rules

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particle-worlds — rules

Four particles, four landmarks, four scenarios, one radio that can say nine things.

An episode is four rounds of 45 seconds on the same board with the same four seats. What changes between rounds is what the round rewards and who is told what.


The field

  • 1235 x 659 map pixels, border walls only — no interior obstacle at all.
  • Four landmarks ("marks"), 18 px radius, drawn as coloured discs in the palette amber / teal / violet / bone. That palette is deliberately disjoint from the four particle colours, so a spectator never confuses a particle with a mark.
  • Marks are never solid: a particle glides over one in every mode.
  • The layout is seeded and redrawn every round by bounded rejection sampling: four marks at least 300 px apart (relaxed toward a 120 px floor if the sampler has to work), each on non-wall floor, at least 140 px from every edge.
  • Mark colours are a seeded permutation of the four palette colours, drawn per round.
  • The clock is 24 ticks/second. One round is 1080 ticks = 45 s; one episode is 4 rounds.

The seats

num_agents = 4. One seat drives exactly one particle. No seat drives more than one body and no body is uncommanded.

SeatColourAlias (the only name in the game)
0redRED-alpha
1blueBLUE-alpha
2greenGREEN-alpha
3yellowYELLOW-alpha

The four teams are colours, not sides: who is allied with whom is a property of the round.

Roles rotate

One seeded permutation perm[0..3] is drawn per episode. In round r (1-based) seat s holds role index (perm[s] + r) mod 4, so over four rounds each seat holds each role index exactly once. Nobody is stuck with the cheap seat.

Role indexspreaddeceivecryptotag
0cooperatoradversaryspeaker (anchored)evader (fast)
1cooperatorgoodlistenerpursuer
2cooperatorgoodeavesdropperpursuer
3cooperatorgoodeavesdropperpursuer

Roles are public in every mode. What is secret is the round's goal and its key.

Physics

MPE integrates p_vel = p_vel * (1 - damping) + action * accel * dt and clamps to max_speed. Particle worlds does the same thing in integers, in this order, every tick:

  1. Damp both axes. vel = vel * 192 / 256 — 0.75 retention, i.e. MPE's damping = 0.25 exactly — then snap to 0 below 8 motion units.
  2. Impulse. vel += input * accel, clamped per axis to ±maxSpeed.
  3. Integrate with the inherited sub-pixel carry accumulator at motionScale 256, the per-pixel wall test, the wall slide, and particle-on-particle restitution at 40 %.
accelmaxSpeedcruisepx/s
every particle in spread, deceive, crypto; the evader in tag25011001000 units94
a pursuer in tag (75 % / 77 %)187847748 units70

The pursuer ratios are MPE simple_tag's own (adversary accel 3.0 vs good 4.0; adversary max_speed 1.0 vs good 1.3). In simple_tag the single good agent is the faster one, and this game follows the source: one fast evader against three slow pursuers is the matchup that has a chase in it.

Two deliberate deviations from MPE, both stated: the per-axis speed clamp means a diagonal cruise is √2 faster than an axis-aligned one (identical for every role, so it is a property of the world, not an advantage); and crypto's speaker is anchored — her d-pad bits are ignored, as MPE's simple_crypto speakers are immovable. Her aim still turns, so her sprite reads as looking at whoever she is talking to.

The radio — nine values, global, once per turn

The only channel from one seat to another. Every 4.5 s (108 ticks) each seat's order carries one symbol out of {-, A, B, C, D, E, F, G, H}; - is silence. The symbol becomes that particle's broadcast token for the whole turn and is audible to every seat regardless of distance — MPE's channel is global, there is no earshot.

A symbol means nothing by itself. It means what the four of you make it mean, this round.

There is no free-text channel between seats. The order's note is spectator-only: it reaches the match feed and the replay and is never shown to another seat.

Scoring

One helper: closeness(d) = 1000 - min(1000, d * 1000 / 500), so a particle sitting on a mark scores 1000 and one 500 px away scores 0. Every per-tick term is accumulated as an integer and divided by the round's tick count at round end. Every round score is a permille in [0, 1000] and no term is ever negative.

spread — cover the marks

cover(t)  = ( sum over the 4 marks of closeness(nearest agent's distance) ) / 4
bumps[s] += 1 for each tick s is within 14 px of any other agent
base      = mean over ticks of cover(t)
roundP[s] = max(0, base - min(250, bumps[s] * 1))

All four seats share base; only the collision debit is personal, and it is floored at 0. Four particles each parked on a different mark scores about 950; four clumped on one mark about 300.

deceive — hide the goal

One mark is the GOAL. The three good agents are told which; the adversary is not.

gc(t) = closeness(nearest good agent's distance to the goal)
vc(t) = closeness(the adversary's distance to the goal)
goodP = clamp(500 + (gc - vc) / 2, 0, 1000)     # the same value for all three
advP  = clamp(500 + (vc - gc) / 2, 0, 1000)

goodP + advP = 1000 on every tick where neither clamps, so the round is zero-sum by construction. The adversary sees everything and hears every symbol, so walking straight to the goal tells it where the goal is.

crypto — talk past the eavesdroppers

One mark is the GOAL. A seeded key maps each of the four mark colours to one distinct symbol from A..H, redrawn every round.

  • Speaker (Alice) is told the goal, its colour and the whole key. She cannot move.
  • Listener (Bob) is told the key, not the goal.
  • Eve-1 and Eve-2 are told neither. They hear every symbol, including each other's.
bc(t)     = closeness(Bob's distance to the goal)
ec(t)     = max(closeness(Eve-1), closeness(Eve-2))
pairP     = clamp(500 + (bc - ec) / 2, 0, 1000)     # Alice and Bob both get this
eveP_k    = clamp(500 + (closeness(Eve-k) - bc) / 2, 0, 1000)

Alice may use the key honestly, lie, or invent a code with Bob inside the round — the reward does not care how the colour arrives, only that Bob ends up on the mark and the Eves do not. Since a symbol has four a-priori-equal meanings, the Eves' only other move is to tail Bob, which is why Bob is paid for the Eves being far. Every seat can see each mobile agent's nearest_mark and settled_ticks: public behaviour is the legitimate signal an Eve reads and Bob must confound.

tag — one runner, three hooks

Landmarks are inert decoration. tagPx = 20 px is contact.

tagTicks += 1 for each tick with at least one contact
credit[p] += 1 for each tick pursuer p is in contact
roundP[pursuer p] = min(1000, credit[p] * 1000 / 120)     # 5 s of contact = full score
roundP[evader]    = (ticks - tagTicks) * 1000 / ticks

The episode

scores[s] = ( sum over rounds actually played of roundP[s][r] ) / (1000 * roundsPlayed)
win[s]    = scores[s] >= 0.5

Higher is better, every term is non-negative, and every seat's score lies in [0, 1]. The league ranks by results.scores[s]. A round the wall clock never reached is excluded from the mean, not scored 0 — a truncated episode reports what was actually measured.

Orders

Every 4.5 s a seat issues one order for itself:

{"note": "hold at teal's south flank until the greens commit",
 "cogs": [{"id": "BLUE-alpha", "intent": "cover", "target": [880, 210],
           "face": [700, 420], "symbol": "F"}]}
FieldCap / legal valuesRepair when violated
note≤ 160 runes, spectator-onlytruncated on a rune boundary; newlines collapse to spaces
cogsexactly 1 entry, your own particleextra entries dropped; empty keeps last turn's order, else drifter's
cogs[].idyour own alias, matched case-insensitively and suffix-wisean unmatched entry is assigned by position
cogs[].intentgo hold cover shadow evade orbitnormalised; still unknown → go
cogs[].target[int, int], clamped to [0,1234] x [0,658]missing / non-finite → the field centre
cogs[].face[int, int] or nullnull (the controller picks the facing)
cogs[].symbolexactly one rune from {-,A..H}first rune upper-cased; outside the alphabet → -

A deterministic controller executes the order for the next 4.5 s:

  • go — drive to target and stop there.
  • hold — brake and stay where you were when the order was installed.
  • cover — drive onto the mark nearest target and sit on it.
  • shadow — close to 60 px of the particle nearest target and hold station there. A tag pursuer shadows to contact instead: its whole job is to be inside 20 px.
  • evade — of 16 walkable probe points 200 px around you, take the one that maximises the minimum distance to any other particle.
  • orbit — circle target at 120 px, counter-clockwise.

face only turns your sprite. The controller never sets a weapon button, because there are none: nothing in particle worlds can be destroyed.

The published baselines

Both emit the same order object an LLM does, on the same cadence, so the two policy kinds are strictly comparable. Both are pure functions of the world state plus the seat's own entitlements.

drifter — the certification player, the per-turn LLM fallback, the driver of a no-show or disconnected seat, and the default for a seat that sets neither PLAYER_PROMPT nor PLAYER_SCRIPTED:

  • spreadcover the mark whose index equals your role index, and say the letter at that index (A..D). Four drifter seats therefore cover four distinct marks: the correct cooperative solution, and a real bar for a champion to clear.
  • deceive — good agents: role 1 covers the goal, role 2 covers the mark furthest from it, role 3 the second furthest; silence. Adversary: cover the mark nearest the centroid of the three good agents, re-evaluated every turn.
  • crypto — Alice holds and speaks the key symbol for the goal colour, every turn, without variation. Bob decodes any symbol heard this round against the key and covers that colour's mark, else holds. Each Eve shadows Bob.
  • tag — the evader evades. Pursuers shadow the evader (to contact).

beeline — deliberately weaker and different in shape: every seat, every mode, cover the mark nearest to itself and say nothing. It never speaks, never decodes, never flees, and its pursuers chase nothing. It loses to drifter on the mean episode score at the pinned seed.

End conditions

results.reason is a closed enum of three values; results.endRule carries the detail of the last round played and is a closed enum of four.

reasonendRuleWhen
completefull_timeall four rounds ran their 1080 ticks — the normal path.
deadlinewall_clockthe 690 s engine stop fired first. Rounds already banked keep their permille; the round in progress banks from the ticks it ran and counts; rounds never started are excluded from the mean.
faultsim_faultthe sim guard tripped. Scored from the banked rounds, win false everywhere, partial replay written.
faulthost_erroran unexpected server-side exception. Same treatment.

A seat that never connects does not end the episode: the lobby budget expires, the no-show is reported, its particle plays drifter for the whole episode, and all four rounds run. A seat that drops mid-episode keeps playing on drifter and revives on reconnect.