Notation in file description is in BNF-like form, with brackets denoting parameters, and comments preceded by semicolon. All items appear on separate lines (separated by newline), with the line descriptor letters #[specifier] at the very beginning. All files and data formats consist only of ASCII printable characters. Configuration files contain, in the first two lines: [port number] [maze path name] Client-to-server messages are as follows: #I [ID] ; ID begins with M for monster, P for player, followed by index #T [status] #A [motion] [direction] [kick] ; Each may be one of the 4 directions or None #S [score] ; What agent thinks its score should be #E ; end of message Server-to-client messages and maze files have the same format: #S [status] ; normal or restart game #M [number of monsters] ; followed by as many lines as needed, formatted: [index] [monster X] [monster Y] [monster direction] [monster status] #P [number of players] ; followed by as many lines as needed, formatted: [index] [player X] [player Y] [player direction] [player status] #D [number of diamond blocks] [X] [Y] #F [number of bonus fruit items] [X] [Y] [value] #Z [maze x size] [maze y size] ; followed by actual maze: . = space, X = block ...X.. ...XX. .X.... [optional data] #E ; end of file or message Optional data appears in the messages, notifying all of changes in status for agents. Currently suggested are: #K [killer ID] [victim ID] #C [agent ID] [X] [Y] ; agent (ID) got treasure at X, Y (amended 19/1/99)