-<h3> The Manager Program </h3>
-<p> The manager program takes two executable paths, one to each of the AI programs to pit against each other. <p>
-<p> It first requests each program to print the setup of its pieces to stdout. Then the programs take turns (Red, then blue, etc) to move one piece. </p>
-<p> The first program is Red (top of the board), the second is Blue (bottom of the board). </p>
-<p> I have now added graphics, but you can disable them by commenting out the "#define GRAPHICS" in the file "common.h" </p>
-<p> EDIT: You also have to remove graphics.o from the Makefile dependencies, and there are probably other annoying things. Its probably easiest just to install the SDL and OpenGL libraries to be honest </p>
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-<h2> Messaging Protocol and Rules </h2>
-<h3> Setup </h3>
-<h4> Query </h4>
-<p> The manager program prints one line in the following format to each program: </p>
-<p> COLOUR OPPONENT BOARD_WIDTH BOARD_HEIGHT </p>
-<p> At the moment BOARD_WIDTH and BOARD_HEIGHT are always 14. The arguments are followed by a newline. </p>
-<p> OPPONENT will be the identity of the opposing AI program. </p>
-<h4> Response </h4>
-<p> The AI program queried must print <i>four</i> (4) lines containing its initial setup. Each character represents a unit or empty space. The characters are as follows: </p>
-<p> </p>
-<table border="1">
-<tr> <th>Rank</th> <th>Character</th> <th>Number</th> </tr>
-<tr> <td>Marshal</td> <td>M</td> <td>1</td> </tr>
-<tr> <td>General</td> <td>G</td> <td>1</td> </tr>
-<tr> <td>Colonel</td> <td>C</td> <td>2</td> </tr>
-<tr> <td>Major</td> <td>m</td> <td>3</td> </tr>
-<tr> <td>Captain</td> <td>C</td> <td>4</td> </tr>
-<tr> <td>Lietenant</td> <td>L</td> <td>4</td> </tr>
-<tr> <td>Sergeant</td> <td>S</td> <td>4</td> </tr>
-<tr> <td>Miner</td> <td>n</td> <td>5</td> </tr>
-<tr> <td>Scout</td> <td>s</td> <td>8</td> </tr>
-<tr> <td>Spy</td> <td>y</td> <td>1</td> </tr>
-<tr> <td>Bomb</td> <td>B</td> <td>6</td> </tr>
-<tr> <td>Flag</td> <td>F</td> <td>1</td> </tr>
-<tr> <td>Unoccupied</td> <td>.</td> <td> </td> </tr>
-<tr> <td>Obstacle</td> <td>+</td> <td> </td> </tr>
-</table>
-<p> The AI program can't place any obstacles, and must at least place the Flag for its setup to be valid. </p>
-<p> RED will always occupy the top four rows of the board, and BLUE occupies the bottom four rows. </p>
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-<h3> Turns </h3>
-<h4> Query </h4>
-<p> RED starts the game. The manager queries RED to make the <i>first</i> move by printing: </p>
-<p> START </p>
-<p> Followed by a WIDTH*HEIGHT grid. '*' or '#' characters are used to indicate positions of unknown (BLUE/RED) enemy units. </p>
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-<h4> Response </h4>
-<p> The AI program must respond with a <i> single </i> line of the following form: </p>
-<p> X Y DIRECTION [MULTIPLIER]</p>
-<p> Where X and Y represent valid co-ordinates, upon which there is a piece of the AI program's colour. </p>
-<p> DIRECTION must be either "UP", "DOWN", "LEFT", or "RIGHT", and is, obviously, the way the piece is supposed to move </p>
-<p> MULTIPLIER is optional, and should only be given if the AI program is moving a Scout. Scouts may move multiple times in the same direction if possible. </p>
-<p> </p>
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-<h4> Outcome </h4>
-<p> The manager program will indicate the result of a move by responding with: </p>
-<p> X Y DIRECTION [MULTIPLIER] OUTCOME </p>
-<p> Where X, Y, DIRECTION and MULTIPLIER are as above. </p>
-<p> OUTCOME signals the result of the turn, and will be one of the following: </p>
-<table border="1">
- <tr> <th> OUTCOME </th> <th> Description </th> </tr>
- <tr> <td> OK </td> <td> The piece was successfully moved, nothing eventful happened </td> </tr>
- <tr> <td> FLAG </td> <td> The piece moved onto the opposing Flag; the game will end shortly </td> </tr>
- <tr> <td> KILLS RANK1 RANK2 </td> <td> The piece landed on a square occupied by an enemy, and destroyed it, moving into the square </td> </tr>
- <tr> <td> DIES RANK1 RANK2</td> <td> The piece landed on a square occupied by an enemy, and was destroyed. The piece is removed from the board. </td> </tr>
- <tr> <td> BOTHDIE RANK1 RANK2</td> <td> The piece landed on a square occupied by an enemy, and <i>both</i> pieces were destroyed. </td> </tr>
- <tr> <td> ILLEGAL </td> <td> The moving player attempted to make an illegal move, and has hence lost the game. The game will end shortly. </td> </tr>
-</table>
-<p> If printed, RANK1 and RANK2 indicate the ranks of the moved piece and the defending piece (the piece who occupied the destination square) respectively. </p>
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-<h4> Additional Turns </h4>
-<p> The Outcome of each turn is printed to <i>both</i> AI programs. </p>
-<p> The state of the board is then printed to BLUE, who makes a move, then the process repeats. </p>