In order to engage in competitive play. General game players need a game manager to distribute game descriptions, maintain an official game state, update the state with the player moves, verify the legality of those moves, and ultimately determine the winners. In the case of automated general game players, the manager takes the form of a web service that performs all of these functions. Typical game manager maintains databases of game descriptions matched records and, and temporary data while games are in progress. Communicates with players via TCP/IP connections, and in most cases it provides graphical representations of games for human spectators. Versus running a game goes as follows, upon receiving a request from a game director to run a match, the game manager's first, first issue's start message to each player to initiate the match. Start message contains an identifier for the match, the role the player is assuming in that match, the game description, a start clock and a play clock. The start clock specifies the amount of time remaining before play begins, and the play cock, clock specifies the amount of time each player has to make each move once play begins. Once the play begins, it issues play messages to each player. This includes the match ID, and an indication of the moves made on the last time step by the various players in the match. once the manager receives plays from the players, it simulates the results to determine the next state of the game. this part of the process then repeats. another play message is sent. It moves, received, state simulated and so forth. And this process continues until the match is over. Once the match is over, the manager issues a stop message to each player and this is useful so that players know what happened on the last move. And now finally one other function of the game manager is handling problem cases. failure to play or incorrect, incorrect moves. In such cases the game manager plays an arbitrary legal move for the player and reports that move in the next play m essage. Now that's only one way to deal with such cases the alternative would be forfeiture. However, that's a somewhat severe consequence where communications are not perfect. Also it could give a win to a weak player just because another player failed to move in time or because an internet connection dropped. Doing things this way at least forces players to do better than random.