It is for Gareth Hanrahan, designer of High Programmers, to answer with true ULTRAVIOLET-Clearance authority, but I can provide a temporary stopgap.
Each player plays a single UV-Clearance High Programmer. Character creation involves several auctions, in the manner of Amber Diceless Roleplaying, for influence in various service groups and secret societies. Each position of influence includes control of certain specified NPC minions, which can be individuals, factions, Troubleshooter teams, or more abstract entities. Players can buy control of additional minions in character creation and during play. Purchases are made using Access, which is glancingly represented in Troubleshooters and INTSEC but here becomes an all-powerful, all-desired currency.
Though the rules include a rudimentary task resolution system for actions the UV character takes in his own person -- how clumsy! -- the focus of the game is deploying and exploiting one's minions to address a panoply of crises assigned by The Computer. The Computer assigns each crisis a budget of Access points. The High Programmers bargain with one another to divide the Access budget among themselves in order to empower their various minions -- with, ideally, an easily overlooked Access surplus an individual HP can hoard for himself.
Then the players deploy their minions to address the crisis. Task resolution that works (in an abstract sense) much like tests of a lower-clearance individual's skills and specialties. Using some clever Tension rules, a player can gather evidence against rival UVs that may lead to termination (a minor inconvenience), Access fines (ouch!) or, horror of horrors, demotion. However, in contrast to the earlier PARANOIA rulebooks, in High Programmer framing a fellow PC and getting him killed is a very considerable undertaking, requiring investigation and strategy.
If you want more details, I defer to Gareth....