Did you try Googling “particle playground” and “tutorial” together? There should be some tuts there. Roland K did one for the COW.
The RGB map is an image or movie that you design. The value of a color (e.g. R) at a specific position on the map affects the chosen property (e.g. size) of a particle when it is at that same position.
So, if you want particles travelling left-to-right across the screen to get bigger as they move, the property map should be an image (or precomped layer) that has a black-to-red linear ramp applied: black on the left, red on the right. As the particle passes through the black zone, it is small, then as the R value increases as it moves to the right, it gets bigger.
If you want the particles to get bigger then smaller, the ramp should be radial: red in the center, black around the edges. As the particles travel left-to-right, they travel through the black, then red, then black.
If the particles are static, using a movie as a property map can cause them to change properties based on the colour of the movie in the property map.
It’s all numerical. When a particle is at position (x,y), it reads the map’s RGB value at that position (x,y) then multiplies the chosen property value by that number, with or without another factor you set.
Recall that white has high values for R, G and B.
You must precompose a layer that has had an effect applied if you want to use it as a layer map.
Particle Playground particles do not exist in 3D space.
A layer map can be a movie.
To make a grid, set the cannon velocity to 0.
As for the persistent and ephemeral stuff, I’d have to check the manual for that.
Does that help?