The notation pqrs or p.q.r.s etc, is the schläfli symbol, standing as a pseudoregular trace, or linearised dynkin-symbol. The / is the ancestral form of the node-marker 'x'. A semicolon is the loop-node 'z'. It's kind of 'ye olde english tea shoppe' thing, it's just that the / notation is twenty years older than the corresponding 'x' notation.
So something like /3.3.3/ is the same as x3o3o3x, represents a motif applied to the 4-simplex group, resulting in the runcinated simplex.
The next bit is 'AB' polytopes. AB polytopes are characterised by planes through them, which can be directed to 'above' and 'below'. For example, the orthotope /3...4 (or x3o..o4o), the 'above' side corresponds to positive coordinate in one axis. The below side is then the negative side. With the /3...3/, there are N+1 planes that cut through the figure. Each of these can be given an 'up' side so that the N+1 up-sides point to the N+1 vertices of a simplex.
The whole point about AB polytopes, is that what's written in the plane, is itself a polytope (of the same kind, but one dimension less). Let's call this C. So what you get is then a figure with faces C, and ones faces that have an even (or odd) number of 'A'.
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above
AB /AA\ AB /AA\
\----/----\----/----\
\BB/ BA \BB/ BA \
below
You can see here that the faces above the line start with an A. Below the line, is a B. For other lines, like the crossing lines, the second line has is either A on one side or B on the other.
You could, for example, have AA = BB = triangles, and AB = BA = squares, will give you the cuboctahedron. The triangles and pentagons of the ID work exactly the same way. In a higher dimension, you can put an A or B in front of these to get a three-letter cluster, for polychora. You then have all eight possibilities, AAA to BBB including the likes of ABA and ABB. Now, you can sort the letters to get AAA = BBB, ABB = AAB etc.
In four dimensions, the orthotope produces simplices only for all combos. For the /3..3/ one has simplex-prisms, where AAA is a tetrahedron, AAB is a triangle-line prism, etc. AAAAA is a 5-simplex, AAABB is a 3-simplex × 2-simplex, and so forth.
What happens, is that the cutting planes are themselves polytopes, of the face-dimension. So they can be used as faces. Cut out those which have either an even number of A's or an odd number of A's. You then get the equal of the Oho or Cho etc, by keeping just odd A's (AB, BA), or even A's (AA, BB). It works in all dimensions.
It's more common with tilings to have AB structures.
/4.3..3.4/ gives n-cubes, say, with the cells centred on the integer-coordinates. One can take a cube and make it AAA... (say, all even) The one directly opposite at the vertex is BBB... (say all odd coordinates) Then the A's and B's correspond to the even and odd numbers, and the B side of any plane is the one that faces the odd numbers.
/3,3.....3: The group An produces this tiling, corresponding to a rhombic of 60°, with additional faces to slice the rhombics into planes, perpendicular to the vertices. Since the rhombic is itself an AB tiling, we just need to give direction to these additional slices to make it work. It does.
/3/3...3: This is the same construction as above, but the additional slicing planes are now halfway between the ones at the top. In other words, we are slicing halfway between vertices. The various AAAA.. is a simplex, BAAAA.. is a truncated simplex, BBAAA.. is a bitruncated simplex, etc.