Amending the Anti-Stalling Feature

I was thinking on this and how it also helped me very much as a DDK/weaker SDK to be able to learn where I needed to defend/respond or not, and to die or have swings at the end of the game as a result of missing teire.

I feel that’s an important part of the game & learning experiences when improving in Go, and I also worried that the anti-stallling features would lead new (or experienced) players to learn much less in that way – simply because the buttons currently read :

“Server Decision, Player+X (points)”

“Accept” and “Ignore”

This can give payers the impression that games are just ended this way sometimes and that this is a “usual” way to end them early.

I wonder whether something clearer, like being explicit that it’s an anti-stalling feature (not just that the server ends games by AI decision – as I’ve seen a fair bit of confusion surrounding that & why it is there) would help.

Something like
“Anti-stalling protection : Server decision : Player+X”

“Prevent stalling & accept result”
“No stalling/Continue the game”

As well as a “?” pop-up after the game ends (or on the Anti-stalling itself) with a longer explanation to the effect of :

"This is OGS’s anti-stalling feature. It is triggered in cases of potential stalling (such as continuing to play useless moves when all neutral points and endgame moves are filled) and can end the game in one player’s favour to avoid extreme cases of this, but if you feel this isn’t the case you can ignore it.

(It is recommended to continue games if your opponent is not stalling, and not to use the feature when you are unsure whether they are finished or disagree with its assessment.)"

There’s also the option to link to the anti-stalling feature thread, as new or experienced players who didn’t read that when it was a site-wide announcement are unlikely to know what the feature is, or where to find information about it.

(something like "For more information on this feature click “here”)

But I think that at least clarifying that this is an unusual feature and being explicit about its purpose would help prevent users clicking on it without knowing why it is there (or confusing beginners/other players, thinking that it is normal to cut the endgame short)

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