I think it doesn’t address the same problems in non-absolute time games, while requiring <0.49 point swing from passing would address said problems across the board. Other than that, I agree with you
requiring <0.49 point swing from passing would address said problems across the board
This is a bit more controversial than @Bunburyist’s proposal though, as it does run into the problem described by Shinuito for other games (i.e. stalling before all dame are filled).
I think so far the main counterpoint, is that maybe it’s too infrequent to be important, which could well be true.
It might also be the case that there’s a better way of resolving the midgame cases than passing three times to claim a win:
But I think lots of systems will still involve
It depends on if you want to provide for cases where it’s legitimate to cut the game “short”, either in the middlegame, near the end of the game, at the end of the game where you could score, or in the scoring phase itself.
I guess if it’s really only the case that it involves
an opponent continues to place stones instead of passing to end the game, or passing and then resuming from the scoring phase repeatedly.
that the feature is meant to address, then I don’t see any reason why
wouldn’t be fine, apart from the usual situations where you expect it to trigger and it doesn’t because there’s some weakness in the border both players don’t see that could swing the result if exploited. Again, probably some edge cases.
While a proper change would belong in the backend (closed-source), one could probably get pretty far by hiding the the button client-side (open-source) for absolute.
Given that there are a lot more pressing issues on “the list”, I agree submitting code would be the most efficient.