OGS’s current auto-annulment practice (prompted by serial timeouts) has been much debated.
One possible alternative would be to limit the number of simultaneous active correspondence games for (1) a relatively new OGS member without an established track record and/or (2) an OGS member with a poor track record for multiple time-out escapes.
I appreciate that any actual policy changes require support from both the community and, ultimately, OGS leadership.
But in an effort to assess community views, I respectfully pose a simple poll.
Please select the choice that best reflects your opinion …
- YES, we should limit the number of simultaneous active correspondence games for new or poorly behaving OGS members.
- NO, we should not limit the number of simultaneous active correspondence games regardless of an OGS member’s longevity or record for poor time-out behavior.
For those who answer NO, thank you kindly for your responses, but please don’t waste your valuable time reading any further as you won’t likely be interested.
If you answered YES, you may find the following detailed proposal (subject to further refinement and consideration) to be of some interest.
Regardless, I appreciate your candid thoughts on the topic. ![]()
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TWO POSSIBLE POLICY REVISIONS TO CONSIDER:
#1 Correspondence games that progress beyond the current minimum move thresholds should not be annulled automatically in response to a player’s serial timeout. Instead, as with a live game, a correspondence game should be deemed a loss against the timed-out player unless OGS’s moderation process identifies a separate justification for annulment. Note: No changes to OGS’s overall moderation framework are being proposed.
#2 To limit the potential adverse effects of mass serial timeouts on the OGS rating system, a cap on the number of simultaneous active correspondence games should be established for newer members and/or those with a record of poor timeout behavior.
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#1 RATIONALE FOR AUTO-ANNULMENT CHANGES
Reasons for this recommendation are based on considerations of fairness, respecting time controls, the irreversibility of annulments, transparency, and the need for symmetry in player treatment.
FAIRNESS: Once the current minimum move thresholds are reached, it is unfair for a player to have a correspondence game auto-annulled if the opponent fails to fulfill the commitment to play to completion by timing out. Whether the timed-out player has also failed to respect time commitments made with other players in other games is irrelevant to the game in question. The rules of each game, including time controls, are known to both players from the outset. There is no rule in Go that specifies that running out of time in another game with a different player will affect whether the current game either stands or is annulled.
HONORING THE TIME CONTROLS: By its nature, a correspondence game provides ample time for deep thought and reflection. In contrast, the accelerated pace and constraints of a live game force quick play and effective time management. When a player times-out in a correspondence game, it reflects a lack of commitment to honor the game’s agreed-upon terms; it does not reflect having lacked sufficient time to think nor having suffered an intermittent connection problem. While timing out in a live game is appropriately treated as a loss by default, the current auto-annulment algorithm in correspondence games can shield the offending player from this same outcome. If time controls are to be meaningfully respected, they should be treated the same in both cases.
INABILITY TO UNDO AN ANNULMENT: There are any number of circumstances under which an annulment, in retrospect, may be deemed unnecessary or inappropriate. Inasmuch as annulments are not reversible, the implementation of an auto-annulment practice produces results that cannot be reconsidered upon closer evaluation. Although moderated annulments are also irreversible, deliberate human consideration mitigates the risk that an instant (auto-)annulment will be regretted.
PLAYER TRANSPARENCY: There is no reliable way for a player to anticipate whether an active correspondence game will be annulled by an opponent’s time-out while it is still underway. Once a game has started, the current protocol for auto-annulment hinges on both past and future occurrences in one or more other games which may or may not have yet timed out. As a result, there is limited transparency concerning the risk of having one’s game annulled, leaving players unable to discern the consequences of an opponent’s behavior.
PLAYER ASYMMETRY: The current auto-annulment protocol often treats each player in the same game differently in the face of a time out. If one player has a previous timeout, timing out in the current game can produce an annulment. However, if the other player (with an otherwise clean record) times out in the same game, it is treated as a loss that is not annulled. It is not appropriate that the same timeout behavior by either player participating in the same game under the same time controls produces a different outcome.
#2. RATIONALE FOR LIMITS ON ACTIVE GAMES
Reasons for this recommendation are based on protecting OGS’s rating system, aligning trust where it is earned, promoting a culture of responsibility for commitments made, and mitigating circumvention.
PROTECT THE RATING SYSTEM: To mitigate the risk that an excessive number of games may be timed out by a single player’s failure to make timely progress across a large number of active correspondence games, players with less than [6] months activity on OGS and/or players with a record of multiple timeouts are limited to no more than [25] active games at one time [These figures are illustrative and subject to refinement]. The serial timeout auto-annulment policy of correspondence games is intended to protect the rating system from the effect that mass timeouts might otherwise inflict. Although it is unclear how many such mass timeouts would otherwise occur, avoiding system-wide rating inflation through game limits could help further protect the rating system.
DEMONSTRATE INCREASED TRUST FOR ESTABLISHED OGS MEMBERS: For players with longer track records who lack evidence of multiple timeouts there should be no limit placed on the number of simultaneous active games. By lifting the limits (imposed on newer and/or poorly behaving members), OGS sends the signal that longevity and adherence to proper game completion are valued traits that earn community trust. (Note: Players both with and without longevity would still be subject to warnings and escalated sanctions for timing out of one or more games, with the possibility that a game limit might be reimposed.)
EXPECTATION FOR SELF-MANAGEMENT: It should be understood that by accepting more games than one can reliably manage, a player invites the risk of multiple timeouts which, instead of auto-annulment, will be treated initially as losses by default. Game limits on new and poorly behaving players highlight the community’s expectations for responsible time management.
CIRCUMVENTION THROUGH MULTIPLE ACCOUNTS: For those players who seek to bypass the consequences of poor game behavior by establishing multiple accounts, imposing a game limit on new members would help mitigate the extent to which such players can immediately return to disrupting the OGS community. Protecting the community from large scale poor behavior by one or more (ostensibly) new members limits the potential for community disruption.
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If by some chance you are supportive of one of these two proposals, but not both, please feel free to leave any comments or concerns in response to this thread. Of course, any and all comments would be welcomed. Thanks again!