I'm "all in" move choice for conditional moves

Well, I thought it would be obvious how a dangerous move would be responded to.

I don’t like choosing which moves my opponent makes to exclude, mainly because it requires two button presses and can cause confusion for the user.

Of course, misuse by the user is his or her own fault.

But in terms of operability, one more program that excludes the opponent’s movement means a trouble.

Developers may not be able to develop this thing (my imagination).

In my case I would use this feature usually when I have won 100 points and I really don’t care what dangerous moves my opponent will do :rofl:.
On the contrary, I would find it troublesome to set up the next dozens of steps where I need to press an extra button.

interface may look like that:

  1. I choose dangerous moves of opponent. (or I don’t)
  2. I choose where I move if opponent plays something else (or I don’t)
  3. I may then add my response to some of dangerous moves.

so if someone only needs current functionality they will only use (1) and (3), they just would not add anything to (2)

The simplest user interface is for the feature you don’t add :wink:

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I thought of a solution.
We may need to add None movement.

In other words, we may need:
do None if opponent place stone in R17,
do None if opponent place stone in R16,
do None if opponent place stone in R15,

OTHERWISE do P15.

This may be much better than exclusion.
I think this may be easier to handle from a user operation or development perspective.

“none” would be default, user should not add this manually each time.
if user only adds moves of opponents but do not add any answer for them and no answer for “other”, then no move would be played automatically. But list of predicted opponent moves should not disappear. User may add answers later, no need to remember and recreate them.

so interface literally would not change for those who only need current functionality.

I like this suggestion too.

I watched it several times and I found it a bit confusing.

I think you mean:
After setting it to None, no matter how many times the setting is moved, it will not disappear until the user manually deletes it?

That is, maybe I set it up like this:

It will look like this after one move.

Move again.

at last.

No matter how many times I nest Other, the setting of None never disappears. I think that’s what you mean, right?

I think this suggestion is good.

What if you want to set up your moves unconditionally to any depth, but swich to conditional after the opponent has grabbed a certain point?

I think we need a UI to make loops, conditions, variables and arrays to cover all the move setups.

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OGS suddenly becomes a good platform to learn coding

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Many people started coding by trying to add features to OGS through GitHub :heart:

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… then ask an AI to program it up for you, and watch it play :wink:

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If your conditional move planner isn’t Turing complete, can you really call it a conditional move planner?

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I just tried my first correspondence game and I see that current conditional moves planner is barely useful for 2 moves ahead and useless for 3 moves ahead.
There are coordinates where I wish to place my stones if opponent do standard gote moves.
But I can’t just add list of gote moves. I have to add all possible combinations of gote moves instead, which is A LOT.

current conditional moves planner able to work with sente moves only

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Wrong, I’ve used it with gote moves and my computer didn’t explode in a ball of flames.

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