Payback: this time the anti-stalling feature didn't steal my win

In 2023, I thought I had made a good case that the anti-stalling feature should not activate when there are some dame left. I also posted an explicit example where I was possibly robbed of a win. I had some strong support from people like @Uberdude, but I don’t think the fix was implemented.

Well, today I have an example game that is even better. The win is explicit, not just hypothetical.

  • Move 200: my opponent passes, but they still owe me a defensive move.
  • Moves 201, 205, 209: I use some threats to prevent the anti-stalling feature from triggering while I fill the dame.
  • Move 211: I fill the last relevant dame.
  • Move 212: my opponent still passes, oops!

It’s ugly to use threats in this manner, but necessary on OGS as long as anti-stalling triggers prematurely.

13 Likes

Another excellent example!

Pretty funny that OGS’s “anti-stalling” feature makes you play more “stalling” moves (pointless sentes inside the opponent’s territory) so that when they “stall” (prolong the end of the game by passing instead of defending) OGS doesn’t stop the players competing in a game of skill and unilaterally award the win to the wrong player.

Alanis Morissette could even sing about it.

8 Likes

I’ve also run into this and posted about it before. I can not agree with you more that this needs to be fixed. I too intentionally play empty threats in order to prevent the anti-stalling feature from being prematurely triggered

1 Like

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4 Likes

Oh, I feel sorry for you! If this happens to me, I always tell myself to just to calm down, and focus on the next game ^^

It’s been almost 2 years. Two years of people bringing attention to this problem to minimal response and less action

Normally, I’m the sort of guy who forgets about subscriptions and ends up paying for a service they don’t use anymore for months or even years. Tbh, I don’t generally mind this with OGS, because after all, I’m supporting a great Go server even if I’m not currently active, and I’ll surely come back later

But not even a promise to fix the anti-stalling feature when <insert more urgent thing here> is dealt with? The solution has been sitting in plain site on this forum for well over a year, but it gets roundly ignored

It generally takes a pretty big event to wake me up enough to cancel a subscription I’m on and, well, it seems this thread is it: I’ve just gotten done cancelling my subscription over this. Sooner or later, I’ll have a relapse of the Go bug, and when I do, I hope that the Anti-stalling feature will be fixed so I can again become a supporter rather than going through the inconvenience of reviewing games with AISensei or similar

To reiterate: only the player who passed 3 times should get the option, and they should only be given the option if none of those 3 passes changed the KataGo evaluation of the game under area scoring (regardless of actual ruleset, to protect the right to play dame and teire) by more than ±0.49 points (in addition to the existing safeguards)

1 Like

Nice payback.

Interestingly, according to the level IV analysis, Black’s 3 passes each gained Black a point. I think it’s because KataGo then thinks that White’s best play is to hopelessly try to invade and eventually that teire threat gets removed for free. (I know it’s not Chinese rules like you wanted.)

But also when passing, Black’s win% dropped from 99.8% to around 96.5%. Doesn’t the drop in win% mean that anti-stalling wouldn’t have triggered in any case? Of course there was no way to know this during the game.

Yeah, anti-stalling system is quite bad at dealing with teires :<<

I think there should be some quick ai analysis before the system kicks in, to see whether either player actually needs to play again or not. Of course that analysis would be hidden from the players, but it could be done secretly at the background

Its really not good that player can just declare a win when they still need to play 1 or more moves on the board :confused:

3 Likes

I’ll just note that this game wouldn’t qualify for anti-stall (below the 20pt threshold)

Pretty amazing endgame lesson though!

4 Likes

I will take another pass at looking through the system with fresh eyes as it’s been some time since I did and maybe I can get some more data on ways to improve things to prevent false positives, but as others note, this game wouldn’t have been called in any case so this isn’t a false positive case.

3 Likes

Indeed, but the existence of threats is not guaranteed (they could all be gone after a ko-fight), which is another reason why it would be better to get anti-stalling fixed.

Thank you for the extensive list of related comments. Before posting, I searched the forum but I was nowhere as thorough.

This should work, but it’s interesting to understand why. In a long sequence pass-dame-pass-dame-… I think the Chinese eval changes by 2 points every 4 moves (and stays flat for 3 moves in a row). The eval change happens during a pass because a dame move should not lose points. So the score drop for each of the 3 passes should in theory be 2,0,2 or 0,2,0.

Another proposal would be to compare the eval before the first pass and after the third pass. If in the span of 5 moves the passer lost at least 1 point, then don’t trigger anti-stalling. I’m not sure if my proposal is better, but there would be fewer requests to KataGo.

Wow, this is a bit crazy! KataGo’s score is unstable because it sees some center aji. Probably this case can be detected with the score standard-deviation, or any other measure of uncertainty? If score uncertainty is above some threshold, then don’t trigger anti-stalling.

Is this really a condition? It looks like a band-aid to me, barely correlated with the problem. The eval went from B+16.6 to W+74.0, so we can easily imagine that a slightly different board position could make it start above B+20.0. Also, I remember being the victim of true stalling: my opponent played about a hundred moves inside my and their territory. Am I right that, because of this condition, anti-stall wouldn’t activate in this egregious case if the game is within 20 pts?

If you can code something reliable, then I hope you get rid of some less reliable heuristics whose only remaining effect will be to create some false negatives – letting some instances of stalling go on.

3 Likes

Is that the threshold? Here is a server decision game that was around 13 points:

1 Like

13x13 different rules, right? (I don’t recall the small board thresholds)


Edit: hmm am i misremembering? I might be wrong (though i swear i saw 20 pts somewhere)

2 Likes

Some people have said 20 points at various points, but I don’t think it was ever true, just some people misremembering

1 Like

FTR I’ve added some code that I think will generally ensure that if there is dame or teire moves left to play the anti-stalling code won’t kick in.

11 Likes

That’s awesome, THANK YOU! :folded_hands: :man_bowing:

2 Likes