DGSWishlist

    Keywords: Online Go

This page is not to report bugs or discuss features, please use DGS's forum [ext] Dragon discussion for this.

The following are features and requests DGS users dream of/hope can one day might be implemented on DragonGoServer. As DGS is Open Source, this page is an excellent ground for present as well as future developers seeking some new challenges.

Some wishes have been implemented on the [ext] development server, and are flagged with a [1].

Implemented feature inputs can be found under /implemented; see also [ext] news.
Features that will not be implemented with reasons why that is, can be found under /NotImplemented.

Before adding a new feature-request:

  • Make sure you read DGS' own [ext] todo list and [ext] news first to see, if your item is not mentioned there already.
  • Please also check /NotImplemented and /implemented, if item already rejected for some reason or already implemented.
  • Please provide a link to a thread in a DGS-forum if possible.
  • Please enter your comments at the bottom of the appropriate section.
    Don't worry too much about if it's in the right place - if it isn't, someone will move it there. If possible, provide a link to the associated thread in a DGS forum.

Table of contents

Game Handling


General Game Stuff

  • axd: [ext] ko indication
    • uxs: Solution: game notes to remind yourself that you're fighting a ko.
      • Rodival(developer)[1] Game notes are implemented.
      • axd: I'd rather call this a workaround...
        A nice little square or something (like on KGS) would be nice... and useful if DGS eventually introduces superko.
        • OneWeirdDude?: A "ko marker" might be nice, yes, but it's almost redundant: you get an error message for trying to play there, anyway. I also like the idea of the superko rule, but mightn't it strain the server's resources?
  • Downgrade game from rated to unrated (agreement of both players); chrisg: [ext] Change Settings
  • chrisg: Tournaments - to get to know and play other players. (see also [ext] http://www.dragongoserver.net/phorum/read.php?f=4&i=4354&t=4354&v=t)
  • PStr: Standalone client - connect with server only for load/upload moves like email clients.
    • adammarquis: I wouldn't want the Dragon crew using up their time on this, but it sounds like a fun project for a programmer with some free time.
  • Rengo functionality - [ext] Pair Go
    • BenAxelrod: Be able to play on a Rengo team from your own account. (you would only get move notifications if it is your turn)
    • BenAxelrod: Your name will automatically be added to the SGF on every move you make. The personal game comments should not allow talk between the team members. The game message system should either be locked, or each message should persist for 4 moves so that everyone can see them.
    • timan72: I don't think it is important to restrict the communiction between the players of a team, because if they choose to communicate, they will always find a way to do so. OK, communication between the team's players is not the original idea of Pair Go, but it is great for spiking up interesting discussions with your team mate, producing great fun. I play Pair Go on DGS, but right now it is very inconvenient because I have to change to the extra Pair-Go-DGS-account which my friend and me set up for team play. We have to keep track of whose move it is by hand, using the private notes. This way I really miss an email notifaction when it is really my time to make a move.
  • Liso: option to [ext] switch colours with your opponent (useful in teaching games) to show how they might come from behind rather than resign :)
  • hammarbach: How about different rules in addition to Japanese & Chinese? Like AGA Rules and Ing SST Rules of Go?
    • Please give us a choice of rulesets. In particular please let us choose a ruleset with area counting (AGA or Chinese or New Zealand or even something more esoteric like Tromp-Taylor would be nice). Thanks.
    • Better yet, give us, not a choice of rulesets (like AGA, Japanese, ING, etc..), but a choice of the individual rules, and let us cherry pick the precise combination that we like. For example - Scoring Method: {Area Counting, Territory Counting}; Ko Rule: {Simple Ko, Positional Super Ko, Situational Super Ko, Natural Super Ko, ING Ko Rule (if you can)}; Suicide: {Legal, Illegal}; Handicap Stone Placement: {Free, Fixed}; Count Points in Seki: {Yes, No}; Bend Four in the Corner: {Dead, Alive, Play out}; Pass Counts as a Move for Ko: {Yes, No}; Komi: {..., Auction Komi}; etc... full flexibility!
  • [ext] Synchronize move-numbering of DGS and downloaded SGF

Ratings


Game Start, [ext] Invitations

General

  • Liso: default preferences for inviting I like to have... (e.g. Fisher time 36h, 90 day, rated, not weekend clock, etc...) But I am not sure if it has to be opponent or user oriented :) (I prefer user who invite..., but probably opponent could have denied option - I mean automatically refuse invitation with main time less than 10 days, strength diff bigger than 1000 rating points, etc... )
  • see what changed when receiving (and maybe also when sending) an invitation Dispute.
  • possibility to specify number of games in invitations, default=1
  • Liso: Reduced handicap (see RankAndHandicap)
    • OneWeirdDude?: I'd like to add to that. Have the ability to limit your Handicaps, like to 9 for full size, or 5 for 9x9. Thus, if we're 20 ranks apart, we'd get Handicap 9 (and maybe the option to unrate the game), and if we're using Proper Handicap feature, Black would also get over 100 points of reverse komi.
  • Mr. Cat: waiting room (standard handicap as default) [ext] http://www.dragongoserver.net/forum/read.php?forum=4&thread=14220
  • OneWeirdDude?: For even games, the option to use one of the Fair Komi described herein. For, as it stands, a Komi that's too far off a legitimate value will not be appealing to anyone, because if, say, the komi's 100, then the nigiri itself will usually determine the winner.

Waiting room, Invitations

  • Ability to load a game from SGF. This would be useful for shape games and teaching from Go problems. See [ext] DGS discussion
    • chrisg: [ext] Resume won game (as unrated). Sometimes a game times out, and it would be interesting to see what would have happened.
      • JUG(developer) that could be done using 'load a game from SGF'-feature above (if implemented)
    • axd: during a game, a link/button [ext] generates a variation submitted to the opponent as a new game invitation. to avoid misuse, possibly restrict to rated games so the new game counts as a separate result and people do not generate scores of useless games. this feature is not meant to be used to study variations (although it could be used for that).
      • JUG(developer) could also be done using 'load a game from SGF'-feature above (if implemented)

Game End

  • axd: possibility to [ext] reject a win+: what's the point of winning games due to opponent time outs if it is obvious the opponent is not accessing the server any more?
  • mprice42: [ext] resign during opponent's turn
  • Gogino: possibility to [ext] delete a game during opponent's turn if not more than 10 moves have been made. There are many threads about this: [ext] 1, [ext] 2, [ext] 3, [ext] 4, ...
  • Liso: (probably also during game) "button/link" to rematch. (I mean automatically generated invitation with same settings after click on "button/link")
  • be able to add game comments after game end message (typically some post-mortem comments, thank-you, ...); include invitation messages (greetings, dispute messages) in game comments

New fields/columns/links/buttons


Current game

  • Liso: Game notes for observers only (hidden for players) useful for comments during game, applaus, question to community, etc...
  • button to turn coordinates on/off while viewing a game
  • axd: played stones on the goban hyperlink to the corresponding game position (similar as in the move list). this would allow another feature to work: when using custom stylesheets, custom 'visited link' colors allow to [ext] highlight points on the goban (URL history stored in the browser) when clicked but not submitted
  • [ext] animated stones
  • [ext] optional/conditional moves
    • possibility to propose a sequence,
    • possibility to propose variations in a sequence
    • server takes over playing until sequence ends or opponent opts for an alternative move
    • opponent can/cannot (to be discussed) see the entire sequence (i.e. must submit his move before seeing the programmed answer)
    • past sequences stored in SGF as variations
    • jonathan Multiple Moves: Allow users to enter sequences of moves. Similar to eBay's automatic bidding, your sequence of moves is revealed to your opponent only if they play a response included in your sequence. Being able to specify variations would be nice but not required -- even the ability to enter single threaded sequences would be useful.
  • [ext] preview of game messages (e.g. to check if HTML markup works as expected)
    • Rodival(developer) I work on this.
  • jc: show game start time
  • show the weekend clock setting
  • option to show the current game board without player info section; option to show just the board (add links to show user info/move list)
  • possibility to stay at the same page after move

Status page

([ext] http://www.dragongoserver.net/status.php)
For ordering status page also see below at section "Sorting, ordering, grouping".

  • make the display of my user Status block on the Status page optional. this to make the [ext] running games window/list as small as possible.
  • [ext] jbrod: make the status block adjustable. for example i would like to undisplay my name (i know it by heart and it does not change too often) and see the number of running games here.
  • axd: make the message list accessible via a link that is only shown when there are messages waiting, this to make the status page as small as possible.
  • misomosi?: in [ext] page-title of status-page show number of running games to move in; for a visible check using browser-based auto-refresh

Waiting room

([ext] http://www.dragongoserver.net/waiting_room.php)

  • Frs: user-defined default sort order (e.g. by rating)
    • JUG(developer) not done for now, use bookmarks for some other sort-defaults

User info, profile, bio

([ext] http://www.dragongoserver.net/userinfo.php)

  • a current handicap and komi indication (proper + conventional) is shown when browsing a user info
    • Rodival(developer)[1] This will not be added in each user info page because this need too much computations. But this is already added when you invite the user... with a proper or conventional handicap. (axd: ?)
  • Liso:user info pictures -> possibility to add pictures to your homepage (or other web pages) like rattinggraph, for to indicate if u are open for matches, ... (or image "invite me" or "dont invite me in this moment", "on vacation", etc...)
  • Liso: possibility to set preferred number of games for change open for new games status automatically
    • JUG not clear, what is wanted? this is propably asking for user profile setting: but on what page to reach what goal?
  • Frs: additional and searchable "language" field (e.g. to find opponents who know the French language but live in Italy)
    • JUG(developer) can use forums to find such players
  • show the basis of the initial rating (no reason to hide this, plus it justifies one's initial rating - see also [ext] http://www.dragongoserver.net/phorum/read.php?f=3&i=603&t=603
  • weekend clock setting: rather undecided, see discussions <[ext] http://www.dragongoserver.net/phorum/read.php?f=4&i=3136&t=3136>
    • transfer the weekend clock property from game to player objects. players can choose to change their weekend clock setting anytime, game clocks will continue during weekends only when both player's weekend clock settings are ON.
  • mass download of one's finished games, as on KGS
  • Some sort of "leave Dragon" button. See [ext] http://www.dragongoserver.net/phorum/read.php?f=4&i=2476&t=2464 and [ext] http://www.dragongoserver.net/phorum/read.php?f=4&i=2433&t=2430. This button would either resign all the user's current games, or place the fate of each game in the opponent's hands.
    • This button would eliminate some of the games that people start, and then let time out. It would not delete the person's dragon account.
    • Perhaps the server could send a message to all the opponents giving them the option to count the current game as a win, loss, or negate it entirely.
    • Allow the user to provide a message like: "I have to go on vacation for a year, but plan to be back." (see also higher:"small field to communicate own player information")

Messages

([ext] http://www.dragongoserver.net/list_messages.php)

  • option to stay in the folder while moving messages
  • as messages are never physically deleted, clear the content of messages once both parties have destroyed them.
  • with a message, add a link/button to generate its complete thread (with, if possible, downstream bifurcations when someone replies multiple times to a message). Similar to the "comments" link in games, the idea is that when chatting with someone, there is no easy way to review the entire thread other than by jumping from one message to its reply.

Notifications


Dragon's users

([ext] http://www.dragongoserver.net/users.php)


Forum pages

([ext] http://www.dragongoserver.net/forum/index.php)

  • some kind of notification when a reply is posted in a forum; observe messages. people do reply old messages.
  • reduce width of 'Topic' column (50% wasted space, due to author name and date fields sometimes using two lines)
    • JUG is this still a problem?
  • filter for new messages only
  • dmwit: put a New indicator on the list of forums as well as the list of threads
  • replying in an old thread should keep the whole thread in its recent (new) position; currently, the New indicator sends the thread floating on top, but then the whole thread get sorted back somewhere deep in the thread list even when not applying "Mark All Read".
  • dmwit: replying in an old thread should mark it as read
  • new forums [ext] Problems, requirements

Running games

([ext] http://www.dragongoserver.net/show_games.php?uid=1)

  • remaining time column. note: this value will probably change all the time when it is the users turn to move. maybe replace this column by a projected end time (suggest " ends at yyyy-mm-dd hh:mm") when the user is at turn, and the true time remaining (which is then frozen) when the user is not at turn.
    • Rodival(developer) "ends at yyyy-mm-dd hh:mm" is a good idea but what about byo-yomi?
    • JUG(developer) remaining time is fine as it is, switching displays is not very intuitive. However here is an [ext] interesting discussion about byoyomi with the remaining time stuff.

Finished games

([ext] http://www.dragongoserver.net/show_games.php?uid=1&finished=1)

  • axd: time information: use designated SGF properties to store time allotted (TM), time used by players (W/BL) (or time left at end of game) - if possible, show how much time the players consumed.
    • Rodival(developer) Two problems:
      1) All SGF timings are in seconds with no specification about the upper limit. Few months expressed in second give a big number that could disturb some SGF viewers. Do you have any info about that?
      2) How do you compute the time left with each byo-yomi type?
  • [ext] jbrod: add my start/end rating column to the list of my finished games.
  • axd: add a link to game comments if there are hidden comments.
    • if a game contains hidden comments, mention this in the server message. otherwise people will never know about their existence.

Observed games

([ext] http://www.dragongoserver.net/show_games.php?observe=t)


Vacation

([ext] http://www.dragongoserver.net/edit_vacation.php)


Opponents

([ext] http://www.dragongoserver.net/opponents.php)


General UI and Design Issues

  • option to deselect move confirmation: clicking a move automatically submits the move (and goes to next game?)
  • undo (propose as well as request)
  • Make separate GUI for WAP devices
  • kiwipete: [1] for each page type, set focus to some appropriate text entry box (login, reply fields, waiting room, invite page...)
  • BenAxelrod: Provide a "heads up" display that uses the wasted screen region on the right. See my example at: [ext] http://www.gyoju.com/ben/headsup.jpg.
  • Redirection from index.php to status.php if you are already logged in
    • Rodival(developer) Call directly the status.php page! We must let the users with more than one ID the ability to switch between them.
      • Status could still be the main page, with a link to the login page. This would be better for the majority of users.
  • Option of disabling button graphics, using pure text instead.

Other Interfaces

  • An interface that would easily allow GTP supporting programs to play.
    • Rodival(developer)[1] We have already one set of quick_???.php features on the devel server. See the FAQ.
  • Some kind of programmatic interface so we can introduce custom clients and bots! Perhaps something in plain text or XML.

Formatting, Layout

Hyperlinking

  • <,move> links to the move in the current game and expand to a simple form e.g. *#3*. It is tedious to refer to moves in the current game ("this" game) by having to type <game xxxxxx, move> after having to look up what the current game is (which is also error-prone).
    • JUG this proposal makes a strange syntax, possible alternatives: <move num> or a special arg for current game like <game C,move>

Sorting, ordering, grouping

general

current games

(Status page; at the present, sorted on "first moved first" basis)

Possibility to order games by:

  • about sorting status-games: remaining time, priority, others:
    • Frs: add an editable "priority" column (with sort option)
    • axd: [ext] remaining time
    • Frs: sortable by [ext] "remaing time"
    • axd: players can manage a [ext] priority value for each of their ongoing games: an integer value (can be positive, zero or negative) that can be used to group games according to arbitrary user-defined categories (so this can act as a generic sorting mechanism). This prioritizes games (implemented as a priority queue) when using the "Submit and go to next game" button (highest priorities first), as well as when listing the running games. A default value of 0 will make the mechanism transparent for users that do not use it. Additionally, a separate page (link) presents the sorted list and allows to reorganize the current priorities of all running games (similar to the List of Watched Pages).
    • [ext] jbrod: possibility to sort games on status page
    • number of moves (to get rid of almost-finished games)
    • opponent's last access (to play more often with opponents that currently are on line)
    • JUG(developer) this all can't be done (at the moment), because a sort on the game on the status page must also be bound to "showing next game" on the game page. An additional restriction is that it must be efficient (keep low server-load: some "sorts" are far from being efficient)

finished games

users


Statistics

Not always useful, but fun for those who can't stop hyperjumping around (see also [ext] http://www.dragongoserver.net/phorum/read.php?f=4&i=1886&t=1886)

(See also the unofficial stats page at [ext] http://www.dragongoserver.net/statistics.php)

  • server stats
    • present, active, total number of users/games
    • number of running games per day for all players together
    • [ext] user clusters
    • distribution of nationalities
    • physical data (eg MySql disc space consumption)
  • user stats
    • user's opponent relative (+1, +2, etc.) rating distributions (a "good" player should (equally?) play with players above and below his rank)
    • number of running games per day, computed from user's start/end dates of all finished (/current?) games (how much simultaneous games did this player handle in the past?)
    • average number of moves per day (for each finished (?) game, compute average number of moves per day; for each day, sum up the average number of moves of the games that were active that day.) (how often did this player play?)
    • frequency of simultaneous games
    • To refine: stats about time-outs, resign
    • Notes on user stats
      • these stats can be computed from existing data
      • It would be handy to be able to compare with one's own stats, eg by superposing two graphs
      • When querying for stats, the user should be able to limit the data to a period
    • Mr Cat: [ext] running average in rating graph
  • go stats
    • based on results of all games, what is the ideal komi (or distribution of komi) for a give board size and pair of grades (or: grade difference). For 19x19, the classic komi (currently 6.5) is expected. (and then: how about comparing this value against other servers)

Public Team Accounts

  • Frs: use a user's current rating as the login password to switch to a DGS public team account
    • axd: Note: public team accounts died on DGS, and although asked to do so, nobody found it necessary to record what had happened with the idea, why it was useful (or not).

Yet to classify

(topics that do not fit under any of the previous headings)

  • ...

This is a copy of the living page "DGSWishlist" at Sensei's Library.
(OC) 2008 the Authors, published under the OpenContent License V1.0.
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