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i can't help but think i've already wasted a lot more time dismissing games that i can't move on - to say nothing of all the other players who are doing the same thing - than it would take to implement auto-pass on BrainKing's end. is it a lot more involved than copying and pasting a few lines of code from one of the games that already features auto-pass? if it is, i'll be quiet (i try not to be a complainer as it is). but if it's something that would take five or ten minutes to do, i'd like to ask that it be moved up the priority list and done, so it can be checked off the list once and for all and forgotten. one less thing on the to-do list! woohoo!
that would save a lot of players a lot of wasted time and clicking, is all.
plaintiger: The current model of games is not designed for mutual autopass (both players are unable to move several times in a row, which is very usual in Ludo games). You know, we started with Chess and similar games, and didn't expect to add games of this kind. However, the new (completely rewritten) game model will cover all different game aspects, including Ludo features. It will be included in the new version of BrainKing.
Modified by rabbitoid (2. February 2011, 10:21:40)
Fencer: By the way in chess there's a variant that could conceivably use auto-pass too: anti chess. But I don't think there are a lot of anti-chess players who would like to use that possibility. I certainly wouldn't.
Thad, sacha : actually anti chess is different: it wouldn't exactly be auto-pass, it would be auto-move-the-only-available-option, and I'm sure this would be more much more difficult to code.
rabbitoid: Actually it's not that difficult because some games are already checking if your opponent can make a move after submitting your move (all checkers variants, for instance). So it would be only modified to "check opponent's moves and if there is only one, insert it to the database" condition.
Fencer: recursively? Watch it, because there may be positions where both have only one available move. and since your s/w doesn't check repetitions in position you're looking at trouble.
rabbitoid: Not recursively, just a single pass. I thought the typical situation in Anti Chess was that one player moves a piece and the opponent is forced to capture it, or am I wrong?
Most games have certain positions where autopass/automove would be useful. That is, any position where there is only one legal move (including “pass”). I would use it in any game if it were available, it quite simply saves time. I am surprised whenever I see that others disagree.
MTC: the only reason i can think of for disagreeing is not wanting a game to "get away from you" in the event of a chain-autopass, such that when you look at it again you don't even recognize it as the same game you last moved on. but even so, i can't see this as justification for not including the *option* of autopass in such games; it would just be a justification for a player who wants to avoid that situation leaving the autopass option unchecked for that game.
it seems clear to me that there should be an autopass option for every game in which it could conceivably be used, and whether to enable it or not should be left to the discretion of each individual player. problem solved!
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