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OS/2 Help File
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1997-03-15
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6,049 lines
ΓòÉΓòÉΓòÉ 1. OS/2 Internet Go Server Client Program (OS2IGC) ΓòÉΓòÉΓòÉ
The OS/2 Internet Go Server Client Program (OS2IGC) is a program that allows
you to play Go through the Internet Go Server (IGS).
The following topics will guide you through the use of the OS/2 Internet Go
Server Client Program:
Terminal View - Communicating with the IGS
Who View - Seeing who is logged on and interacting with them
Games View - Watching the games that are being played
Configuring OS2IGC
The following topic is a reference guide to the IGS commands:
Help For The Internet Go Server
The following topics contain information about this Beta Test:
Beta Test News
About The Author
ΓòÉΓòÉΓòÉ 2. Terminal View ΓòÉΓòÉΓòÉ
The Terminal View allows you to send simple commands to the Internet Go Server
and receive responses from the IGS.
The following topics will guide you through the use of the Terminal View:
Terminal View window
Pop-up menu items
Internet Go Server commands
ΓòÉΓòÉΓòÉ 2.1. Terminal View WIndow ΓòÉΓòÉΓòÉ
The Terminal View window consists of an output field that displays messages
from the Internet Go Server and an input field where you can type commands to
be sent to the IGS.
When you open the Terminal View, the OS2IGC program connects to the Internet Go
Server. This requires that you have a TCP/IP connection established with the
Internet. If you haven't connected to the Internet before opening the Terminal
View, the OS2IGCprogram won't be able to connect to the Internet Go Server.
Once a connection is made with the Internet Go Server, the IGS will prompt you
to login to the server. If you previously specified your Login Name and
Password on the User page of the OS2IGC Properties Notebook, the program will
automatically respond to the login and password prompts from the IGS. If you
have not specified this information, you will have to type your login name and
password when the IGS prompts you.
After you have successfully logged on to the server, you may send any IGS
command to the server. If you send a who command to the IGS, the OS2IGC
program will automatically open the Who View when it receives the list of
people that are logged on to the server. If you send a games command to the
IGS, the OS2IGC program will automatically open the Games View when it receives
the list of active games from the server.
ΓòÉΓòÉΓòÉ 2.2. Terminal View Pop-up Menu Items ΓòÉΓòÉΓòÉ
The Terminal View pop-up menu contains the following items:
Connect Attempts to connect to the Internet Go Server. You can select this
item if the OS2IGC program has failed to connect to the IGS (and you
have fixed the problem) or after you have disconnected from the IGS.
Disconnect Allows you to disconnect from the Internet Go Server. If you were
playing a game when you disconnect from the server, the game is
automatically adjourned and saved by the server.
ΓòÉΓòÉΓòÉ <hidden> Terminal View ΓòÉΓòÉΓòÉ
The Terminal View is an interactive window that allows you to send simple
commands to the Internet Go Server and see the responses from the server.
For a detailed explanation of each field in the Terminal View window, select
from the list below:
Output field
Input field
ΓòÉΓòÉΓòÉ <hidden> Output Field ΓòÉΓòÉΓòÉ
The output field is the large area at the top of the Terminal View window. It
displays all messages received from the Internet Go Server.
You can scroll through old messages by using the scroll bar at the right of the
output field.
You can select text in the output field, but there is currently nothing you can
do with the selected text.
ΓòÉΓòÉΓòÉ <hidden> Input Field ΓòÉΓòÉΓòÉ
The input field is the small area at the bottom of the Terminal View window.
You can type any legal Internet Go Server command in this input field. When
you press the Enter key, the OS2IGC program sends your command to the IGS.
For most commands, the response to your command is displayed in the output
field. However, the following commands perform special actions:
Games Opens the Games View
Who Opens the Who View
ΓòÉΓòÉΓòÉ 3. Who View ΓòÉΓòÉΓòÉ
The Who View displays a list of all players currently logged on to the Internet
Go Server.
From the Who View window, you can interact with any of the players.
The following topics will guide you through the use of the Who View:
Who View Window
Pop-up Menu Items
Interacting With A Player
ΓòÉΓòÉΓòÉ 3.1. Who View Window ΓòÉΓòÉΓòÉ
The Who View window is a details view of the folder containing Player Objects
for each player currently logged on to the Internet Go Server.
When you open the Who View, the OS2IGC program sends a Who command to the IGS
to get the information about who is logged on to the server. It builds a
Player Object for each player and displays it in the Who View Window.
ΓòÉΓòÉΓòÉ 3.2. Who View Pop-up Menu Items ΓòÉΓòÉΓòÉ
The Who View pop-up menu contains the following items:
Refresh now Sends a Who command to the IGS to update the information in the
Who View window.
Sort Allows you to sort the Who View window by the player's names or by
their ranks on the IGS.
ΓòÉΓòÉΓòÉ 3.3. Interacting With A Player ΓòÉΓòÉΓòÉ
The Player Objects that are displayed in the Who View window allow you to
interact with the players logged on to the Internet Go Server.
From the Player Object, you can:
DIsplay The Player's Statistics
Chat With The Player
Send A Message To The Player
Ask The Player For A Game
Send A Match Command To The Player
Send An Automatch Command To The Player
ΓòÉΓòÉΓòÉ 4. Player Object ΓòÉΓòÉΓòÉ
The Player Object describes a player logged on to the Internet Go Server.
The Statistics View of a Player Object is a Settings Notebook that contains the
information returned by the Stats command for that player.
The Chat View of a Player Object is an interactive window that allows you to
exchange messages with the player.
The following topics will guide you through the use of the Player Object:
Statistics View
Chat View
Sending A Message To The Player
Asking The Player For A Game
Sending A Match Command To The Player
Sending An Automatch Command To The Player
ΓòÉΓòÉΓòÉ 4.1. Statistics View ΓòÉΓòÉΓòÉ
The Statistics View of the Player Object consists of a Settings Notebook that
contains the information about the player. This information is returned from
the Internet Go Server in response to a Stats command.
The Settings Notebook looks somewhat different if you choose your own Player
Object. The pages in your Player Object allow you to modify some of the data,
which is automatically sent back to the IGS when you close the Settings
Notebook. This allows you to update your own player information without
learning the required IGS commands.
In either case, the Settings Notebook may contain the following pages:
Stats
Rating
Info
Defaults
Options
On Server
Last Access
ΓòÉΓòÉΓòÉ 4.1.1. Stats Settings Notebook Page ΓòÉΓòÉΓòÉ
The Stats page shows you the basic statistics for the player.
ΓòÉΓòÉΓòÉ 4.1.2. Rating Settings Notebook Page ΓòÉΓòÉΓòÉ
The Rating page shows you the ratings information maintained by the IGS for the
player.
ΓòÉΓòÉΓòÉ 4.1.3. Info Settings Notebook Page ΓòÉΓòÉΓòÉ
The Info page shows you the player's information.
ΓòÉΓòÉΓòÉ 4.1.4. Defaults Settings Notebook Page ΓòÉΓòÉΓòÉ
The Defaults page shows you the default settings for the player. This
information is used by the Automatch command when setting up a match with
another player.
ΓòÉΓòÉΓòÉ 4.1.5. Options Settings Notebook Page ΓòÉΓòÉΓòÉ
The Options page shows you your player options. This page is only displayed if
you are displaying the Settings Notebook for your Player Object.
ΓòÉΓòÉΓòÉ 4.1.6. On Server Settings Notebook Page ΓòÉΓòÉΓòÉ
The On Server page shows you the information about a player who is currently
logged on to the Internet Go Server.
ΓòÉΓòÉΓòÉ 4.1.7. Last Access Settings Notebook Page ΓòÉΓòÉΓòÉ
The Last Access page shows you the information about a player who is currently
not logged on to the Internet Go Server.
ΓòÉΓòÉΓòÉ <hidden> Stats ΓòÉΓòÉΓòÉ
This page displays information returned by the Internet Go Server about a
player.
For a detailed explanation of each field, select from the list below:
Language
E-Mail Address
IP Address
Chosen Game
Claimed Rank
Registration Date
ΓòÉΓòÉΓòÉ <hidden> Language ΓòÉΓòÉΓòÉ
The Language field displays the language selected by the player in the last
Language command he sent to the IGS.
ΓòÉΓòÉΓòÉ <hidden> E-Mail Address ΓòÉΓòÉΓòÉ
The E-Mail Address field displays the electronic mail address for the player.
This field is set by sending a Register command to the IGS.
ΓòÉΓòÉΓòÉ <hidden> IP Address ΓòÉΓòÉΓòÉ
The IP Address field displays the IP address for a guest. Since this player is
not registered with the IGS, he doesn't have an E-Mail address to display.
ΓòÉΓòÉΓòÉ <hidden> Chosen Game ΓòÉΓòÉΓòÉ
The Chosen Game field displays the game selected by the player in the last
Choice command sent to the IGS.
ΓòÉΓòÉΓòÉ <hidden> Claimed Rank ΓòÉΓòÉΓòÉ
The Claimed Rank field displays the rank claimed by the player in the last Rank
command sent to the IGS.
ΓòÉΓòÉΓòÉ <hidden> Registration Date ΓòÉΓòÉΓòÉ
The Registration Date field displays the date and time the player registered
with the IGS.
ΓòÉΓòÉΓòÉ <hidden> Stats ΓòÉΓòÉΓòÉ
This page displays your information returned by the Internet Go Server.
For a detailed explanation of each field, select from the list below:
Language
E-Mail Address
Chosen Game
Claimed Rank
Registration Date
ΓòÉΓòÉΓòÉ <hidden> Language ΓòÉΓòÉΓòÉ
The Language field displays the language you selected in the last Language
command you sent to the IGS. If you never sent a Language command to the IGS,
your language is default
If you want to change your selected language, open the list box (by clicking on
the arrow at the right of the list box) and select the language you want. When
you close the Settings Notebook, OS2IGC will automatically send a Language
command to the IGS to change your language in its player profile.
Note: If you click on the Default push button, your selected language will be
changed to default.
ΓòÉΓòÉΓòÉ <hidden> E-Mail Address ΓòÉΓòÉΓòÉ
The E-Mail Address field displays your electronic mail address.
If you want to change your e-mail address, make the changes in the entry field.
When you close the Settings Notebook, OS2IGC will automatically send a Register
command to the IGS to change your e-mail address in its player profile.
Note: If you click on the Default push button, your e-mail address will be
changed to the address that was originally returned by the IGS.
ΓòÉΓòÉΓòÉ <hidden> Chosen Game ΓòÉΓòÉΓòÉ
The Chosen Game field displays the game you selected in the last Choice command
you sent to the IGS. If you never sent a Choice command to the IGS, your
selected game is Go.
If you want to change your selected game, open the list box (by clicking on the
arrow at the right of the list box) and select the game you want. When you
close the Settings Notebook, OS2IGC will automatically send a Choice command to
the IGS to change your chosen game in its player profile.
Note: If you click on the Default push button, your selected game will be
changed to go.
ΓòÉΓòÉΓòÉ <hidden> Claimed Rank ΓòÉΓòÉΓòÉ
The Claimed Rank field displays the rank you claimed in the last Rank command
you sent to the IGS. If you never sent a Rank command to the IGS, your claimed
rank is NR.
If you want to change your claimed rank, use the arrows at the right of the
spin button to select a new rank. When you close the Settings Notebook, OS2IGC
will automatically send a Rank command to the IGS to change your claimed rank
in its player profile.
Note: If you click on the Default push button, your claimed rank will be
changed to NR.
ΓòÉΓòÉΓòÉ <hidden> Registration Date ΓòÉΓòÉΓòÉ
The Registration Date field displays the date and time you registered with the
IGS.
ΓòÉΓòÉΓòÉ <hidden> Rating ΓòÉΓòÉΓòÉ
This page displays the rating information returned by the Internet Go Server
about a player.
For a detailed explanation of each field, select from the list below:
Rating
Rated Games Played
Wins
Losses
ΓòÉΓòÉΓòÉ <hidden> Rating ΓòÉΓòÉΓòÉ
The Rating field displays the player's rating as maintained by the IGS.
If this field is followed by an asterisk (*), the rating is an official IGS
rating. This indicates that the rating was calculated from enough IGS rated
games to insure that the rating is valid. If this field is not followed by an
asterisk, it is an approximate rating based on the player's claimed rank and
the games he has played.
ΓòÉΓòÉΓòÉ <hidden> Rated Games ΓòÉΓòÉΓòÉ
The Rated Games field displays the number of games the player has played with
other players that have official IGS ratings.
ΓòÉΓòÉΓòÉ <hidden> Wins ΓòÉΓòÉΓòÉ
The Wins field displays the number of games the player has won while playing on
the IGS.
The player can reset this field to zero by sending two Reset commands to the
IGS.
ΓòÉΓòÉΓòÉ <hidden> Losses ΓòÉΓòÉΓòÉ
The Losses field displays the number of games the player has lost.
The player can reset this field to zero by sending two Reset commands to the
IGS.
ΓòÉΓòÉΓòÉ <hidden> Info ΓòÉΓòÉΓòÉ
This page displays information returned by the Internet Go Server about a
player.
For a detailed explanation of each field, select from the list below:
Player Information
ΓòÉΓòÉΓòÉ <hidden> Player Information ΓòÉΓòÉΓòÉ
The Player Information field displays the information the player last sent to
the IGS with the Info command.
ΓòÉΓòÉΓòÉ <hidden> Info ΓòÉΓòÉΓòÉ
This page displays your information returned by the Internet Go Server.
For a detailed explanation of each field, select from the list below:
Player Information
ΓòÉΓòÉΓòÉ <hidden> Player Information ΓòÉΓòÉΓòÉ
The Player Information field displays the information you last sent to the IGS
with the Info command. If you never sent an Info command to the IGS this field
contains <None>
If you want to change your player information, make the changes in the entry
field. When you close the Settings Notebook, OS2IGC will automatically send an
Info command to the IGS to change your player information in its player
profile.
ΓòÉΓòÉΓòÉ <hidden> Defaults ΓòÉΓòÉΓòÉ
This page displays default settings returned by the Internet Go Server for a
player. This information is used by the Automatch command when setting up a
match with another player.
For a detailed explanation of each field, select from the list below:
Time
Board Size
Byo-yomi Time
Byo-yomi Stones
ΓòÉΓòÉΓòÉ <hidden> Time ΓòÉΓòÉΓòÉ
The Time field displays the number of minutes of basic time for a game
established by the Automatch command.
ΓòÉΓòÉΓòÉ <hidden> Board Size ΓòÉΓòÉΓòÉ
The Board Size field displays the size of the board for a game established by
the Automatch command.
ΓòÉΓòÉΓòÉ <hidden> Byo-yomi Time ΓòÉΓòÉΓòÉ
The Byo-yomi Time field displays the length of each byo-yomi period (in
minutes) for a game established by the Automatch command.
ΓòÉΓòÉΓòÉ <hidden> Byo-yomi Stones ΓòÉΓòÉΓòÉ
The Byo-yomi Stones field displays the number of stones that must be played
within each byo-yomi period for a game established by the Automatch command.
ΓòÉΓòÉΓòÉ <hidden> Defaults ΓòÉΓòÉΓòÉ
This page displays your default settings returned by the Internet Go Server.
This information is used by the Automatch command when setting up a match with
another player.
For a detailed explanation of each field, select from the list below:
Time
Board Size
Byo-yomi Time
Byo-yomi Stones
ΓòÉΓòÉΓòÉ <hidden> Time ΓòÉΓòÉΓòÉ
The Time field displays the number of minutes of basic time for a game
established by the Automatch command.
If you want to change your default basic time, modify the value in the entry
field. When you close the Settings Notebook, your new default time will be sent
back to the Internet Go Server in a Defs command.
Note: If you click on the Default push button, your basic time will be changed
to 90 minutes.
ΓòÉΓòÉΓòÉ <hidden> Board Size ΓòÉΓòÉΓòÉ
The Board Size field displays the size of the board for a game established by
the Automatch command.
If you want to change your default board size, modify the value in the entry
field. When you close the Settings Notebook, your new default board size will
be sent back to the Internet Go Server in a Defs command.
Note: If you click on the Default push button, your default board size will be
changed to 19.
ΓòÉΓòÉΓòÉ <hidden> Byo-yomi Time ΓòÉΓòÉΓòÉ
The Byo-yomi Time field displays the length of each byo-yomi period (in
minutes) for a game established by the Automatch command.
If you want to change your default byo-yomi time, modify the value in the entry
field. When you close the Settings Notebook, your new default byo-yomi time
will be sent back to the Internet Go Server in a Defs command.
Note: If you click on the Default push button, your default byo-yomi time will
be changed to 10 minutes.
ΓòÉΓòÉΓòÉ <hidden> Byo-yomi Stones ΓòÉΓòÉΓòÉ
The Byo-yomi Stones field displays the number of stones you must play within
each byo-yomi period for a game established by the Automatch command.
If you want to change your default number of byo-yomi stones, modify the value
in the entry field. When you close the Settings Notebook, your new default
number of byo-yomi stones will be sent back to the Internet Go Server in a Defs
command.
Note: If you click on the Default push button, your default number of byo-yomi
stones will be changed to 25.
ΓòÉΓòÉΓòÉ <hidden> Options ΓòÉΓòÉΓòÉ
This page displays your player options returned by the Internet Go Server.
For a detailed explanation of each field, select from the list below:
Automail
Bell
Chatter
Client
Kibitz
Looking
Open
Quiet
Shout
Verbose
ΓòÉΓòÉΓòÉ <hidden> Automail ΓòÉΓòÉΓòÉ
The Automail check box indicates whether or not you want the Internet Go Server
to mail you a list of the moves when you complete a match.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
unchecked.
ΓòÉΓòÉΓòÉ <hidden> Bell ΓòÉΓòÉΓòÉ
The Bell check box indicates whether or not you want the alarm to sound when
redrawing a board.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
checked.
ΓòÉΓòÉΓòÉ <hidden> Chatter ΓòÉΓòÉΓòÉ
The Chatter check box indicates whether or not you want to receive messages
from other players issuing the Chatter command for games you are observing.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
unchecked.
ΓòÉΓòÉΓòÉ <hidden> Client ΓòÉΓòÉΓòÉ
The Client check box indicates whether or not your software is an Internet Go
Server Client Program.
Note: You cannot change the state of this check box. The OS2IGC program
requires that you be running in Client Mode.
ΓòÉΓòÉΓòÉ <hidden> Kibitz ΓòÉΓòÉΓòÉ
The Kibitz check box indicates whether or not you want to receive messages from
other players issuing the Kibitz command for games you are observing.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
checked.
ΓòÉΓòÉΓòÉ <hidden> Looking ΓòÉΓòÉΓòÉ
The Looking check box indicates whether or not you are looking for a match. If
this check box is checked, the information returned for you by a Who command
includes a "!" symbol.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
unchecked.
ΓòÉΓòÉΓòÉ <hidden> Open ΓòÉΓòÉΓòÉ
The Open check box indicates whether or not you are available to accept Match
requests from other players.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
checked.
ΓòÉΓòÉΓòÉ <hidden> Quiet ΓòÉΓòÉΓòÉ
The Quiet check box indicates whether or not you want to be notified when
people logon or logoff from the Internet Go Server and whether or not you want
to automatically see game results.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
checked.
ΓòÉΓòÉΓòÉ <hidden> Shout ΓòÉΓòÉΓòÉ
The Shout check box indicates whether or not you want to see messages broadcast
by other players using the Shout command.
Note: This option does not affect your reception of system messages.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
checked.
ΓòÉΓòÉΓòÉ <hidden> Verbose ΓòÉΓòÉΓòÉ
The Verbose check box indicates whether you want full boards or only the last
move sent to you.
If you change the state of this check box, when you close the Settings Notebook
your new selection will be sent back to the Internet Go Server in a Toggle
command.
Note: If you click on the Default push button, this check box will become
unchecked.
ΓòÉΓòÉΓòÉ <hidden> On Server ΓòÉΓòÉΓòÉ
This page displays information returned by the Internet Go Server about a
player who is currently logged on to the server.
For a detailed explanation of each field, select from the list below:
Idle Time
Playing In Game
Observing Game
ΓòÉΓòÉΓòÉ <hidden> Idle Time ΓòÉΓòÉΓòÉ
The Idle Time field displays how long the player has been logged on to the
Internet Go Server without sending any commands to the server.
ΓòÉΓòÉΓòÉ <hidden> Playing In Game ΓòÉΓòÉΓòÉ
The Playing In Game field displays the number of the game the player is
currently playing.
If the player is not currently playing a game, this field contains None.
ΓòÉΓòÉΓòÉ <hidden> Observing Game ΓòÉΓòÉΓòÉ
The Observing Game field displays the number of the first game the player is
currently observing.
If the player is not currently observing any games, this field contains None.
ΓòÉΓòÉΓòÉ <hidden> Last Access ΓòÉΓòÉΓòÉ
This page displays information returned by the Internet Go Server about a
player who is currently not logged on to the server.
For a detailed explanation of each field, select from the list below:
Last Access (GMT)
Last Access (Local Time)
ΓòÉΓòÉΓòÉ <hidden> Last Access (GMT) ΓòÉΓòÉΓòÉ
The Last Access (GMT) field displays the date and time (in terms of Greenwich
Mean Time) the player was last logged on to the Internet Go Server.
ΓòÉΓòÉΓòÉ <hidden> Last Access (Local Time) ΓòÉΓòÉΓòÉ
The Last Access (Local Time) field displays the date and time (in terms of
local time) the player was last logged on to the Internet Go Server.
ΓòÉΓòÉΓòÉ 4.2. Chat View ΓòÉΓòÉΓòÉ
The Chat View of the Player Object allows you to interact with the player by
exchanging messages with that player.
The Chat View window contains an input area where you can compose your message
to be sent. It also contains an output area that displays all messages
received from the player.
ΓòÉΓòÉΓòÉ <hidden> Chat View ΓòÉΓòÉΓòÉ
The Chat View of the Player Object allows you to interact with the player by
exchanging messages with that player.
The top portion of the Chat View window is an output area that display all
messages received from the player. The player must use the Tell command to
send messages to you.
The bottom portion of the Chat View window is an entry field. You can compose
your message to the player and press the Enter key to send the message. OS2IGC
automatically constructs a Tell command containing your message text and sends
it to the IGS for you. You only have to enter the message text in the entry
field.
ΓòÉΓòÉΓòÉ 4.3. Sending A Message To The Player ΓòÉΓòÉΓòÉ
You can send a single message to the player by selecting the Send Message
option from the Player Object's pop-up menu. This displays the Send Message
Dialog.
ΓòÉΓòÉΓòÉ <hidden> Send Message Dialog ΓòÉΓòÉΓòÉ
The Send Message Dialog allows you to send a single message to a player.
The title bar of the Send Message Dialog contains the name of the player that
the message will be sent to.
For a detailed explanation of each field, select from the list below:
Message
ΓòÉΓòÉΓòÉ <hidden> Message ΓòÉΓòÉΓòÉ
The Message field is an entry field in which you may type the message to be
sent to the player.
When you have completed typing the message, click on the OK push button to send
the message.
If you decide not to send any message to the player, click on the Cancel push
button.
ΓòÉΓòÉΓòÉ 4.4. Asking The Player For A Game ΓòÉΓòÉΓòÉ
You can send a message to the player asking him if he would like to play a game
by selecting the Ask For Game option from the Player Object's pop-up menu. This
displays the Ask For Game Dialog.
ΓòÉΓòÉΓòÉ <hidden> Ask For Game Dialog ΓòÉΓòÉΓòÉ
The Ask For Game Dialog allows you to send a message to a player asking him if
he would like to play a game.
The title bar of the Ask For Game Dialog contains the name of the player that
the message will be sent to.
For a detailed explanation of each field, select from the list below:
Message
ΓòÉΓòÉΓòÉ <hidden> Message ΓòÉΓòÉΓòÉ
The Message field is an entry field in which you may type the message to be
sent to the player.
When you have completed typing the message, click on the OK push button to send
the message.
If you decide not to send a message to the player, click on the Cancel push
button.
ΓòÉΓòÉΓòÉ 4.5. Sending A Match Command To The Player ΓòÉΓòÉΓòÉ
You can send a Match command to the player to start a game with him by
selecting the Match option from the Player Object's pop-up menu. This displays
the Match Dialog.
Note: You should always send a message to the player asking if he would like
to play a game before sending him a Match command. You can do this by selecing
the Ask For Game option from the Player Object's pop-up menu. If the player
agrees to the game, you can then send the Match command to him with the agreed
upon parameters.
ΓòÉΓòÉΓòÉ <hidden> Match Dialog ΓòÉΓòÉΓòÉ
The Match Dialog allows you to compose a Match command and send it to the
player.
The title bar of the Send Message Dialog contains the name of the player that
the Match command will be sent to.
For a detailed explanation of each field, select from the list below:
My Color
Board Size
Basic Time
Byo-yomi Time
Type of Match
When you have filled in all of the fields, click on the OK push button to send
the Match command to the player.
If you decide not to request a match with the player, click on the Cancel
push button.
ΓòÉΓòÉΓòÉ <hidden> My Color Group ΓòÉΓòÉΓòÉ
The My Color group box contains two radio buttons. Click on the Black radio
button if you want to play the black stones or click on the White radio button
if you want your opponent to play black.
ΓòÉΓòÉΓòÉ <hidden> Board Size ΓòÉΓòÉΓòÉ
The Board Size spin button allows you to choose the size of the board you want
to play on. The values range from 9 to 19, indicating a 9x9 to a 19x19 board.
You can use the arrows at the right of the spin button to select the board size
that you want to play on.
ΓòÉΓòÉΓòÉ <hidden> Basic Time ΓòÉΓòÉΓòÉ
The Basic Time spin button allows you to specify the basic time for the game,
in minutes. The values range from 0 to 999. If you specify a basic time of 0,
each player will immediately go into overtime (byo-yomi).
You can use the arrows at the right of the spin button to select the basic time
for the game. You can also type a time directly into the spin button entry
field.
ΓòÉΓòÉΓòÉ <hidden> Byo-yomi Time ΓòÉΓòÉΓòÉ
The Byo-yomi Time spin button allows you to specify the length of each byo-yomi
period in the game, in minutes. Each player must play 25 stones within each
byo-yomi period, or he forfeits the game. The values range from 0 to 999. If
you specify a byo-yomi time of 0, a player will immediately forfeit the game
when he uses up his basic time.
You can use the arrows at the right of the spin button to select length of the
byo-yomi periods for the game. You can also type a time directly into the spin
button entry field.
ΓòÉΓòÉΓòÉ <hidden> Type of Match ΓòÉΓòÉΓòÉ
Select one of the radio buttons to specify the type of match you want to start.
Go
The match is to use the Go rules. OS2IGC sends a match command to
the server to start the match.
Tournament
The match is to use the Go rules and incoming tell messages are
blocked. This is intended to be used for a Go tourament. OS2IGC
sends a tmatch command to the server to start the match.
Professional
The match is to use the GOE (or Ing) rules for moves (but the Go
rules for timing), incoming tell messages are blocked, and kibitzes
are not recorded in the game record. This is intended to be used for
a professional match. OS2IGC sends a pmatch command to the server
to start the match.
GOE
The match is to use the GOE (or Ing) rules for moves and timing.
OS2IGC sends a goematch command to the server to start the match.
GOE Tournament
The match is to use the GOE (or Ing) rules for moves and timing and
incoming tell messages are blocked. This is intended to be used for
a GOE tournament. OS2IGC sends a tgmatch command to the server to
start the match.
ΓòÉΓòÉΓòÉ 4.6. Sending An Automatch Command To The Player ΓòÉΓòÉΓòÉ
You can send an Automatch command to the player to start a game with him by
selecting the Automatch option from the Player Object's pop-up menu.
Note: You should always send a message to the player asking if he would like
to play a game before sending him an Automatch command. You can do this by
selecing the Ask For Game option from the Player Object's pop-up menu. If the
player agrees to the game, you can then send the Automatch command to him.
ΓòÉΓòÉΓòÉ 5. Games View ΓòÉΓòÉΓòÉ
The Games View displays a list of all games currently being played on the
Internet Go Server.
From the Games View window, you can open Observe Views to watch any game in
progress.
The following topics will guide you through the use of the Games View:
Games View Window
Pop-up Menu Items
Observing A Game
ΓòÉΓòÉΓòÉ 5.1. Games View Window ΓòÉΓòÉΓòÉ
The Games View window is a details view of the folder containing Game Objects
for each game currently being played on the Internet Go Server.
When you open the Games View, the OS2IGC program sends a Games command to the
IGS to get the information about all games being played on the server. It
builds a Game Object for each game and displays it in the Games View Window.
ΓòÉΓòÉΓòÉ 5.2. Games View Pop-up Menu Items ΓòÉΓòÉΓòÉ
The Games View pop-up menu contains the following items:
Refresh now Sends a Games command to the IGS to update the information in the
Games View window.
Sort Allows you to sort the Games View window by the game number, the
white or black player's names, or the white or black player's ranks
on the IGS.
ΓòÉΓòÉΓòÉ 5.3. Observing A Game ΓòÉΓòÉΓòÉ
The Game Objects that are displayed in the Games View window allow you to
observe the games in progress on the Internet Go Server.
From the Game Object, you can:
DIsplay The Game Board
ΓòÉΓòÉΓòÉ <hidden> Observe View ΓòÉΓòÉΓòÉ
You can specify whether or not OS2IGC is to display labels for the columns and
rows of the Go board when you are observing a game by selecting the Label Board
option.
You can specify how the Go board is to be oriented when you are observing a
game by selecting one of the Board Orientation choices.
For a detailed explanation of each field, select from the list below:
Label Board
Board Orientation
ΓòÉΓòÉΓòÉ <hidden> Label Board ΓòÉΓòÉΓòÉ
The Label Board check box allows you to specify whether or not OS2IGC is to
display the letters and numbers corresponding to the rows and columns of the Go
board. If you check this box, the standard labels are displayed. If you
uncheck this box, no labels are displayed.
ΓòÉΓòÉΓòÉ <hidden> Board Orientation ΓòÉΓòÉΓòÉ
Select one of the radio buttons to specify how OS2IGC is to orient the Go board
when you are observing a game.
Black At Top Of Board
The board is oriented so the black player is at the top of the board
and the white player is at the bottom of the board.
White At Top Of Board
The board is oriented so the white player is at the top of the board
and the black player is at the bottom of the board. In this case,
the standard coordinate system is rotated by 180 degrees, as can be
seen if you select the Label Board option.
ΓòÉΓòÉΓòÉ <hidden> Play View ΓòÉΓòÉΓòÉ
You can specify whether or not OS2IGC is to display labels for the columns and
rows of the Go board when you are playing a game by selecting the Label Board
option.
You can specify how the Go board is to be oriented when you are playing a game
by selecting one of the Board Orientation choices.
For a detailed explanation of each field, select from the list below:
Label Board
Board Orientation
ΓòÉΓòÉΓòÉ <hidden> Label Board ΓòÉΓòÉΓòÉ
The Label Board check box allows you to specify whether or not OS2IGC is to
display the letters and numbers corresponding to the rows and columns of the Go
board. If you check this box, the standard labels are displayed. If you
uncheck this box, no labels are displayed.
ΓòÉΓòÉΓòÉ <hidden> Board Orientation ΓòÉΓòÉΓòÉ
Select one of the radio buttons to specify how OS2IGC is to orient the Go board
when you are playing a game.
Black At Top Of Board
The board is oriented so the black player is at the top of the board
and the white player is at the bottom of the board.
White At Top Of Board
The board is oriented so the white player is at the top of the board
and the black player is at the bottom of the board. In this case,
the standard coordinate system is rotated by 180 degrees, as can be
seen if you select the Label Board option.
Player At Top Of Board
The board is oriented so you are at the top of the board and your
opponent is at the bottom of the board.
Opponent At Top Of Board
The board is oriented so your opponent is at the top of the board
and you are at the bottom of the board. This is how the board
normally appears if you are playing Go on a real board with a live
opponent.
ΓòÉΓòÉΓòÉ <hidden> Game Options ΓòÉΓòÉΓòÉ
You can specify whether or not OS2IGC is to display a visual indication of the
last move made by selecting the Don't mark last move option.
If you want OS2IGC to mark the last move made, you can select how to indicate
the last move by selecting one of the Mark Last Move With choices.
For a detailed explanation of each field, select from the list below:
Don't mark last move
Mark Last Move With
ΓòÉΓòÉΓòÉ <hidden> Don't mark last move ΓòÉΓòÉΓòÉ
The Don't mark last move check box allows you to specify whether or not OS2IGC
is to visually indicate the last move made on the Go board. If you check this
box, OS2IGC will not indicate the last move made. If you uncheck this box,
OS2IGC will indicate the last move made using the method selected by the Mark
Last Move With choice you selected.
ΓòÉΓòÉΓòÉ <hidden> Mark Last Move With ΓòÉΓòÉΓòÉ
Select one of the radio buttons to specify how OS2IGC is to visually indicate
the last move made on the Go board. This option is only meaningful if the
Don't mark last move check box is not checked.
Blinking Stone
The last stone placed on the board alternates color between gray and
the color of the player making the move. The stone will continue to
blink for the number of seconds specified in the Blink Duration spin
button. After the specified time is expired (or the next move is
made), the stone will be changed to the appropriate color (black or
white) and stop blinking.
Blinking Dot On Stone
The last stone placed on the board will be marked with a dot that
alternates between black and white until the Blink Duration time
expires. At that time (or when the next move is made), the dot will
be removed from the stone.
Solid Dot On Stone
The last stone placed on the board will be marked with a dot of a
contrasting color (that is, a black stone will have a white dot and
a white stone will have a black dot). The dot will remain on the
stone until the next move is made, at which time the dot will be
removed from the stone.
Blinking X On Stone
The last stone placed on the board will be marked with an X that
alternates between black and white until the Blink Duration time
expires. At that time (or when the next move is made), the X will be
removed from the stone.
Solid X On Stone
The last stone placed on the board will be marked with an X of a
contrasting color. The X will remain on the stone until the next
move is made, at which time the X will be removed from the stone.
The Blink Duration spin button may be used to select how long a blinking
indication remains on the last stone played.
ΓòÉΓòÉΓòÉ 6. Game Object ΓòÉΓòÉΓòÉ
The Game Object represents a game in progress on the Internet Go Server.
The Observe View of a Game Object shows a game that you are observing. This
view is dynamically updated whenever either player makes a move.
The Play View of a Game Object shows a game that you are playing. This view is
dynamically updated whenever either you or your opponent makes a move.
The following topics will guide you through the use of the Game Object:
Observe View
Play View
ΓòÉΓòÉΓòÉ 6.1. Observe View ΓòÉΓòÉΓòÉ
The Observe View of the Game Object consists of a picture of the game board, an
area containing timing and prisoner information about the game, and a kibitz
window.
The following topics explain the various areas of the Observe View:
Title Bar
Game Board
Timing Area
Kibitz Window
ΓòÉΓòÉΓòÉ 6.1.1. Title Bar ΓòÉΓòÉΓòÉ
The title bar tells you the number of the game and the names of the players, as
black player vs white player.
ΓòÉΓòÉΓòÉ 6.1.2. Game Board ΓòÉΓòÉΓòÉ
The game board shows you the current state of the game. The board is oriented
with the black player at the top and the white player at the bottom.
The black and white stones are represented by black and white circles on the
board.
The last move played by either player is represented by a stone that alternates
in color between gray and either black or white, depending on who made the last
move. This makes it easy to locate the last move played.
You can change the color of the board by opening the Mixed Color Palette or
Solid Color Palette and dropping a color on the board. You can change the
color of the lines on the board by holding the Ctrl key while dropping a color
on the board from one of the color palettes.
ΓòÉΓòÉΓòÉ 6.1.3. Timing Area ΓòÉΓòÉΓòÉ
The timing area is located to the right of the game board. It consists of a
picture of a clock and areas in which byo-yomi stones and prisoners are shown.
The top window on the clock shows how much time (in minutes and seconds) is
left on the black player's clock. When the game starts, this is the basic time
remaining until black enters overtime. When the black player is in overtime,
this is the amount of time remaining in the current byo-yomi period.
Above the clock are indicators of how many stones the black player must play
within the current byo-yomi period and the number of white stones captured by
the black player.
The middle window on the clock shows the number of the last move and what the
move is. A normal move is indicated by the player's color (B or W) and the
coordinate where the move was made.
The bottom window on the clock shows how much time is left on the white
player's clock, either basic time or byo-yomi time.
Below the clock are indicators of how many black stones were captured by the
white player and how many stones white must play in the current byo-yomi
period.
The red lights at the top and bottom of the clock will flash to indicate which
player must make the next move. When the game is over, or is adjourned, the
clock stops flashing.
You can change the color of the clock by dropping a color on the clock from one
of the color palettes. You can change the background color of any of the clock
windows by dropping a color in the window. You can change the color of the
text within any of the windows by holding the Ctrl key while dropping a color
in the window. You can change the font displayed in the move (center) window
by dropping a font on the window from the Font Palette.
ΓòÉΓòÉΓòÉ 6.1.4. Kibitz Window ΓòÉΓòÉΓòÉ
The kibitz window is either to the right of the timing area or below the game
board, depending on the size you have chosen for the Observe View window.
The kibitz window consists of an output list box where kibitz messages from
other observers are displayed and an entry field at the bottom of the window.
You may enter a message in this entry field. When you press the Enter key,
OS2IGC appends the message to a kibitz command and sends the command to the
server. This message is then broadcast to all other observers of the game.
You may scroll back through the previous kibitz messages by clicking on the
scroll bar to the right of the output list box.
You can change the background color of the output list box or the entry field
by dropping a color on the appropriate field from one of the color palettes.
You can change the font used in the output list box or the entry field by
dropping a font on the field from the Font Palette.
ΓòÉΓòÉΓòÉ 6.2. Play View ΓòÉΓòÉΓòÉ
The Play View of the Game Object consists of a picture of the game board, an
area containing timing and prisoner information about the game, and a message
window.
The following topics explain the various areas of the Play View:
Title Bar
Game Board
Timing Area
Message Window
Pop-up Menu Items
ΓòÉΓòÉΓòÉ 6.2.1. Title Bar ΓòÉΓòÉΓòÉ
The title bar tells you the number of the game and the names of the players, as
black player vs white player.
ΓòÉΓòÉΓòÉ 6.2.2. Game Board ΓòÉΓòÉΓòÉ
The game board shows you the current state of the game. The board is oriented
with the black player at the top and the white player at the bottom.
The black and white stones are represented by black and white circles on the
board.
The last move played by either player is represented by a stone that alternates
in color between gray and either black or white, depending on who made the last
move. This makes it easy to locate the last move played.
When it is your turn and you move the mouse over the game board, the mouse
pointer becomes your stone. To make a move, move the stone over the
intersection where you want to play the stone and press mouse button 1. If you
want to pass, resign, or issue some other IGS command, click on the system menu
(at the left side of the title bar) to obtain the pop-up menu and select the
desired pop-up menu item.
When the game is in Scoring Mode (that is, after three consecutive passes have
been made by the players), the mouse pointer changes toa tombstone symbol
(indicating "rest in peace"). Move the mouse pointer so the arrow coming out
of the tombstone points to a dead stone and press mouse button 1. The group of
stones connected to the dead stone is removed from the board. Continue
removing dead groups until only live groups are left. When you are done
removing the dead groups, select the Done item on the pop-up menu.
You can change the color of the board by opening the Mixed Color Palette or
Solid Color Palette and dropping a color on the board. You can change the
color of the lines on the board by holding the Ctrl key while dropping a color
on the board from one of the color palettes.
ΓòÉΓòÉΓòÉ 6.2.3. Timing Area ΓòÉΓòÉΓòÉ
The timing area is located to the right of the game board. It consists of a
picture of a clock and areas in which byo-yomi stones and prisoners are shown.
The top window on the clock shows how much time (in minutes and seconds) is
left on the black player's clock. When the game starts, this is the basic time
remaining until black enters overtime. When the black player is in overtime,
this is the amount of time remaining in the current byo-yomi period.
Above the clock are indicators of how many stones the black player must play
within the current byo-yomi period and the number of white stones captured by
the black player.
The middle window on the clock shows the number of the last move and what the
move is. A normal move is indicated by the player's color (B or W) and the
coordinate where the move was made.
The bottom window on the clock shows how much time is left on the white
player's clock, either basic time or byo-yomi time.
Below the clock are indicators of how many black stones were captured by the
white player and how many stones white must play in the current byo-yomi
period.
The red light at the top and bottom of the clock will flash to indicate when it
is your turn. When the game is over, is in scoring mode, or is adjourned, the
clock stops flashing.
You can change the color of the clock by dropping a color on the clock from one
of the color palettes. You can change the background color of any of the clock
windows by dropping a color in the window. You can change the color of the
text within any of the windows by holding the Ctrl key while dropping a color
in the window. You can change the font displayed in the move (center) window
by dropping a font on the window from the Font Palette.
ΓòÉΓòÉΓòÉ 6.2.4. Message Window ΓòÉΓòÉΓòÉ
The message window is either to the right of the timing area or below the game
board, depending on the size you have chosen for the Play View window.
The message window consists of an output list box where messages from your
opponent are displayed and an entry field at the bottom of the window. You may
enter a message in this entry field. When you press the Enter key, OS2IGC
appends the message to a say command and sends the command to the server. This
message is then sent to your opponent.
You may scroll back through the previous messages by clicking on the scroll bar
to the right of the output list box.
You can change the background color of the output list box or the entry field
by dropping a color on the appropriate field from one of the color palettes.
You can change the font used in the output list box or the entry field by
dropping a font on the field from the Font Palette.
ΓòÉΓòÉΓòÉ 6.3. Play View Pop-up Menu Items ΓòÉΓòÉΓòÉ
The Play View pop-up menu contains the following items:
Handicap Sends a handicap command to the IGS to set the handicap for the
game. This item is in the pop-up menu only if you are playing black
and this is the first move of the game.
Komi Sends a komi command to the IGS to set the komi for the game. This
item is in the pop-up menu only if it is your first move.
Free Sends a free command to the IGS to indicate toggle whether or not
this game counts for your IGS rating. This item is in the pop-up
menu only if it is your first move.
Pass Sends a pass command to the IGS to indicate that you want to pass.
This item is in the pop-up menu only if it is your move.
Resign Sends a resign command to the IGS to resign the game. This item is
in the pop-up menu only if it is your move.
Undo (playing) Sends an undo command to the IGS to undo your opponent's last
move. This item is in the pop-up menu only if it is your move.
Request undo Sends a message to your opponent asking him to undo your last
move. This item is in the pop-up menu only if it is your opponent's
move.
Score Sends a score command to the IGS to request an estimate of the
current score of the game.
Request adjourn Sends an adjourn command to the IGS to request an adjournment
of the game. If your opponent agrees, the game will be adjourned.
Save Sends a save command to the IGS to request that the game be saved at
the server.
Undo (scoring) Sends an undo command to the IGS to reset the game board to its
state when the game entered scoring mode (that is, there have been
three consecutive pass commands issued by the players). You, or
your opponent, have to start removing dead groups again.
Done Sends a done command to the IGS to signify that you are done
removing dead stones from the board. This item is in the pop-up
menu only if the game is in scoring mode. When both players issue
the done command, the game is completed.
ΓòÉΓòÉΓòÉ <hidden> Handicap Dialog ΓòÉΓòÉΓòÉ
The Handicap Dialog allows you to set the handicap for the game.
For a detailed explanation of each field, select from the list below:
Handicap
ΓòÉΓòÉΓòÉ <hidden> Handicap ΓòÉΓòÉΓòÉ
The Handicap spin button allows you to select the handicap for the game. You
may choose a handicap between 0 and 9 stones.
When you have selected the handicap, click on the OK push button to send your
selection to the server.
If you decide play an even game (that is, no handicap), click on the Cancel
push button.
ΓòÉΓòÉΓòÉ <hidden> Handicap Dialog ΓòÉΓòÉΓòÉ
The Komi Dialog allows you to set the number of komi points for the game.
For a detailed explanation of each field, select from the list below:
Komi
ΓòÉΓòÉΓòÉ <hidden> Komi ΓòÉΓòÉΓòÉ
The Komi spin button allows you to select the number of komi points for the
game. You may choose a number between -99 and 99 points. At the end of the
game, the number of komi points is added to the white player's score. For
example, if the komi is 5.5 points (that is, you selected 5 in the komi spin
button), the white player gets an additional 5.5 points at the end of the game.
If the komi is -5.5 (that is, 5.5 points reverse komi), the black player
receives an additional 5.5 points at the end of the game.
Note that the number of komi points always includes one-half point, to insure
that there can never be a tied game. In an even game, if the score is tied at
the end of the game, the white player wins by the default 0.5 komi points.
When you have selected the number of komi points, click on the OK push button
to send your selection to the server.
If you decide play a game with the standard 0.5 komi points (that is, an even
game), click on the Cancel push button.
ΓòÉΓòÉΓòÉ 6.4. Observe View ΓòÉΓòÉΓòÉ
The following topics explain the various areas of the Observe View:
Title Bar
Game Board
Timing Area
Kibitz Window
ΓòÉΓòÉΓòÉ 6.5. Play View ΓòÉΓòÉΓòÉ
The following topics explain the various areas of the Play View:
Title Bar
Game Board
Timing Area
Message Window
Pop-up Menu Items
ΓòÉΓòÉΓòÉ 7. Configuring OS2IGC ΓòÉΓòÉΓòÉ
To configure OS2IGC, open the Properties Notebook for the OS2IGC object:
1. Point the mouse at the OS2IGC object and press mouse button 2.
2. Select the Properties item from the pop-up menu.
The following pages are available to configure OS2IGC:
Server - Configure the connection to the IGS
User - Configure your IGS user identifier and password
Debug - Configure OS2IGC for debugging
Terminal View - Configure Terminal View options
Timer Options - Configure options for session maintanence timing
Who View - Configure Who View options
Games View - Configure Games View options
Observe View - Configure Observe View options
Play View - Configure Play View options
Game Options - Configure options used when observing or playing a game
ΓòÉΓòÉΓòÉ 7.1. Server Properties Notebook Page ΓòÉΓòÉΓòÉ
The Server page allows you to configure the connection to the Internet Go
Server.
ΓòÉΓòÉΓòÉ <hidden> Server ΓòÉΓòÉΓòÉ
You can change the Internet name for the Internet Go Server by typing a new
name in the Server Name field. You can change the number of the port used to
connect to the IGS by typing a new number in the Port field. Or you can
specify the name of a socks server in the Socks Server Name field.
For a detailed explanation of each field, select from the list below:
Server Name
Port
Socks Server Name
ΓòÉΓòÉΓòÉ <hidden> Server Name ΓòÉΓòÉΓòÉ
The Server Name field displays the Internet name of the Internet Go Server
(IGS).
You can change the name if you want to connect to another server that
understands the IGS command set by typing the new name in this field. This
field must contain an Internet name, not an IP address.
Note: If you click on the Default push button, the name will be replaced with
the name of the default server, igs.nuri.net.
ΓòÉΓòÉΓòÉ <hidden> Port ΓòÉΓòÉΓòÉ
The Port field displays the number of the port used to connect to the Internet
Go Server (IGS).
You can change the port number if you want to connect to another port that
supports a telnet connection to the server by typing the new port number in
this field.
Note: If you specify a port that does not support a telnet connection, you
will not be able to connect to the server.
Note: If you click on the Default push button, the port number will be
replaced with the default port, 6969.
ΓòÉΓòÉΓòÉ <hidden> Socks Server Name ΓòÉΓòÉΓòÉ
This field is used only if you are connected to an internal network and must go
through a Socks Server to reach the external Internet.
The Socks Server Name field displays the name of the Socks Server used to route
data to the Internet.
You can specify the name of a Socks Server by typing the server name in this
field.
Note: This field must contain the name of a Socks Server, not an IP address.
Note: The OS2IGC program initially attempts to connect to the IGS directly.
If the specified server name is not found and you specify the name of a Socks
Server, OS2IGC tries to locate the IGS through the specified Socks Server. It
is safe to specify the name of the Socks Server even if you sometimes connect
directly to the external Internet.
ΓòÉΓòÉΓòÉ 7.2. User Properties Notebook Page ΓòÉΓòÉΓòÉ
The User page allows you to specify your IGS user identifier and password so
OS2IGC can automatically log you on when it makes contact with the server.
ΓòÉΓòÉΓòÉ <hidden> User ΓòÉΓòÉΓòÉ
You can specify your IGS user identifier (login name) by typing a name in the
Login Name field. You can specify your IGS password by typing a password in
the Password field.
For a detailed explanation of each field, select from the list below:
Login Name
Password
ΓòÉΓòÉΓòÉ <hidden> Login Name ΓòÉΓòÉΓòÉ
The Login Name field displays your IGS user identifier (login name).
You can specify (or change) the name if you want OS2IGC to automatically
respond to the login prompt from the IGS when you connect to the server.
ΓòÉΓòÉΓòÉ <hidden> Password ΓòÉΓòÉΓòÉ
The Password field displays asterisks (*) if you specified a login password.
You can specify (or change) the password if you want OS2IGC to automaticlly
repsond to the password prompt from the IGS when you connect to the server.
Note: If you specify a password, you have no protection from anyone logging on
to the IGS with your user identifier and password. If your computer is
accessible by other people, you shouldn't specify the password here, but should
enter the password manually when the IGS asks for it.
ΓòÉΓòÉΓòÉ 7.3. Debug Properties Notebook Page ΓòÉΓòÉΓòÉ
The Debug page allows you to request debugging information from OS2IGC. You
don't need to specify this information unless you discover an IGS command
sequence that doesn't work properly with OS2IGC.
ΓòÉΓòÉΓòÉ <hidden> Debug ΓòÉΓòÉΓòÉ
You can specify the name of a file to capture all data sent from the IGS by
typing a file name in the Log File Name field. You can specify the name of an
input script by typing a file name in the Input Script Name field.
For a detailed explanation of each field, select from the list below:
Log File Name
Input Script Name
ΓòÉΓòÉΓòÉ <hidden> Log File Name ΓòÉΓòÉΓòÉ
The Log File Name field displays the name of the file in which OS2IGC saves all
input data from the IGS.
You can specify (or change) the file name if you want OS2IGC to save all input
from the IGS. This is used to document sequences of commands from the IGS that
do not work properly with OS2IGC.
ΓòÉΓòÉΓòÉ <hidden> Input Script Name ΓòÉΓòÉΓòÉ
The Input Script Name field displays the name of the file that OS2IGC uses to
simulate input from the IGS.
This feature is used to test the response of OS2IGC to sequences of commands
received from the IGS. The input script is normally a sequence of commands
captured from the IGS by using the Log FIle feature.
You can specify (or change) the file name if you want OS2IGC to take its input
from a script, rather than connect to the IGS.
Note: If you specify an Input Script, OS2IGC will not connect to the IGS and
you will not be able to interact with the server until you remove the name from
this field.
ΓòÉΓòÉΓòÉ 7.4. Terminal View Properties Notebook Page ΓòÉΓòÉΓòÉ
The Terminal View page allows you to specify options for Terminal View.
ΓòÉΓòÉΓòÉ <hidden> Terminal View ΓòÉΓòÉΓòÉ
You can specify how OS2IGC is to handle messages directed to you by selecting
one of the Display Private Messages choices.
For a detailed explanation of each field, select from the list below:
Display Private Messages
ΓòÉΓòÉΓòÉ <hidden> Display Private Messages ΓòÉΓòÉΓòÉ
Select one of the radio buttons to specify how OS2IGC is to display messages
directed to you.
In Terminal View Window
The message is shown as simple input from the server in the Terminal
View output window.
In Message Box
The message is shown in a popup message box. Each message is
displayed in a separate message box, and you have to acknowledge the
message before you can continue sending commands to the server.
In Message Box When Not Playing A Game
The message is shown in a popup messge box when you are not engaged
in playing a game on the server. If you have started a game, all
messages directed to you are shown in the Terminal View output
window.
ΓòÉΓòÉΓòÉ 7.5. Timer Options Properties Notebook Page ΓòÉΓòÉΓòÉ
The Timer Options page allows you to configure timers to monitor your
connection to the Internet Go Server.
ΓòÉΓòÉΓòÉ <hidden> Timer Options ΓòÉΓòÉΓòÉ
You can specify the amount of time between commands sent to the Internet Go
Server by selecting a value in the Maintain Session Time Limit spin button. You
can specify the amount of time between server responses before warning you that
the server is not responding in the Server Response Time Limit spin button.
And you can specify whether you want to be warned only once per session about
the Internet Go Server not responding by unchecking the Always warn user about
server exceeding response time limit check box.
For a detailed explanation of each field, select from the list below:
Maintain Session Time Limit
Server Response Monitoring
ΓòÉΓòÉΓòÉ <hidden> Maintain Session Time Limit ΓòÉΓòÉΓòÉ
The Internet Go Server will automatically disconnect you if you don't send a
command to the server every 30 minutes. When you are just observing games, you
are not sending commands.
You can request that a command (Ayt) is automatically sent to the Internet Go
Server periodically to prevent the server from disconnecting you. Select the
time interval (in minutes) that OS2IGC will automatically send a command to the
Internet Go Server after your last command.
If you select a time value of 0, OS2IGC will never send the automatic command.
Note: The default value of 5 minutes is a reasonable value to choose. This
will allow OS2IGC to automatically interact with the Internet Go Server every 5
minutes. If you also choose Server Response Monitoring OS2IGC will be able to
diagnose server connection failures every 6 minutes.
ΓòÉΓòÉΓòÉ <hidden> Server Response Monitoring ΓòÉΓòÉΓòÉ
The Server Response Monitoring group allows you to specify that OS2IGC monitor
server responses and detect when the Internet Go Server isn't responding to
your commands.
You may select the time interval (in minutes) in which a response must be
received from the Internet Go Server before OS2IGC warns you that the server is
not responding. Select the appropriate value from the Server Response Time
Limit spin button. If you select a time value of 0, OS2IGC will not monitor
server response times.
If you want to be warned every time that OS2IGC detects the server response
time exceeds your specified limit, check the Always warn user about server
exceeding response time limit check box. If you don't check this check box,
OS2IGC will only warn you once per session (that is, between the time you
connect and disconnect from the Internet Go Server) about the server not
responding within the specified time limit.
You may want to increase the Server Response Time Limit value if you are
experiencing slow performance of the connection between your computer and the
Internet Go Server and are receiving frequent warnings about the server
exceeding the specified response time limit.
ΓòÉΓòÉΓòÉ 7.6. Who View Properties Notebook Page ΓòÉΓòÉΓòÉ
The Who View pages allow you to specify options for Who View.
The first Who View page is the standard Workplace Shell Sort page. This page
allows you to specify the default sorting options for Who View.
Note: Do not change the Object Type selection on this page.
The second Who View page is the standard Workplace Shell Details View Page 3.
This page allows you to specify which fields are displayed in Who View and the
colors and font to be used for the display.
Note: Do not change the Object Type selection on this page.
ΓòÉΓòÉΓòÉ 7.7. Games View Properties Notebook Page ΓòÉΓòÉΓòÉ
The Games View pages allow you to specify options for Games View.
The first Games View page is the standard Workplace Shell Sort page. This page
allows you to specify the default sorting options for Games View.
Note: Do not change the Object Type selection on this page.
The second Games View page is the standard Workplace Shell Details View Page 3.
This page allows you to specify which fields are displayed in Games View and
the colors and font to be used for the display.
Note: Do not change the Object Type selection on this page.
ΓòÉΓòÉΓòÉ 7.8. Observe View Properties Notebook Page ΓòÉΓòÉΓòÉ
The Observe View page allows you to specify options for Observe View.
ΓòÉΓòÉΓòÉ 7.9. Play View Properties Notebook Page ΓòÉΓòÉΓòÉ
The Play View page allows you to specify options for Play View.
ΓòÉΓòÉΓòÉ 7.10. Game Options Properties Notebook Page ΓòÉΓòÉΓòÉ
The Game Options page allows you to specify options common to Observe View and
Play View.
ΓòÉΓòÉΓòÉ <hidden> Message Received From Player ΓòÉΓòÉΓòÉ
The Message Received Dialog displays a message received from another player.
The title bar of the Message Received Dialog contains the name of the player
that send you the message.
For a detailed explanation of each field, select from the list below:
Message
Reply
ΓòÉΓòÉΓòÉ <hidden> Message ΓòÉΓòÉΓòÉ
The Message field dispays the message received.
If you want to send a reply to the player, type the message in the Reply field,
then click on the OK push button.
If you don't want to send a reply to the player, click on the OK without typing
a message in the Reply field.
ΓòÉΓòÉΓòÉ <hidden> Reply ΓòÉΓòÉΓòÉ
You can type a message in the Reply field. When you press the OK push button,
this message will be sent back to the other player.
If you don't want to send a reply to the player, click on the OK without typing
a message in the Reply field.
ΓòÉΓòÉΓòÉ 8. Beta Test News ΓòÉΓòÉΓòÉ
This is a Beta Test version of the OS/2 Internet Go Client program, written by
Ira H. Schneider.
The intention of this program is to provide an OS/2 Warp client for the
Internet Go Server (IGS). When the program is completed, it will allow access
to most IGS functions through the graphical user interface, mostly through
pop-up menu items. The goals of this program are:
To provide a native OS/2 client program to communicate with the IGS.
To free the user from having to learn the IGS commands.
To allow the user to customize the program for his convenience.
The current version of the program provides the following functions:
Connect to the IGS through an existing Internet TCP/IP session. This
includes a session that you create by dialing an Internet service
provider using SLIP or PPP, or a permanent TCP/IP connection to the
Internet (including through a Socks Server).
Automatically login to the IGS.
Display a list of who is currently logged on to the IGS (Who View).
Interact with anyone logged on from the Who View display, including
getting the user's statistics, sending a message to the user, and
initiating a match with the user.
Play a game with any other player currently logged on to the IGS (Play
View). Send and receive messages from your opponent within the Play View
window.
Play a teaching game (Teach View).
Display a list of games currently in progress (Games View).
Observe any (or all) of the games in progress (Observe View). Exchange
kibitz messages with other observers within the Observe View window.
Change your IGS settings, including default values, options, rank, game
choice, player information, and e-mail address, through your Properties
Notebook. This is accessed through the Who View.
Customize the program through the Properties Notebook, including server
access, automatic login information, debug information, Who View and
Games View display, sort, color, and font information, and the name of
the client object.
Customize the colors and fonts used in Play View and Observe View, and
resize the Play View, Teach View, and Observe View windows.
Provide help information on the operation of the program, as well as the
IGS commands.
Future versions of the program will add the following functions:
More customization of the game board displayed in Observe View and Play
View.
Invoke other IGS functions through the pop-up menu.
Copy a game in progress (from Observe View, Play View, or Teach View) to
local storage and be able to navigate through the game, possibly adding
variations.
Review games stored on the IGS.
Converse with any other player currently logged on to the IGS (Chat
View).
The program will be distributed through the common IGS repository,
igs.nuri.net. Announcements about new versions of the program will be posted
on the rec.games.go newsgroup on the Internet.
ΓòÉΓòÉΓòÉ 9. About The Author ΓòÉΓòÉΓòÉ
Ira H. Schneider
I can be contacted via e-mail at ira_schneider@ibm.net and can be found on the
IGS as iras.
I would like to hear any comments about the OS/2 IGS Client program. I am
particularly interested in the following:
Comments on the user interface (both good and bad).
Comments or suggestions on the useability of the program.
Bugs you find in the program.
Suggestions for new features, changes to the user interface, etc.
I will try to answer all mail about the program.
ΓòÉΓòÉΓòÉ <hidden> Terminal View ΓòÉΓòÉΓòÉ
Terminal view is the command line interface to the Internet Go Server. You must
open Terminal view to establish a connection to the IGS.
When you open Terminal view, OS2IGC connects to the IGS. After the connection
is made, you may logon to the IGS and start using the IGS functions.
ΓòÉΓòÉΓòÉ <hidden> Games View ΓòÉΓòÉΓòÉ
Games View displays a list of the games that are currently being played on the
Internet Go Server. You can watch any game in progress by just opening its
icon in the Games View.
ΓòÉΓòÉΓòÉ <hidden> Connect ΓòÉΓòÉΓòÉ
Connect tries to establish a connection with the Internet Go Server. You
normally select this option after you close the connection with the IGS or
after correcting a problem that stops OS2IGC from contacting the IGS.
For example, if you open the Terminal View before establishing a connection to
the Internet, OS2IGC will not be able to contact the IGS. You can establish
the connection to the Internet and select the Connect pop-up menu item to try
contacting the IGS again.
ΓòÉΓòÉΓòÉ <hidden> Disconnect ΓòÉΓòÉΓòÉ
Disconnect terminates the connection with the Internet Go Server. This can be
used instead of issuing the Exit command directly to the IGS.
Disconnect also closes the Who View and the Games View.
You can also disconnect from the IGS by closing the Terminal View.
ΓòÉΓòÉΓòÉ <hidden> Who View ΓòÉΓòÉΓòÉ
Who View displays a list of the players that are currently logged on to the
Internet Go Server. You can get the statistics for any player by just opening
his icon in the Who View. You can also send a message to any player or request
a match with a player using the player's pop-up menu in Who View.
ΓòÉΓòÉΓòÉ <hidden> Statistics View ΓòÉΓòÉΓòÉ
Statistics View displays the statistics for the player.
ΓòÉΓòÉΓòÉ <hidden> Chat View ΓòÉΓòÉΓòÉ
Chat View displays a window that allows you to exchange messages with the
player.
ΓòÉΓòÉΓòÉ <hidden> Send Message ΓòÉΓòÉΓòÉ
Send Message allows you to send a message to the player.
ΓòÉΓòÉΓòÉ <hidden> Ask For Game ΓòÉΓòÉΓòÉ
Ask For Game allows you to send a message to the player requesting a match.
ΓòÉΓòÉΓòÉ <hidden> Match ΓòÉΓòÉΓòÉ
Match allows you to request a match with the player.
ΓòÉΓòÉΓòÉ <hidden> Automatch ΓòÉΓòÉΓòÉ
Automatch allows you to request an automatic match with the player.
ΓòÉΓòÉΓòÉ <hidden> Refresh now ΓòÉΓòÉΓòÉ
Refresh now allows you to request that the Who View data be updated from the
Internet Go Server.
ΓòÉΓòÉΓòÉ <hidden> Sort ΓòÉΓòÉΓòÉ
Sort allows you to specify in what order the contents of the Who View window
appear.
If you select Sort a pop-up menu appears that displays the choices of how the
Who View window is to be sorted. These choices are:
Sort By Name The data in the Who View window are to be sorted by the player's
name.
Sort By Rank The data in the Who View window are to be sorted by the player's
rank.
ΓòÉΓòÉΓòÉ <hidden> Sort By Player Name ΓòÉΓòÉΓòÉ
Player name specifies that the data in the Who View window be arranged in
alphabetical order by the player's name.
ΓòÉΓòÉΓòÉ <hidden> Sort By Rank ΓòÉΓòÉΓòÉ
Rank specifies that the data in the Who View window be arranged by the player's
rank, in decreasing order. The list starts with the professional players,
continues with the dan ranked players, and finishes with the kyu ranked
players.
ΓòÉΓòÉΓòÉ <hidden> Refresh now ΓòÉΓòÉΓòÉ
Refresh now allows you to request that the Games View data be updated from the
Internet Go Server.
ΓòÉΓòÉΓòÉ <hidden> Help - IGS Commands ΓòÉΓòÉΓòÉ
IGS Commands displays help for the Internet Go Server commands.
ΓòÉΓòÉΓòÉ <hidden> Help - Beta Test News ΓòÉΓòÉΓòÉ
Beta Test News displays information about the Beta Test version of the OS/2
Internet Go Client.
ΓòÉΓòÉΓòÉ <hidden> Help - About The Author ΓòÉΓòÉΓòÉ
About The Author displays information about the author of the program and how
to contact him.
ΓòÉΓòÉΓòÉ <hidden> Help - Product Information ΓòÉΓòÉΓòÉ
Product Information displays information about the version of the program that
you are using.
ΓòÉΓòÉΓòÉ <hidden> Observe View ΓòÉΓòÉΓòÉ
Observe View displays the state of a game in progress on the IGS.
ΓòÉΓòÉΓòÉ <hidden> Play View ΓòÉΓòÉΓòÉ
Play View displays the state of a game you are playing on the IGS.
ΓòÉΓòÉΓòÉ <hidden> Pass ΓòÉΓòÉΓòÉ
Pass specifies that you want to pass as your move.
ΓòÉΓòÉΓòÉ <hidden> Resign ΓòÉΓòÉΓòÉ
Resign specifies that you want to resign from the game.
ΓòÉΓòÉΓòÉ <hidden> Request adjourn ΓòÉΓòÉΓòÉ
Request adjourn specifies that you want to adjourn the game. If your opponent
agrees, the game is saved and adjourned. If your opponent doesn't agree to the
adjournment, the game continues.
ΓòÉΓòÉΓòÉ <hidden> Score ΓòÉΓòÉΓòÉ
Score specifies that you want to see an estimate of the score of the game.
ΓòÉΓòÉΓòÉ <hidden> Save ΓòÉΓòÉΓòÉ
Save specifies that you want the IGS to save the state of the game.
ΓòÉΓòÉΓòÉ <hidden> Request Undo ΓòÉΓòÉΓòÉ
Request Undo sends a message to your opponent asking that he undo your last
move.
ΓòÉΓòÉΓòÉ <hidden> Undo ΓòÉΓòÉΓòÉ
Undo specifies that you want the IGS to undo your opponent's last move.
ΓòÉΓòÉΓòÉ <hidden> Undo ΓòÉΓòÉΓòÉ
Undo specifies that you want to reset the game to the state it was in when
Scoring Mode was entered. This replaces all removed dead stones from the
board. You would choose this pop-up menu item when either you or your opponent
accidentally removed a living group from the board during Scoring Mode.
ΓòÉΓòÉΓòÉ <hidden> Handicap ΓòÉΓòÉΓòÉ
Handicap specifies that you want to set the number of handicap stones being
used in this game.
ΓòÉΓòÉΓòÉ <hidden> Komi ΓòÉΓòÉΓòÉ
Komi specifies that you want to set the number of komi points being used in
this game.
ΓòÉΓòÉΓòÉ <hidden> Free ΓòÉΓòÉΓòÉ
Free specifies that you want to mark this game as not counting (or counting)
towards your IGS rating.
ΓòÉΓòÉΓòÉ <hidden> Done ΓòÉΓòÉΓòÉ
Done specifies that you are done removing dead groups from the game board and
you want the final score for the game.
ΓòÉΓòÉΓòÉ <hidden> Rotate Board ΓòÉΓòÉΓòÉ
Rotate Board specifies that you want to rotate the game board to reverse the
positions of the players. This allows you to position the player that you want
at the top of the game board display.
ΓòÉΓòÉΓòÉ <hidden> Label Board ΓòÉΓòÉΓòÉ
Label Board specifies that you want the row and column labels displayed on the
game board.
ΓòÉΓòÉΓòÉ <hidden> Remove Board Labels ΓòÉΓòÉΓòÉ
Remove Board Labels specifies that you want the row and column labels removed
from the game board.
ΓòÉΓòÉΓòÉ <hidden> Teach View ΓòÉΓòÉΓòÉ
Teach View starts a teaching game on the Go server. You can send a Teach
command to the server to start a teaching game by selecting the Teach view
option from the OS2IGC Object's pop-up menu. This displays the Start Teaching
Game Dialog.
ΓòÉΓòÉΓòÉ <hidden> Start Teaching Game Dialog ΓòÉΓòÉΓòÉ
The Start Teaching Game Dialog allows you to compose a Teach command to be sent
to the server.
For a detailed explanation of each field, select from the list below:
Board Size
Game Title
Type of Game
When you have filled in all of the fields, click on the OK push button to send
the Teach command to the server.
If you decide not to start a teaching game, click on the Cancel push button.
ΓòÉΓòÉΓòÉ <hidden> Board Size ΓòÉΓòÉΓòÉ
The Board Size spin button allows you to choose the size of the board you want
to play a teaching game on. The values range from 9 to 19, indicating a 9x9 to
a 19x19 board.
You can use the arrows at the right of the spin button to select the board size
that you want to play on.
ΓòÉΓòÉΓòÉ <hidden> Game Title ΓòÉΓòÉΓòÉ
The Game Title entry field allows you to specify the title for the teaching
game. If you specify a title in this field, it is sent to you (and all users
observing the game) when you make the first move.
If you do not specify a title, the game is titled as a match between you and
yourself.
ΓòÉΓòÉΓòÉ <hidden> Type of Game ΓòÉΓòÉΓòÉ
Select one of the radio buttons to specify the type of teaching game you want
to start.
Go
The teaching game is to use the Go rules. OS2IGC sends a teach
command to the server to start the game.
GOE
The teaching game is to use the GOE (or Ing) rules. OS2IGC sends a
gteach command to the server to start the game.
ΓòÉΓòÉΓòÉ <hidden> Teach View ΓòÉΓòÉΓòÉ
Teach View displays the state of a teaching game you are playing on the IGS.
ΓòÉΓòÉΓòÉ <hidden> Mark ΓòÉΓòÉΓòÉ
Mark specifies that you want the IGS to mark your last move as the beginning of
a sequence to be removed if you issue the undo command.
ΓòÉΓòÉΓòÉ <hidden> Undo ΓòÉΓòÉΓòÉ
Undo specifies that you want the IGS to undo your moves back to the last marked
move.
ΓòÉΓòÉΓòÉ <hidden> Adjourn ΓòÉΓòÉΓòÉ
Adjourn specifies that you want to adjourn the game.
ΓòÉΓòÉΓòÉ 10. Help For The Internet Go Server ΓòÉΓòÉΓòÉ
The Internet Go Server
The Internet Go Server (IGS) allows you to play go with anyone else logged on
through the Internet.
The following topics will explain the commands used by the IGS:
Commands to get you started
Commands
ΓòÉΓòÉΓòÉ <hidden> Commands to get you started ΓòÉΓòÉΓòÉ
Here are some common commands that you should start with:
who List who is on the server.
games show the current games
match Offer to play someone.
save Save your game
shout Tell everyone something.
yell Send a message to the specified channel.
tell Tell someone something.
kibitz Send a message to people on the observe list
observe Observe a game.
coords Describes what coordinates can be used to make moves.
toggle Toggle the various player flags.
rank Set your rank.
help commands gives a list of commands. help <command> gives help on the
command.
See also:
IGS Commands
ΓòÉΓòÉΓòÉ <hidden> Commands You Can Use While Playing A Game ΓòÉΓòÉΓòÉ
addtime Add minutes to your opponent's time.
chatter Send a message to people on the observe list
coords Describes what coordinates can be used to make moves.
free Changes a game from counting towards ratings to not counting.
handicap first move by Black to place handicap stones
kibitz Send a message to people on the observe list
komi Komi mediation between players.
pass Pass a move--takes 3 to score a game.
resign Quit a game (chicken)
save Save your game
say Say something to your opponent
See also:
Commands You Can Use While Waiting For A Game
Commands You Can Use Any Time
ΓòÉΓòÉΓòÉ <hidden> Commands You Can Use While Waiting For A Game ΓòÉΓòÉΓòÉ
bet Predict the next move in a game you are observing.
decline Refuse to play someone.
goematch Offer to play with someone using the GOE (or Ing) rules.
gteach Start a teaching game (where you make all moves) using the GOE (or
Ing) rules.
kibitz Comment on a game.
load Load a previously unfinished game.
match Offer to play someone.
observe Observe a game.
pmatch Offer to play a professional match with someone using the GOE (or
Ing) rules.
teach Start a teaching game (where you make all moves).
team Start a team match (with 4 or 6 players).
tgmatch Offer to play a tournament game with someone using the GOE (or Ing)
rules.
See also:
Commands You Can Use While Playing A Game
Commands You Can Use Any Time
ΓòÉΓòÉΓòÉ <hidden> Commands You Can Use Any Time ΓòÉΓòÉΓòÉ
all List who is observing a game.
best List the best players
chars Change the board display.
delete Remove an adjourned game.
games show the current games
help Get help.
info Change your info line.
last List last to log on to the server
look Look at an ajourned game.
mail Mail a Smart Go Format file
moves List the moves of a game.
password Change your password.
players List who is on the server.
probability Display the odds of winning against a player playing an even game.
quit Logout.
rank Set your rank.
refresh Redraw a board.
reset Reset player stats.
sgf Look at some of the sgf games.
shout Tell everyone something.
stats List a players info.
stored Look at ajourned games.
tell Tell someone something.
time List time left on a game.
toggle Toggle the various player flags.
watching List the games you are observing
who List who is on the server.
See also:
Commands You Can Use While Playing A Game
Commands You Can Use While Waiting For A Game
ΓòÉΓòÉΓòÉ 10.1. IGS Commands ΓòÉΓòÉΓòÉ
The command line interface to the Internet Go Server supports many commands.
Each command is listed in the topics that follow.
In General:
<required stuff> <--- angle brakets are used for required arguments
[not required stuff] <--- square brakets are used for non-required
In the commands the <, >, [, and ] are not part of the commands.
Please note that commands can be abbreviated. For example 'match' abbreviates
to 'mat' and 'quit' abbreviates to 'q'.
Also ; means yell, . means tell, ' means kibitz,
? means help. , means say
Some commands are only valid at certain times. Select one of the following
topics to see the commands that are valid at special times:
Commands You Can Use While Playing A Game
Commands You Can Use While Waiting For A Game
Commands You Can Use Any Time
For information on the rating system:
IGS Rating System
For answers to Frequently Asked Questions:
Frequently Asked Questions
See also:
FTP
Many Faces Of Go (computer program)
American Go Association (AGA)
ΓòÉΓòÉΓòÉ 10.1.1. Addresschange ΓòÉΓòÉΓòÉ
Addresschange command
Usage: register <your email address>
"addresschange" is the register command. The register command is used to
register new a IGS account, or to change the address of a previously registered
account.
To change your address, enter:
register <your email address>
Note: Do not use the < > in your account name or email address.
If you made no errors while entering your email address, you will receive your
registration letter usually within a few minutes, or a few hours. Please read
your registration letter carefully. It contains important important IGS policy
information and usage rules.
* As soon as you re-register, you will be logged out, and you will not be able
to enter IGS under the same account until your use your new password.
You CANNOT send email to an IP. Registration will not accept registration from
anonymous, guest, some freenets, and aol.com email addresses.
ΓòÉΓòÉΓòÉ 10.1.2. Addtime ΓòÉΓòÉΓòÉ
Addtime command
Usage: addtime <time to be added>
Addtime is used by a player to add extra time to an opponent's clock. Added
time is measured in minutes.
Examples:
addtime 1 (adds 1 minute)
addtime 60 (adds 1 hour)
When a player adds extra time to his opponent's time, 'addtime' will also enter
a kibitz in the game record (sgf) saying how much time was added to which
player.
See also: kibitz match SGF time
ΓòÉΓòÉΓòÉ 10.1.3. Adjourn ΓòÉΓòÉΓòÉ
Adjourn command
Usage: adjourn
Adjourn is used by either player in a game, to request the adjournment of the
game. The game will be saved. To adjourn the game, both players must enter:
adjourn
The opponent will then receive the following messages:
#> Your opponent requests an adjournment.
Use <adjourn> to adjourn, or <decline adjourn> to decline.
To adjourn the game, the opponent must enter: adjourn. Both players will then
see the following messages:
Game has been adjourned.
Game saved.
To be sure the current board position is saved, enter: save
To restart an adjourned game, use the load command.
To display the number of days games are saved, enter: uptime
The touch command can be used to extend the ammount of time an adjourned game
is saved.
Note: Sometimes all adjourned games are deleted without notice.
See also: decline load resign save stored touch uptime
ΓòÉΓòÉΓòÉ 10.1.4. Alias ΓòÉΓòÉΓòÉ
Alias command
Usage: alias [<new command>] [ <command sequence>]
1. Alias is used the shorten a command or command sequence. A maximum of 20
aliases are allowed.
Examples:
alias s stats (shortens 'stats' to: s)
alias fmc tell fmc (shortens 'tell fmc' to: fmc)
alias w3 who 3k-9p (shortens 'who 3k-9p' to: w3)
2. To display all your aliases, enter: alias
3. Alias with only the argument (the alias) will remove that alias.
Example:
You wish to remove the alias 's', which was for 'stats'.
Enter: alias s
The command unalias will disable aliases for the current login. You will
not be able to use your aliases until you enter IGS again. The aliases
will be saved.
Example:
unalias
Sometimes all aliases are purged from the system without notice.
ΓòÉΓòÉΓòÉ 10.1.5. All ΓòÉΓòÉΓòÉ
All command
Usage: all [game number]
All will list all the observers of a particular game.
Example:
all 23 (will list all observers of game number 23)
The players playing a game can use 'all' without the game number to see the
list of observers observing their game.
Example:
tim and fmc are playing game number 23, and either
tim or fmc can see the observers by entering: all
See also: games observe match
ΓòÉΓòÉΓòÉ 10.1.6. Automatch ΓòÉΓòÉΓòÉ
Automatch command
Usage: automatch <oppenent>
Automatch asks for a match with an opponent, and automatically uses your
defaults, or desired choices such as board size, number of stones per 'byoyomi'
period, 'byoyomi' time, time, and color. The arguments, or choices for the
Automatch settings are set with the defs command. If the players' 'defs'
disagree, the 'defs' from the challenger are used.
Example:
automatch Tweedie
The color is automatically chosen, as is the komi and handicap. If the player
has a 'rating' with a *, then the rating is used. Otherwise the player's
declared rank is used. If both players are equal, who gets black is dependent
on the current time, or randomly.
Note: Automatch, used with Defs, is the only command which will allow the
default number of 'byoyomi' stones (25) to be changed to another value.
See also: byo-yomi defs match
ΓòÉΓòÉΓòÉ 10.1.7. Ayt ΓòÉΓòÉΓòÉ
Ayt Command
Usage: ayt
This command just prints a 'yes' at your terminal. This allows one to tell if
they are connected to the server. The 'ayt' stands for 'Are You There', and is
part of the telnet protocol. In fact if you make your telnet session send AYT,
the server will respond with as 'yes', just like the 'ayt' command.
ΓòÉΓòÉΓòÉ 10.1.8. Beep ΓòÉΓòÉΓòÉ
Beep Command
Usage: beep <playername>
Beep is used to send a beep, or bell sound to another player.
Example:
beep beamer
(beamer will then hear a sound, and: player is beeping you.)
The beep sound can be turned on or off with the toggle command.
To block beep sounds, enter: toggle bell
In this case, only "player is beeping you." will be seen and no sound.
To undo the block, enter the same command again: toggle bell
See also: stats toggle
ΓòÉΓòÉΓòÉ 10.1.9. Best ΓòÉΓòÉΓòÉ
Best Command
Usage: best [rank]
Best will list all players with the 'rank' selected. To use Best, enter: best
<rank>
Example:
best 5k
(This will list all players with the rank of 5 Kyu)
To see the first 23 lines of the "best list", which will also display the best
players on IGS, enter: best
See also: rank rating statistics stats Supported Ranks and Ratings
ΓòÉΓòÉΓòÉ 10.1.10. Bet ΓòÉΓòÉΓòÉ
Bet Command
Usage: bet [move coordinates]
Bet is to compare your move, as an observer, against the move made by a player.
If the move you made is the same as the player, you win, otherwise you lose.
Bet, with no move given, will list the observers by Winners, Even, and Losers.
If you win more than you lose, you are displayed in the winners list, and if
you lose more than you win, you are in the losers list.
You can only bet if you are observing one game. Although you can change your
mind and select a different move, you can only bet on one move at a time.
To bet, enter: bet <move coordinates>
Example:
bet R2
For every player betting the score is displayed, followed by how many times
they have bet.
Example:
tim 5: 10
(means tim has bet 10 times and is now 5 up)
See also: games observe
ΓòÉΓòÉΓòÉ <hidden> Byo-yomi ΓòÉΓòÉΓòÉ
Byo-yomi
Usage: match <opponentname> [color] [board size] [time] [byo-yomi minutes]
Byo-yomi is part of the match command. Byo-yomi is the overtime given to a
player, after the initial time has expired, to complete his moves. On IGS, the
byo-yomi time period is specified in the match command. The time is specified
in minutes, and there are 25 moves for each byo-yomi time period. Example, if
you specify 15 (15 minutes) as the last number of the match command, each
byo-yomi period will be 15 minutes, and during each period you must complete 25
moves, or you lose. The default byo-yomi on IGS is 10 minutes.
Note: The automatch command, used with defs, is the only command which will
allow the default number of 'byo-yomi' stones (25) to be changed to another
value.
See also: automatch defs match
ΓòÉΓòÉΓòÉ 10.1.11. Channel ΓòÉΓòÉΓòÉ
Channel Command
Usage: channel [number] [title]
Channels are a forum, or meeting places, where people are able to gather and
communicate with each other at the same time. Channels should also be used for
group discussions on a particular topic, rather than using the shout command.
You can only enter one channel at a time and communicate only with members in
the channel you have entered. All channels have a number, and some may have a
'title'. The available channel numbers are 1 - 98.
Note: For using the channels, see: yell
To see all the active channels, enter: channel
To give a 'channel' a 'title', you must be in the channel you wish to give a
'title'. For example, if you are in channel 23, enter:
channel 23 title Discussion On 'Atropa belladonna'
To enter a channel, create a new channel, talk to members in a channel, or exit
from a channel, use the yell command.
See also: shout tell toggle who yell
ΓòÉΓòÉΓòÉ 10.1.12. Chars ΓòÉΓòÉΓòÉ
Chars Command
Usage: chars [BWEDTtScM]
Chars set the characters used to draw the board. The characters are as follows:
B Black
W White
E Empty
D Dame
T White territory
t Black territory
S Startpoint
c Counted
M Mark
Chars is also used to set the Black and White stones to your preference on an
ascii board.
The default is: '#O....+CX'
See also: Go Board refresh stats
ΓòÉΓòÉΓòÉ 10.1.13. Chatter ΓòÉΓòÉΓòÉ
Chatter Command
Usage: chatter [game number] message
Sends a 'chatter' message to the people observing game [game number]. Chatter
will be seen only by the people with their 'chatter' option enabled (see
toggle). The game number may be omitted if you are observing only one game, or
if you are playing. The 'chatter' is limited to 184 characters. The players do
not see the chatter.
Example:
#> chatter Black is dead.
A command related to 'chatter' is kibitz. Messages entered with 'kibitz' ARE
recorded in the game record, but messages entered with 'chatter' ARE NOT
recorded in the game record.
'chatter' can be shortened to: '
When one uses the abbreviation, one needs the space after the single quote. (')
For example:
#> ' Black is dead.
^----------------NOTE: a space after '
During the game, the chatter will look like:
Kibitz observer [rk]: Game white vs black [#]
Black is dead.
See also: kibitz observe say shout tell toggle
ΓòÉΓòÉΓòÉ 10.1.14. Choice ΓòÉΓòÉΓòÉ
Choice Command
Usage: choice <game>
Choice is for setting the game you wish to play on IGS. Currently there are 4
games that can be played on IGS. The default game is Go. The 3 game types are:
1. go
2.
3. shogi (Japanese Chess)
4. chinese-chess
To select a game, enter: choice <game>
Examples:
choice Go
choice shogi
choice chinese-chess
After you set a game type, you will see: Game set to <game>
For example, after you entered: choice go
you will see: Game set to go.
Only Go games will count toward the rating system.
Choice entered without a game type will display which games are available on
IGS.
Example:
choice
See also: Chinese Chess Go Shogi stats who
ΓòÉΓòÉΓòÉ 10.1.15. Coords ΓòÉΓòÉΓòÉ
Coords Command
On IGS, 3 different games are available. Each game type uses a different
coordinates system for entering the moves on the board.
For information on the coordinates for each system, select one of the
following:
Go
Shogi
Chinese Chess
Spaces are not allowed in the move coordinates.
See also: Chinese Chess Drawing The Go Board Go match Shogi undo
ΓòÉΓòÉΓòÉ <hidden> Coordinate System For Go ΓòÉΓòÉΓòÉ
Usage: <letter><number>
The coordinate system used by IGS is [A - Z][1 - 25], depending on the board
size. The letter 'I' is not used. The maximum board size is 19. Spaces are not
allowed in the move coordinates.
Example:
On a 19 x 19 board, the lower left point is: A1
the upper right point is: T19
The first move by B [Black] can be: Handicap # [#] is the number of handicap
stones. [#] must be between 2 and 9. Example: handicap 5
To pass, enter: pass. passes to score a game. See match.
To undo, enter: Undo.
At the end of a game, dead stones are removed while scoring by entering the
coordinates of a dead stone or groups of dead stones.
Most 'client' programs will allow use of a 'mouse' to click on the desired
coordinate, instead of using the keyboard to enter moves. See also: Chinese
Chess choice Client Programs match Go Board Shogi team undo
ΓòÉΓòÉΓòÉ <hidden> Coordinate System For Shogi ΓòÉΓòÉΓòÉ
Usage: <piece|+><*|coord>-<coord>
If there is a + after peice it is promoted. That piece is moved from coord to
coord.
Capitalization matters. You cannot have spaces in the movement.
Pieces:
K: King G: Gold s: Silver n: Knight
r: Rook b: Bishop l: Lance p: Pawn
S: Promoted Silver N: Promoted Knight
R: Promoted Rook B: Promoted Bishop
P: Promoted Pawn L: Promoted Lance
To move the far left black pawn forward one space: p1g-1f
To promote a black pawn: p1d-1c+, or p1d-1c^, or p1d-1c'
To drop a pawn: p*1c
To do a handicap: handicap 2b 7b
This will remove the piece at 2b and 7b
A move with a promotion and a drop is not allowed.
See also: Chinese Chess choice Go How To Play Shogi
ΓòÉΓòÉΓòÉ <hidden> Coordinate System For Chinese Chess ΓòÉΓòÉΓòÉ
Usage:
<piece><column><f|b|h><column|amount>
<f|r><piece><f|b|h><amount|column>
<piece><#><letter>-<#><letter>: # is 1-9 and letter is a-j
You cannot have spaces in the movement command.
Pieces:
K: King (shuai, jiang) S: Guard (shi) R: Rook (ju)
[marshal , general] [chariot]
M: Minister (xiang) C: Cannon (pao) N: Knight (ma)
P: Pawn (bing, zu) [solder]
To move the rook in the bottom right forward one: R1f1
Both sides type the same command.
To move the cannon from the second column to behind the center pawn: C2h5
Move the cannon in column 2 horizontal to column 5
To move the far right pawn forward: P1f1
Move the pawn in column 1 forward 1 space
To move the minister from bottom to the right side: M7f9
Move the minister on column 7 forward to column 9
To move the knight from bottom to the left forward: N2f3
Move the minister on column 7 forward to column 9
If there are two pieces on the same column, you have to use the 'f' and 'r' as
the column. To move the front pawn forward one space: fPf1
ΓòÉΓòÉΓòÉ <hidden> Drawing The Go Board ΓòÉΓòÉΓòÉ
This describes how a board is drawn.
Along the top and bottom rows, are the letters for the coordinates. Along the
side of the board are the numbers. The characters that are used to draw the
individual pieces is set be the chars command. The info to the right of the
board is pretty self explanatory. If there is a '*' in front of the 'Last
move:', this means the last command processed by one of the players was an
undo.
See also: refresh
ΓòÉΓòÉΓòÉ 10.1.16. Decline ΓòÉΓòÉΓòÉ
Decline Command
Usage: decline <playername>
Decline will refuse a match, after one is offered.
For example, if a match request is offered, it will look like:
Match[19x19] in 75 minutes requested with tim as White.
Use <match tim B 19 75 10> or <decline tim> to respond
If you wish to decline, enter: decline tim
If you wish to accept, enter:
match tim B 19 75 10
or: match tim
See also: match toggle
ΓòÉΓòÉΓòÉ 10.1.17. Defs ΓòÉΓòÉΓòÉ
Defs Command
Usage: defs [<field> <value>]
Defs changes the default settings for automatch. If you like a particular board
size, time, byoyomi time, AND number of byoyomi stones, this command will set
these values. The 'defs' are displayed in the stats display.
Fields:
time
size
byotime
stones
Examples (defs <field> <value>):
defs time 10 <--- 10 minutes playing period
defs size 19 <--- 19x19 board size
defs byotime 10 <--- 10 minutes byo-yomi period
defs stones 20 <--- 20 stones per byo-yomi period
When you automatch a player, the values of the 'defs' will be used. For
example, if your defs are the same as above, 'automatch till' is the same as:
match till B 19 10 10 20
Note: automatch, used with defs, is the only command which will allow the
default number of byo-yomi stones (25) to be changed to another value.
See also: automatch byo-yomi stats
ΓòÉΓòÉΓòÉ 10.1.18. Delete ΓòÉΓòÉΓòÉ
Delete Command
Usage: delete <stored game name>
Delete will delete a 'stored' game. After a stored game is deleted it cannot be
recovered. Both players are needed to delete the game before it is actually
removed. 'stored' games are stored for a limited period. To see the number of
days games are stored, enter: uptime.
The stored command will display a list of the 'stored' games.
Both player are needed to delete a stored game, but both need not be on IGS at
the same time.
To delete a stored game, enter: delete whiteplayer-blackplayer
Example:
delete fmc-tim
Afterwards, the following message will appear:
Only one player has marked the game to be deleted.
When the other player deletes the game, it will be removed.
See also: load stored uptime
ΓòÉΓòÉΓòÉ 10.1.19. Done ΓòÉΓòÉΓòÉ
Done Command
Usage: done
Done is used to signify when players are done removing the dead stones, and the
game is to be scored. At the end of a game, 3 pass moves will begin the scoring
stage. After the third pass, this message will appear:
You can check your score with the score command, type 'done' when finished.
Then the the prompt will change to: Enter Dead Groups:
After ALL dead stones have been removed, score the game by entering: done.
Both players must enter 'done'. After 'done', the result cannot be changed.
Be watchful for live stones being removed. In case this were to happen, enter:
undo.
See also: coords match pass score undo
ΓòÉΓòÉΓòÉ 10.1.20. Erase ΓòÉΓòÉΓòÉ
Erase Command
Usage: erase
Erase will delete all the messages you have stored in your account.
After you enter 'erase' you will see a line which says:
Messages erased.
Even if you have no messages, you will get the same notice.
Messages over 30 days old are automatically deleted. Sometimes all messages
are purged from the system without notice. Therefore, it is suggested not to
store important messages on IGS.
See also: message notify stats
ΓòÉΓòÉΓòÉ 10.1.21. Exit ΓòÉΓòÉΓòÉ
Exit Command
Usage: exit
Exit will exit you from IGS. If you are playing a game, it will attempt to save
your game.
To leave IGS, enter: exit
See also: load quit save
ΓòÉΓòÉΓòÉ 10.1.22. Find ΓòÉΓòÉΓòÉ
Find Command
Usage: find <playername> <email ID> <email address>
1. 'find -<playername>' will list all the IGS accounts and their email
addresses, of the playername given.
Example: find -tobe
Not on: tobe - igs@bsdserver.ucsf.edu
Is on: goodtobe - st001794@brownvm.brown.edu
'find' will look for all IGS accounts with 'tobe' as part of the name.
2. 'find <email ID> will list the accounts and addresses, by email ID.
Example: find tweet
Not on: till - tweetie@bsdserver.ucsf.edu
Not on: Tweedie - tweet@pasteur.fr
'find' will look for all email ID names with 'tweet'.
3. 'find -<email address> will list the accounts and addresses, by email.
Example: find -pasteur.fr
Is on: tweet - tweet@pasteur.fr
Not on: tramp - tramp@pasteur.fr
Not on: fmc - fmc@pasteur.fr
A partial address may be given. Example: find -pasteur
The list which is scaned to find the accounts is built once a day, the same
time cron is run. If the address given to 'find' begins with a dash "-",
'find' will look for that substring within the address data base.
See also: register stats user who
ΓòÉΓòÉΓòÉ 10.1.23. Free ΓòÉΓòÉΓòÉ
Free Command
Usage: free
Free makes a game not count towards ratings. It is only valid during a game.
You can only use 'free' before the second move. Either player may use 'free'
to not have the game count towards the rating. Entering. 'free' a second time
will make a game count towards the rating.
Example:
ivy #> match tim
tim #> match ivy
tim #> free <--- the game does not count towards ratings
tim #> free <--- the game does count towards ratings
If you and your oppenent do not agree, then you might want to adjourn and not
finish the game. This is something which should be agreed upon before a game
starts.
If a game is free there is a 'F' in the games display. For more details on free
games, see: Free Game.
See Also: Free Game games rank IGS Rating System
ΓòÉΓòÉΓòÉ <hidden> Free Game ΓòÉΓòÉΓòÉ
Free Game
A game counts towards IGS ratings when it is a "rated" game. It's easier to
describe when a game is not rated. A game is NOT RATED if:
1. It is not on a 19x19 board; or
2. your opponent is not in the ratings system, (either because he never
entered the rating system, like SOME "NR" players, all professional "p"
ranked players, and some "???" players - however, if an NR player or ???
player enters the ratings system even briefly, then games later against
that opponent will "count"); or
3. if the game is interrupted or "adjourned", without either player
resigning, and without reaching the IGS scoring procedure; or
4. if the game is "free".
The idea of free games came to exist because IGS wanted to encourage stronger
players to teach weaker players, using either handicap or "even" games. At
first, if the game was NOT going to count, players had to remember to make the
game "free"; if the players forgot, then the "teaching" game could
accidentally affect the players' ratings.
The current system uses "default" settings, which can be changed by using a
toggle or switch. The defaults are:
1. If the difference in strength between the players is 3 stones or less,
the default setting is: the game is rated.
2. If the difference in strength is 4 stones or greater, then the default
setting is: the game is "free".
The default can be changed (from rated to free, or free to rated) by either
player typing "free" before the second move of the game. Both players then
get a message that the game will (or will not) count towards ratings.
You can check to see if a game is rated by typing "game <yourgamenumber>". In
the next-to-last column, you will see some letter(s). The most common are "I"
(=Go game using IGS rules) and "FI" (= Free game using IGS rules).
See also: free games
ΓòÉΓòÉΓòÉ 10.1.24. Games ΓòÉΓòÉΓòÉ
Games Command
Usage: games [game number]
The 'games' command lists games currently in progress. White is always shown
first. Entering games will list all games in progress, but if a game number
is supplied, only that game will be listed.
Example:
game 56
[##] white name [ rk ] black name [ rk ] (Move size H Komi BY FR) (###)
[56] HUH00 [ 5d*] vs. nomad [ 5d*] (224 19 0 0.5 12 I) ( 95)
In the header, ## is the game number, followed by: white player, rank, black
player, rank, number of moves played, board size handicap amount, komi value,
byo-yomi period, flag, and the number of people observing the game.
The 'F and R' (FR) flags:
If a game is a free game, there is a 'F' under the F column.
If a game is a teaching game, there is a 'T' under the F column.
If a game is a tournament game, there is a '*' under the F column.
The type of game will be listed in the 'R' column. The types of games
are (I) for IGS Go games, (C) for chinese chess, (G) GOE Go games, (P)
GOE Pro Go game <pmatch game>, and (S) for shogi
See also: all byo-yomo choice free Free Game pmatch watching
ΓòÉΓòÉΓòÉ <hidden> Go Board ΓòÉΓòÉΓòÉ
Go Board
'Go' board ascii coordinates
A B C D E F G H J K L M N O P Q R S T H-cap 0 Komi 5.5
19 |. . . . . . . . . . . . . . . . . . .| 19 Captured by @: 0
18 |. . . . . . . . . . . . . . . . . . .| 18 Captured by O: 0
17 |. . . . . . . . . . . . . . . . . . .| 17
16 |. . . + . . . . . + . . . . . + . . .| 16 Wh Time 75:00
15 |. . . . . . . . . . . . . . . . . . .| 15 Bl Time 75:00
14 |. . . . . . . . . . . . . . . . . . .| 14
13 |. . . . . . . . . . . . . . . . . . .| 13 Last Move:
12 |. . . . . . . . . . . . . . . . . . .| 12 #0 O (White)
11 |. . . . . . . . . . . . . . . . . . .| 11
10 |. . . + . . . . . + . . . . . + . . .| 10
9 |. . . . . . . . . . . . . . . . . . .| 9
8 |. . . . . . . . . . . . . . . . . . .| 8
7 |. . . . . . . . . . . . . . . . . . .| 7
6 |. . . . . . . . . . . . . . . . . . .| 6
5 |. . . . . . . . . . . . . . . . . . .| 5
4 |. . . + . . . . . + . . . . . + . . .| 4
3 |. . . . . . . . . . . . . . . . . . .| 3
2 |. . . . . . . . . . . . . . . . . . .| 2
1 |. . . . . . . . . . . . . . . . . . .| 1
A B C D E F G H J K L M N O P Q R S T
See also: coords status
ΓòÉΓòÉΓòÉ 10.1.25. Goematch ΓòÉΓòÉΓòÉ
Goematch Command
Usage: goematch <opponentname> [color] [board size] [time]
'Goematch' is similar to the match command, except it uses the GOE [also
referred to as the Ing rules) rules of Go.
Other difference are:
1. Black may place the handicap stones anywhere on the the board. For
handicap games, Black should enter: handicap <number>. Then White must
pass for each handicap Black places on the board.
2. Komi is 8 points.
3. Byoyomi is 1/2 of the initial time period. You get 3 periods of 1/6 the
initial time, and there is a 2 point penalty for entering each period. At
the end of the third period, you lose by time.
It takes four pases to get to scoring mode. After the second pass, the
players arbitrate dead groups: W: pass, B: pass, (scoring), W: a4 (dead
group), B: pass, B: q19 (dead group), W: pass, B: pass, (game scores). After
the game is done, the board will be displayed using the GOE method of counting
(fill-in method).
See also: gteach tgmatch
ΓòÉΓòÉΓòÉ 10.1.26. Gteach ΓòÉΓòÉΓòÉ
Gteach Command
Usage: gteach [board size number]
Ggteach is similar to the teach command, except it uses the GOE rules.
See also: goematch teach
ΓòÉΓòÉΓòÉ 10.1.27. Handicap ΓòÉΓòÉΓòÉ
Handicap Command
Usage: handicap <number>
Handicap will place handicap moves on the board as a first move. The handicap
stones must be between 2 and 9. Handicap games on IGS have a komi value of
0.5.
To place the handicap moves on the board, enter: handicap <number>
Example:
handicap 5
See also: coords games komi match
ΓòÉΓòÉΓòÉ 10.1.28. Help ΓòÉΓòÉΓòÉ
Welcome to the Internet Go Server (IGS)
These are the basic commands to help get you started on IGS: who games observe
chatter kibitz tell shout stats rank match coords toggle
Enter: help followed by the command.
Example:
help who
'help' can be shorted to: ?
Example:
? motd
For the complete list of commands and documents, enter: help commands
For a summary of all the commands, use: mail me Summary or help Summary
When reading a 'help command (or filename)', you will see 2 types of brackets.
<filename> <--The < > means the 'filename' is required.
(angle brakets are used for required arguments)
[filename] <--The [ ] means the 'filename' is not required
(square brakets are used for non-required arguments)
In the commands the < > and [ ] are not part of the commands. Leave out the
angle brakets, or square brakets.
For additional suggested reading, see: Client Programs FTP channel yell mail
user
Note: Most commands can be abbreviated when used. Example: kibitz = kib
You can Email to yourself any IGS help file with: mail me filename
ΓòÉΓòÉΓòÉ <hidden> IGS Titles ΓòÉΓòÉΓòÉ
IGS Titles
These are Titles awarded to the winners in previous IGS tournaments. Not all
IGS tournaments awarded Titles.
Special IGS Titles:
IGS92 Internet Go Server 1992 was awarded to the winner of the 1992
Internet Go Server World Computer Tournament (m6).
McM93 McMahon 1993 was awarded to the winner of the 1993 tournament (lyu).
QKB93 Quicky King Blitz 1993 was awarded to the winner of the fast game
tournament (tigerman), organized by zhuge and magpie.
GOE94 Ing 1994 was awarded to the winner of the 1994 tournament (nomad),
olli was the organizer with nearly 300 people in the tournament
PV95 Panvest 1995 was awarded to (ram), which was sponsored by The
Panvest in Taiwan.
PND96 Panda 1996 was awarded to (DNJIANG), which was sponsored by
NKB/Panda Net in Japan.
See also: IGS Rating System rank Supported Ranks and Ratings
ΓòÉΓòÉΓòÉ 10.1.29. Info ΓòÉΓòÉΓòÉ
Info Command
Usage: info <message>
Info is used to place information in your stats. 'info' can have up to 255
characters. Please note that some terminals only display 80 columns.
To place info in your stats, enter: info <message>
Example:
info miserere nobis
See also: stats user
ΓòÉΓòÉΓòÉ 10.1.30. Kibitz ΓòÉΓòÉΓòÉ
Kibitz Command
Usage: kibitz [game number] message
Sends a 'kibitz' message to the people observing game [game number]. Kibitzes
will be seen only by the people with their 'kibitz' option enabled (see
toggle). The game number may be omitted if you are observing only one game, or
if you are playing. The 'kibitz' is limited to 184 characters. The players do
not see the kibitzes.
Example:
#> kibitz White is alive.
A command related to 'kibitz' is chatter. Messages entered with 'kibitz' ARE
recorded in the game record, but messages entered with chatter ARE NOT recorded
in the game record.
'kitibz' can be shortened to: "
When one uses the abbreviation, one needs the space after the double quote. (")
For example:
#> " White is alive.
^----------------NOTE: a space after "
During the game, the kibitz will look like:
Kibitz observer [rk]: Game white vs black [#]
White is alive.
See also: chatter observe say shout tell toggle
ΓòÉΓòÉΓòÉ 10.1.31. Komi ΓòÉΓòÉΓòÉ
Komi Command
Usage: komi <value>
Komi is used the set the komi for a game. The default komi value on IGS is 5.5
for even games, and 0.5 for uneven games. If a handicap is placed, the komi is
set to 0.5
If the players wish to change the komi value, they must change the komi before
the first move. One player enters the 'komi' value, then a message is sent to
both players informing them of the 'komi' value requested. The second player
must enter the same 'komi' value.
For example one player enters: komi 6.5. If the second player agrees, then
the second player enters: komi 6.5. IGS will then change the value of the
'komi' to 6.5.
The "value" is allowed to be negative. Example: komi -4
See also: games handicap
ΓòÉΓòÉΓòÉ 10.1.32. Language ΓòÉΓòÉΓòÉ
Language Command
Usage: language [language]
Language is used to set your language to be able to read 'help messages' and
some announcements in the supported language.
To set the 'language', enter: language <language>
Example:
language default
'lauguage' used without a "language" option will list what your 'language' is
set to, and the possible options.
The stats command will also display the language setting.
Currently only 'default' and 'english are fully supported. 'korean' is be able
to read some help messages. 'default' is the same as 'english'. Therefore
please leave your 'language' set to 'default' or 'english', otherwise you will
not be able to read announcements.
See also: stats
ΓòÉΓòÉΓòÉ 10.1.33. Last ΓòÉΓòÉΓòÉ
Last Command
Usage: last [playername]
Last will list when a player last entered IGS, during the current 24 hour
period. 'last' used without a player name will list the last 23 players who
entered IGS.
Example:
last tim
or: last
The name can be truncated. If one says 'last t', all the names beginning with
't' will be listed. If you say 'results tim', then you will get the results for
'timin', and all players with 'tim' as part of the name. This is to allow for
abbreviations of player names.
See also: user who
ΓòÉΓòÉΓòÉ 10.1.34. Load ΓòÉΓòÉΓòÉ
Load Command
Usage: load <whiteplayer-blackplayer>
Load is used to restart an adjourned game. Both players must be on IGS at the
same time, and either player may 'load' an adjourned game. To restart an
adjourned game, enter: load whiteplayer-blackplayer
Example:
load beamer-tim
You need to know the name of your game. Use the stored command to see the
adjourned game names for any account name.
See also: adjourn delete look save stored
ΓòÉΓòÉΓòÉ 10.1.35. Look ΓòÉΓòÉΓòÉ
Look Command
Usage: look <whiteplayer-blackplayer>
Look will display a 'stored' (adjourned) game. You must either know the name of
the game you wish to 'look' at, or use the stored command to determine the name
of a 'stored' game.
To 'look' at a 'stored' game, enter: look whiteplayer-blackplayer
Examplecolon.
look Tobby-Ivan
See also: adjourn load save stored touch
ΓòÉΓòÉΓòÉ 10.1.36. Mail ΓòÉΓòÉΓòÉ
Mail Command
Usage 1: mail me <whiteplayer-blackplayer-day-hour-minute>
Usage 2: mail me <filename>
1. 'mail me' will mail a "completed game record" (known as: sgf) to the
email address listed in stats. 'adjourned' games cannot be mailed. To
mail a 'sgf' to yourself, you need to know the name of the game recored.
To find out the name of a completed game record, see sgf.
a. To find the name of the game record, enter: sgf <playername>
Example:
sgf Tweedie
b. The 'sgf' will show the player names, day, hours, minutes.
Example:
Tweedie-Ivan-18-20-58
Afterwards you can use the 'mail me' command to mail the game.
Example:
mail me Tweedie-Ivan-18-20-58
2. 'mail me' is also used to mail any IGS 'help file' or announcement to the
email address listed in your stats.
Examples:
mail me teach <--sends the help file called 'teach'
mail me motd <--sends the IGS login announcement
mail me start <--sends an explanatory document
See also: addresschange Downloading And Viewing SGF Files psmail sgf stats
ΓòÉΓòÉΓòÉ 10.1.37. Match ΓòÉΓòÉΓòÉ
Match Command
Usage: match <opponentname> [color] [board size] [time] [byo-yomi minutes]
Match is for starting a game with an opponent. You can offer or decline a match
request. Start a game with 'match', followed by the opponent's name, board
size, color you wish (W or B), time (measured in minutes) for each player, and
byoyomi minutes per player.
Example:
match ivy W 19 15 10
If no boundaries are given, the default settings are: board size = 19, color =
B, time = 90 minutes per player, byo-yomi = 10 minutes per player.
Example:
match ivy (This is the same as: match ivy B 19 90 10)
The first move by B (Black) can be: handicap # (#) is the number of the
handicap stones. To place moves on the board, see coords A game can be
'adjouned' if both players enter: adjourn. An interrupted can be restarted
with the load command.
At the end of a game, fill in the necessary 'dame' (the neutral points) then
scoring can begin (See: score). It takes 3 pass moves to begin scoring. After
3 passes, the prompt will change to: Enter Dead Groups:. Remove all the dead
stones by entering their coordinates, otherwise the score will be incorrect. If
a mistake is made at any time during the game you can restore the previous
position by entering: undo. After ALL dead stones have been removed, score the
game by entering: done. Both players must enter done. After done, the result
cannot be changed.
See also: addtime adjourn automatch byo-yomi Client Programs coords decline
defs free games handicap komi load pass refresh resign save say score stored
team undo
ΓòÉΓòÉΓòÉ <hidden> Byo-yomi ΓòÉΓòÉΓòÉ
The Byo-yomi is the period, or periods, of the game after the initial time has
expired. There are two rules for games on IGS.
Under the IGS rules, byo-yomi is as many periods of the time specified in the
match commands. If you specify 15 (for 15 minutes) as the last number of the
match command, each byo-yomi period will be 15 minutes. During that time, you
have to make 25 moves, or you lose. A period of 10 minutes is the default.
(IGS originally started with a 5 minutes, 25 moves period but that was too hard
on people with net lag.)
You are given three periods to of 1/6th the initial time. Although you can
make as many moves as you want, as soon as you run out of time, you lose the
match.
ΓòÉΓòÉΓòÉ 10.1.38. Message ΓòÉΓòÉΓòÉ
Message Command
Usage: message [<account name> [message]]
Message leaves a message for an account, or reads a message.
Example:
message tim Thanks for the server.
Each message left is appended to the previous message. You will be notified if
you have a message, after you enter IGS. You will see:
You have a message. or You have # lines of messages.
To read messages, enter: message
To delete messages, enter: erase
A message will have this format, plus the time:
(account name) MM/DD/YY hh:mm: Thanks for the server.
Example: Ivan 09/23/96 11:30: Thanks for the server.
Please try to restrict the line length of a message. Some players will lose
part of a message past 80 characters on a line. Messages over 30 days old are
automatically deleted. Sometimes all messages are purged from the system
without notice. Therefore, do not store or archive important messages.
See also: erase notify stats
ΓòÉΓòÉΓòÉ 10.1.39. Moves ΓòÉΓòÉΓòÉ
Moves Command
Usage: moves [game number]
Moves will list all the moves of a given game number.
Example:
moves 23
'moves' can be used without the game number by the players of a game to list
the moves of their game.
Example:
moves
See also: all observe refresh watching
ΓòÉΓòÉΓòÉ 10.1.40. Notify ΓòÉΓòÉΓòÉ
Notify Command
Usage: notify [<playername>]
Notify is used to notify you when a particular player has entered IGS. If you
are waiting for a player with 'notify, that player is entered onto a 'notify'
list, and after the player enters they are removed from the list. When the
player enters you will be notified with a 'bell' and a message. The player
being notified will also receive a message. To set 'notify, enter: notify
<playername>
For example, Ivy wishes to be notified when Till enters IGS, so Ivy enters:
notify Till
1. When Till enters IGS, Ivy will see the messages: Till is now on. Also a
'bell' will sound one time.
2. Till will also see the message: Ivy is looking for you. Afterwards, Till
will be removed from the 'notify' list.
If Till is on at the time Ivy entered 'notify Till', Ivy will see the message:
Player is on.
See also: message stats toggle who user
ΓòÉΓòÉΓòÉ 10.1.41. Observe ΓòÉΓòÉΓòÉ
Observe Command
Usage: observe <game number>
The 'observe' command is used to observe a game, or games, in progress.
To see a games listing, enter: games. Then choose a game you wish to observe,
then enter: observe <game number>.
Example:
observe 56
After you start observing a game, you will be shown on the who list with a
number next your name under 'Info', as observing game <number>.
To stop observing a game, enter again the same command:
observe <game number you were observing>
Example: If you were observing game 56, and wanted to stop observing game 56,
enter: observe 56
Or, you can use: unobserve.
See also: all games match team unobserve watching who
ΓòÉΓòÉΓòÉ 10.1.42. Pass ΓòÉΓòÉΓòÉ
Pass Command
Usage: pass
Pass is used during a game to make a pass move.
Examplecolon.
pass
See also: coords match undo
ΓòÉΓòÉΓòÉ 10.1.43. Password ΓòÉΓòÉΓòÉ
Password Command
Usage: password <new password>
Password is used to change your current password to a new password. The
password must be at least five characters long.
Example:
password Solanaceae
It is strongly suggested you do not use your IGS account name as the password.
If you lose your password, send email for assistance to:
igs-adm@igs.nuri.net
In the meantime, register a new account if you have no other access to IGS, and
ask an online IGS administrator for help.
See also: addresschange IGS Administrators register Registration Message
ΓòÉΓòÉΓòÉ 10.1.44. Players ΓòÉΓòÉΓòÉ
Players Command
Usage: players
Players is the same as the who command.
See also: who
ΓòÉΓòÉΓòÉ 10.1.45. Pmatch ΓòÉΓòÉΓòÉ
Pmatch Command
Usage: pmatch <opponentname> [color] [board size] [time] [byo-yomi minutes]
Pmatch is exactly like the match command except:
1. incoming tell messages are blocked.
2. kibitzes are not recorded in the game record. See: sgf.
3. uses GOE rules, but not GOE time rules (uses normal IGS timing).
'pmatch' was designed primarily for professional GOE tournaments on IGS.
say can be used by both players to communicate with each other.
See also: kibitz match say sgf tell tmatch
ΓòÉΓòÉΓòÉ 10.1.46. Probability ΓòÉΓòÉΓòÉ
Probability Command
Usage: probability <player> [handicap komi]
To use this command, you need to have a rank.
'probability' displays what the IGS rating system thinks the odds of winning
and losing a game with a given player. If the handicap and komi are provided,
then they are used instead of a 5.5 komi.
The two handicaps and the handicap equivalent are displayed. (Stones count as
one, komi is subtracted, but counts as tenths.)
'probability' displays four numbers on two lines. The first line is the
probability, if you are playing white of winning and losing respectively. The
second line is the probability of winning and losing respectively.
See also: komi rank IGS Rating System stats
ΓòÉΓòÉΓòÉ 10.1.47. Psmail ΓòÉΓòÉΓòÉ
Psmail Command
Usage: psmail me <whiteplayer-blackplayer-day-hour-minute>
Psmail is exactly like the mail command, except only a "PostScript" (tm) record
of a completed game can be mailed. To mail the game to yourself, you need to
know the name of the game record (known as: sgf).
1. To find the name of the game record, enter: sgf <playername>
Example: sgf Tweedie
2. The sgf will show the player names, day, hours, minutes.
Example: Tweedie-tobe-18-20-58
Afterwards you can use the 'psmail me' command to mail the game. To mail, use:
psmail me <whiteplayer-blackplayer-day-hour-minute>
Example:
psmail me Tweedie-tobe-18-20-58
The printed "PostScript" game record will print 99 moves per page plus the
kibitzes and say messages.
See also: mail sgf
ΓòÉΓòÉΓòÉ 10.1.48. Quit ΓòÉΓòÉΓòÉ
Quit Command
Usage: quit
Quit will exit you from IGS. If you are playing a game, it will attempt to save
your game.
To leave IGS, enter: quit
See also: exit load save
ΓòÉΓòÉΓòÉ 10.1.49. Rank ΓòÉΓòÉΓòÉ
Rank Command
Usage: rank <number><class>
The 'rank' command sets your rank. After you set your rank and play one game
with another ranked player, you are automatically entered into the rating
system, if the 'rank' is greater than "NR" or "???".
1. number: 30 - 1 Kyu and 1 - 4 Dan See: Supported Ranks and Ratings
2. class: k = Kyu, d = Amateur dan, p = Professional dan,
a. special classes: NR = Not Rated, ??? = Unknown
Note: NR and ??? are listed as ranks, but are not part of the
rating system, and are not ranks.
Examples:
rank 4k rank 1d rank NR
Ranks above 4d can only be set by an administrator, otherwise the rating
system will determine the 'rank' and rating after playing 20 rated games.
Play a few games before deciding upon a rank. IGS ranks are stronger than most
ranking systems. For example, IGS 5d* players are top world amateurs.
See also: Entry Into The Rating System IGS Rating System IGS Titles Supported
Ranks and Ratings underrated
ΓòÉΓòÉΓòÉ <hidden> Supported Ranks and Ratings ΓòÉΓòÉΓòÉ
Supported Ranks and Ratings
Supported IGS ranks and ratings Lowest rank (30k) ---> Highest rank (9p)
rank: NR ???
rating: 0 1
___________________________________________________________________________
Kyu listing (k):
rank: 30 29 28 27 26 25 24 23 22 21
rating: 2 3 4 5 6 7 8 9 10 11
rank: 20 19 18 17 16 15 14 13 12 11
rating: 12 13 14 15 16 17 18 19 20 21
rank: 10 9 8 7 6 5 4 3 2 1
rating: 22 23 24 25 26 27 28 29 30 31
___________________________________________________________________________
Dan listing (d):
rank: 1 2 3 4 5 6 7 8 9
rating: 32 33 34 35 36 37 38 39 40
___________________________________________________________________________
Professional listing (p):
rank: 1 2 3 4 5 6 7 8 9
rating: 41 42 43 44 45 46 47 48 49
___________________________________________________________________________
See also: best IGS Titles rank IGS Rating System rating statistics stats who
ΓòÉΓòÉΓòÉ 10.1.50. Refresh ΓòÉΓòÉΓòÉ
Refresh Command
Usage: refresh [game number]
Refresh is used to redraw, or draw, a board during play or observation.
1. 'refresh' without the game number will redraw the board you are playing
or observing. Example: refresh
2. 'refresh' with the game number is to draw a game board not being
observed. Example: refresh 23
Along the top and bottom rows of the board are the "letters" for the
coordinates, and along the sides are the "numbers". (See: Go Board.) The
characters, that are used to draw the individual pieces for the board display,
are set by the chars command. The information to the right of the board
display are self explanatory. If there is a '*' in front of the "Last move:",
it means the last command by one of the players was an undo.
If 'verbose' is off, just the last move is sent, using the coordinates. If you
are in 'client' mode, the last move is sent, along with the number of captured
stones, the current time alotment, and if the players are in byoyomi.
See also: chars coords Go Board moves status time toggle
ΓòÉΓòÉΓòÉ 10.1.51. Register ΓòÉΓòÉΓòÉ
Register command
** New accounts:
Usage: register <account name you want> <your email address>
** Current accounts, and those needing to change their email address:
Usage: register <your email address>
Note: Do not use the < > in your account name or email address.
The register command is used to register new accounts, or to change the address
of existing accounts. register needs two things to create a new account on IGS;
1) an account name and, 2) an email address.
If you made no errors while entering your email address, you will receive your
registration letter usually within a few minutes, or a few hours. A NEW account
must be used within 20 hours after registration, or else the account will be
automatcially deleted. Register again if you made an error, or if you did not
receive your registration letter. Please read your registration carefully. It
contains important information and usage rules.
You CANNOT send email to an IP. Registration will not accept registration from
anonymous, guest, some freenets, and aol.com email addresses.
Note: Do not use the < > in your account name or email address.
Example:
New accounts #> register <name you want> <YOUR email address>
Current accounts #> register <YOUR email address>
ΓòÉΓòÉΓòÉ <hidden> Registration Message ΓòÉΓòÉΓòÉ
Registration Message
Welcome to IGS. If you receive this letter you will know you have
successfully registered, and your password is contained within this letter.
You may change your password at anytime. If you do not use your account
within 20 hours after it is registered, it will be automatically deleted.
If after entering IGS your account is still treated like a guest account,
it probably means you incorrectly entered your login name, or your account
expired, or your account needs to be re-registered.
Sometimes you may experience problems connecting to IGS. If this happens
try the alternate port number, which is 7777. Or try using the IP address,
203.255.112.3 6969.
Example: telnet igs.nuri.net 7777 (instead of: telnet igs.nuri.net 6969)
telnet 203.255.112.3 6969 (This is the IP address)
or: telnet 203.255.112.3 7777
*READ this registration letter carefully.* All users are expected to know
the usage rules, terms, and conditions. All users are also encouraged to
to read the 'motd' (Message Of The Day), after entering IGS. The motd often
contains important announcements and coming events. To read the motd at
anytime, just enter: help motd
If you are new to IGS, enter help for a list of the basic starting
commands. You can ftp IGS client software for a graphical interface,
and general Go software from: igs.nuri.net If you
need help with ftp , enter help ftp the next time you are on IGS. For
support and help with client software, please contact the client writers
and not the IGS administrators. The IGS administrators do not provide
client software assistance.
IGS administrators do not correct game results, or alter game results. So
please do not ask them to change game results. It is the responsibility of
each person to carefully read the help files before playing and scoring
games. Also IGS administrators do not become involved in, or settle disputes
between players.
For your information, IGS ranks are stronger by about 2 - 3 ranks over
most other ranks. Please take this into consideration when setting your IGS
rank.
To change your email address on IGS, enter: help addresschange
To change your password on IGS, enter: help password
You can mail to yourself any help file from IGS with: mail me filename
Note: filename is the name of the help message or announcement
We hope you enjoy using IGS.
---------------------------------------------------------------------------
[rev. June 11, 1996]
** OWNERSHIP AND ACCEPTABLE USE OF I.G.S. **
The Internet Go Server ("IGS") is owned and operated by Inet, Inc.
("INET"), a South Korean corporation which is located at:
Inet Bldg. 738-37 Yoksam-dong, Kangnam-ku, Seoul 135-080, Korea.
[Email address for IGS matters: igs-adm@igs.nuri.net].
The users of IGS represent a variety of countries, languages,
cultures and personalities. It is easy for misunderstandings to occur.
All users are asked to be patient with others, and to be polite at all
times, especially when using IGS's group communication features. Please
remember that some IGS users are children. Users should not make any
communication or message on IGS which is threatening, abusive, disruptive,
vulgar, obscene or unlawful or which encourages conduct that would
constitute a criminal offense, give rise to civil liability or otherwise
violate any local, state, national or international law. Use of IGS for
promotion or advertising of commercial products or services, or promotion
or advertising of any other Go-server (or any other internet site, facility,
or WWW page), without the express, written consent of the IGS adminstrators,
is prohibited. Statements made by the users of IGS do not necessarily
reflect the views or opinions of INET and INET disclaims responsibility for
all such statements.
In general, internet users are welcome to share the use of IGS,
unless the user's authority to access IGS has been suspended or revoked.
INET reserves the right, for any reason whatsoever and at the absolute
discretion of the IGS administrators, to restrict certain capabilities
(such as "shout" and "kibitz") for any IGS account and to temporarily
or indefinitely suspend or revoke the authorization of any person or
persons to access IGS. Unauthorized access to IGS may subject the
offender to such criminal and civil liabilities as may be provided by
applicable law.
From time to time, INET or IGS may sponsor or co-sponsor certain
activities on IGS designated as "special events" (such as tournaments,
professional competition or lessons). The use of IGS for these special
events is intended for the personal benefit of IGS users only. Reproduction
or retransmission of any "special event" on any other internet or bbs
server, without the prior written consent of the IGS administrators, is
prohibited. INET reserves all legal rights and remedies in respect of any
such unauthorized reproduction or retransmission. We hope that all IGS
users will enjoy these special events!
** LIMITATION ON LIABILITY/ DISCLAIMER OF WARRANTIES **
IGS IS PROVIDED ON AN "AS IS, AS AVAILABLE" BASIS. I.NET
TECHNOLOGIES INC. MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING
BUT NOT LIMITED TO THOSE OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
PURPOSE, WITH RESPECT TO THE USE OF IGS, IGS-RELATED SOFTWARE OR RELATED
DOCUMENTATION, OR WITH RESPECT TO THE ACCURACY, RELIABILITY, COMPLETENESS
OR CONTENT OF ANY INFORMATION PRESENTED ON IGS. UNDER NO CIRCUMSTANCES,
INCLUDING NEGLIGENCE, SHALL INET BE LIABLE FOR ANY INCIDENTAL, INDIRECT,
OR CONSEQUENTIAL DAMAGES THAT MAY RESULT FROM THE USE OF OR INABILITY TO
USE IGS. BECAUSE SOME JURISDICTIONS LIMIT OR PROHIBIT THE EXCLUSION OR
LIMITATION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, THE ABOVE
LIMITATION MAY NOT APPLY TO IGS USERS IN SUCH JURISDICTIONS. IN SUCH
JURISDICTIONS, INET'S LIABILITY SHALL BE LIMITED TO THE GREATEST EXTENT
PERMITTED BY LAW.
Use by any person of IGS constitutes acceptance by such person of the
terms and conditions of this policy statement. This statement will be
stored in a "help" file at IGS. IGS users may review the current version
of this statement by using the "help usage" or "mail me usage" commands.
I.Net Technologies Inc.
ΓòÉΓòÉΓòÉ 10.1.52. Reset ΓòÉΓòÉΓòÉ
Reset Command
Usage: reset
'reset' entered twice during any one session on IGS will reset the the won/lost
record in the stats to zero. This will not have an affect on the rating.
Example:
reset
reset
See also: stats
ΓòÉΓòÉΓòÉ 10.1.53. Resign ΓòÉΓòÉΓòÉ
Resign Command
Usage: resign [game name]
1. 'resign' is used to resign the game you are currently playing. To resign
the current game, enter: resign
Please do not resign while scoring.
2. resign <game name> will resign a stored game. The person using this
command will lose the game.
Example: resign till-beam
See Also: adjourn match score stored
ΓòÉΓòÉΓòÉ 10.1.54. Results ΓòÉΓòÉΓòÉ
Results Command
Usage: results [playername]
'results' will list a player's completed game results played in the current 24
hour period. 'results' used without a player name will list the last 23 games.
'R' = rated games, 'F' = free games
Example:
results tim
or: results
1. If you say 'results t' you will get all of the results for players whose
name begins with 't'.
If you say 'results tim', then you will get the results for "timin", and
all players with 'tim' as part of the name. This is to allow for for
abbreviations of player names.
2. To see the results for a specific player, use: results -<playername>
Example:
results -tim
This will display the results for "tim" only.
Most of the 'results' display are self explanatory. However, the numbers at
the end of the line are the day of the month, the hour and the minute of the
game completed.
See also: free Free Game sgf
ΓòÉΓòÉΓòÉ 10.1.55. Save ΓòÉΓòÉΓòÉ
Save Command
Usage: save
Saves the current game you are playing. If you are in a match, you can 'save'
the current board position at anytime you by entering: save
See also: load mail match pmatch tmatch team
ΓòÉΓòÉΓòÉ 10.1.56. Say ΓòÉΓòÉΓòÉ
Say Command
Usage: say message
'say' can be used by players to send messages to each other instead of using
the tell command. It can only be used by playes in a match. 'say' messages have
the same format as the tell command.
Messages sent to the opponent with 'say' are recorded in the game record. This
is useful if you wish to save notes in the game record. tell does not save
comments in the game record.
Example:
say This is a good move.
'say' can be shortened to: ,
Example:
, This is a good move.
During the game, the say will look like:
*player*: This is a good move.
See also: chatter Downloading And Viewing SGF Files kibitz sgf shout tell yell
ΓòÉΓòÉΓòÉ 10.1.57. Score ΓòÉΓòÉΓòÉ
Score Command
Usage: score <game number>
1. 'score' is used to score a game. Observers and players can use 'score' to
preview a score before the end of a game. 'score' used in this way tries
to remove some obviously dead stones then count the score. 'score' can
also be used by the players before entering done to verify a score.
Observers need to use a game number when using 'score'. Example: score
23. Pay close attention to the number of "dame" printed in the 'score'
command.
2. To score a game:
At the end of a game, fill in the necessary "dame" (the neutral points)
then scoring can begin. All surrounded points are counted as territory.
It takes 3 pass moves to begin scoring. After 3 passes, the prompt will
change to: "Enter Dead Groups:". Remove all the dead stones by entering
their coordinates, otherwise the result will be incorrect. If a mistake
is made at any time during the game you can restore the previous position
by entering: undo. After ALL dead stones have been removed, score the
game by entering: done. Both players must enter done. After done, the
result cannot be changed.
Please do not resign while scoring.
See also: done match pass resign undo
ΓòÉΓòÉΓòÉ 10.1.58. SGF ΓòÉΓòÉΓòÉ
Sgf Command
Usage: sgf <string>
'sgf' stands for "Smart Go Format". Completed games are saved as sgf files, and
they can be replayed by any sgf reader. To find sgf files for a player, or
players, enter: sgf string A "string" can be a player's name, or part of
the name. 'sgf string' will list all sgf files played by a 'string' that are
still stored (usually 6 days).
Example:
sgf tobe
'sgf tobe' will find all games begining with 'tobe' as part of the string. 'sgf
tobe-' will find only 'tobe'.
The sgf files are dated, and the format is: white-black-day-hour-minute --
white = white player, black = black player, day = day of the month, hour and
minute = the hour and minute the game was completed. All times on IGS are given
in IGS local time. Format example: jcha-FengYun-18-20-58
To replay sgf files, you need a sgf reader. sgf readers are available by 'ftp'
from the Go archives located at: igs.nuri.net or ftp.pasteur.fr. A few
examples of sgf readers are: smartgo41 (SmartGo, Mac), mgt231, winmgt64,
xmgt231, xgoban, and some client programs. sgf game files can also be printed
on any PostScript printer. Use the psmail command to email a PostScript file
of a game to yourself. The teach command will also review a sgf file. See:
Downloading And Viewing SGF Files. To replay 'sgf' files on IGS, use the teach
command.
See also: Client Program Downloading And Viewing SGF Files ftp mail psmail
results teach tokens
ΓòÉΓòÉΓòÉ <hidden> Tokens ΓòÉΓòÉΓòÉ
The tokens IGS uses in SGF files:
EV EVent
PW PlayerWhite, person who plays white
WR WhiteRank, The rank/rating of the white player
PB PlayerBlack, person who plays black
BR BlackRank, The rank/rating of the black player
TM TiMe, the time limit of the game in seconds
DT DaTe, Date the game was played in YYYY-MM-DD
GM GaMe, the type of game, go is type 1.
SZ SiZe, the size of the board on which the game is played.
CP CoPyright, Copyright notice for the game.
GN GameName, The name given to a game: white-black(B) (IGS)
PC PlaCe, where the game took place
RE REsult, who won: W|B+<points>|<Time>|<Resign>
KM KoMi, the komi for the game
LT LoseonTime, present in the root node if losing on time happens
C Comment, a comment during a move (10000 chars max)
BL BlacktimeLeft, Black's time left after black has made a move
WL WhitetimeLeft, White's time left after white has made a move
B Black, a move make by black
W White, a move make by white
See also: sgf
ΓòÉΓòÉΓòÉ 10.1.59. Shout ΓòÉΓòÉΓòÉ
Shout Command
Usage: shout <message>
The 'shout' command will broadcast a message to all players with 'shout'
enabled. Not all players have their 'shout' enabled to see shout broadcasts.
Players can block shouts with toggle shout off.
Example:
shout Looking for a game, 5k - 1k
The broadcast will look like: !Eric!: Looking for a game, 5k - 1k
The person shouting will not see their own shout.
Shouts made by system administrators, and assistants, will have have two !!
instead of one !.
Example:
!!root!!: The system is being restarted.
The purpose of 'shout' is to broadcast announcements of GENERAL interest. Use
tell for personal conversations, and the yell command for group discussions
(not shout). Be polite and use good judgment. If you misuse 'shout', then your
'shout' privileges (or other features) may be disabled indefinitely.
For more policy information, see: Ownership And Acceptable Use Of IGS and
Registration Message.
See also: Ownership And Acceptable Use Of IGS tell toggle yell
ΓòÉΓòÉΓòÉ 10.1.60. Stats ΓòÉΓòÉΓòÉ
Stats Command
Usage: stats [playername]
'stats' lists information about a player.
1. To see information about a player, enter: stats playername
2. To see information about your own account, enter: stats
Example:
stats beam
Player: beam <-- player name
Game: go (1) <-- game and game number of your 'choice'
Language: default <-- language type default is English
Rating: 6d* 37 <-- calculated 'rating' and rating number
Rated Games: 93 <-- number of rated games played
Rank: 4d 35 <-- rank set by player, and rank value
Wins: 58 <-- number of games won
Losses: 16 <-- number of games lost
Last Access(GMT): (Not on) Wed Nov 23 16:34:29 1994 <-- GMT time
Last Access(local): (Not on) Thu Nov 24 01:34:29 1994 <-- IGS local time
Address: tweet@pasteur.fr <-- registered address
Reg date: Sat Feb 12 06:07:00 1994 <-- registration date, IGS local time
Info: what is the difference between 6k and 6d?
Defaults (help defs): time 90, size 19, byo-yomi time 10, byo-yomi stones 25
Verbose Bell Quiet Shout Automail Open Looking Client Kibitz Chatter
Off Off On Off Off On Off On On Off
*For details on the above 2 lines, see: toggle.
See also: automatch defs IGS Rating System info rank register reset toggle
user who
ΓòÉΓòÉΓòÉ 10.1.61. Status ΓòÉΓòÉΓòÉ
Status Command
Usage: status <status game number>
'status' gives the board position for the supplied game number. Primarily for
information for clients. The board is reflected about the diagonal.
Format:
<white name> <# of captured stones> <time left> <byoyomi stones> <T|F>
<black name> <# of captured stones> <time left> <byoyomi stones> <T|F>
##: ################### (size of the board)
The '##:' is the line number of the board. The rest of the numbers
are as follows:
0: Black 4: White Territory
1: White 5: Black Territory
2: Empty 6: Starpoint
3: Dame 7: Counted
See also: games
ΓòÉΓòÉΓòÉ 10.1.62. Stored ΓòÉΓòÉΓòÉ
Stored Command
Usage: stored [player name]
'stored' will display a list of the adjourned games a player has stored in
their account. The format is "whiteplayer-blackplayer".
To display the list, enter: stored <player name>
Example:
stored tim
Note: If you say 'stored tim' you will get all accounts with 'tim' as part of
the name.
Using the 'stored' command without a player name will display the games saved
in your account. Example: stored
'stored' games are saved for a limited number of days, after which the games
are automatically removed. To see the number of days games are 'stored', enter:
uptime. The number of days a game is 'stored' can be extended by using the
touch command. Use the look command to display a stored game.
Sometimes all stored games are purged from the system without notice.
See also: adjourn delete load look save touch uptime
ΓòÉΓòÉΓòÉ 10.1.63. Teach ΓòÉΓòÉΓòÉ
Teach Command
Usage 1: teach [board size number]
Example:
teach 19 teach 15 teach 9
Usage 2: teach [sgfname]
Example:
teach jcha-FengYun-18-20-58
1. Start a teaching game with a board size number. A teaching game is the
same as a regular game, except one person inputs all of the moves. While
using 'teach' you will be able to see the kibitzes from observers.
Teaching games are not counted towards ratings. When you play a teach
game, a 'T' flag is shown in the games listing for that game. If you
want label your teaching game use the title command. To end a teach game,
enter: adjourn or resign.
2. 'teach sgfname' is useful for reviewing games on IGS. See: sgf.
To replay and move forward, use: forward or >
To replay and move backward, use: undo or <
'mark' is an option when using 1) and 2). Undo will 'undo' all moves up to a
'mark'. 'mark' is useful when reviewing variations, and you can have multiple
'mark' entries. Variations are not saved in the sgf record. Type 'mark' to
indicate the beginning of a variation that you will later want to undo.
See also: adjourn Downloading And Viewing SGF Files games gteach load match
sgf title undo
ΓòÉΓòÉΓòÉ 10.1.64. Team ΓòÉΓòÉΓòÉ
Team Command
Usage: team <black white black white>
or: team <black white black white black white>
The 'team' command allows 4 players (2 against 2), or 6 players (3 against 3)
to play a team game.
The players first decide the teams, then enter the names in the order they wish
to play. To coordinate the match, try using a channel. All of the players must
enter the names in the same order.
Example:
team tweet tobe till beam
('tweet' and 'till' wish to play as black against 'tobe' and 'beam')
If a player enters any of the names in the wrong order, the following message
will appear: "The order of players does not agree." During a team game, tell
will not work. Use the say command. All players will see the say message.
Variables such as board size and time cannot be set. If a 'team' game is
adjourned, any team member can restart the game with the load command, but all
players must be present.
See also: adjourn channel load match say stored
ΓòÉΓòÉΓòÉ 10.1.65. Tell ΓòÉΓòÉΓòÉ
Tell Command
Usage: tell <person> <message to the person here>
'tell' sends your message to another person, and is used for conversation. One
line messages are the limit.
1. 'tell' must be used to start a conversation. tweet would like to talk to
beam, so tweet uses the 'tell' command.
Example: #> tell beam Hi.
a. After starting a 'tell', you can continue talking to the same person
by using: tell . In other words, 'person' can be reduced to: .
Example: #> tell . Like to play a game?
b. or, this (tell .) can also be shortened to: .
Example: #> . Like to play a game?
In case (a) and (b), beam (the recipient of the 'tell') will see:
*tweet*colon. Like to play a game?
2. beam can respond to tweet with: tell tweet hello
or beam can respond with a shortcut to tweet, by using: ^
Example: #> tell ^ hello ^ will work only if you are responding to
somebody for the first time.
3. To 'tell' to the last person entering IGS in the who list, use: $
Example: #> tell $ hello
4. To 'tell' to both players in a game, use: tell #<and game number>
Example: #> tell #23 Hi tim and fmc. Interesting game. colon.-)
See also: message say shout who
ΓòÉΓòÉΓòÉ 10.1.66. Tgmatch ΓòÉΓòÉΓòÉ
Tgmatch Command
Usage: tgmatch <opponentname> [color] [board size] [time]
'tgmatch' is exactly like the goematch command except incoming tell messages
are blocked. 'tgmatch' was designed for use in GOE tournaments.
say can be used by both players to communicate each other.
See also: goematch gteach match pmatch say
ΓòÉΓòÉΓòÉ 10.1.67. Time ΓòÉΓòÉΓòÉ
Time Command
Usage: time [game number]
'time' will display how much time is left in a game. If a game is in 'byoyomi',
a "(B)" will be displayed after the time, plus the number of moves left to
play. To find out how much time is left in a particular game, enter: time
<game number>
Example:
time 42
An example of what 'time 42' will display:
Game : 42
White(ivy) : 8:49 (B) 19
Black(tim) : 4:04 (B) 15
If you are playing a game, you can enter 'time' without the game number.
Example:
time
If you are observing a game, 'time' without the game number will display the
time info on the game, or all games being observed.
See also: addtime games refresh
ΓòÉΓòÉΓòÉ 10.1.68. Title ΓòÉΓòÉΓòÉ
Title Command
Usage: title <description of the game>
The 'title' command is used to label, or list the player names, for a game
being played using the teach command. The "title" of of the game will also
appear in the sgf.
Examples:
title Super Go: Cho 9p (W) vs Kobayashi 9p (B)
title jcha vs tobe
See also: gteach sgf teach
ΓòÉΓòÉΓòÉ 10.1.69. Tmatch ΓòÉΓòÉΓòÉ
Tmatch Command
Usage: tmatch <opponentname> [color] [board size] [time] [byo-yomi minutes]
'tmatch' is exactly like the match command except incoming tell messages are
blocked. 'tmatch' was designed for use in tournaments.
say can be used by both players to communicate each other.
See also: byo-yomi match pmatch say
ΓòÉΓòÉΓòÉ 10.1.70. Toggle ΓòÉΓòÉΓòÉ
Toggle Command
Usage: toggle <option> [<value>]
Toggle changes an option's 'value' such as on/off, true/false. If given no
'value', toggle sets the specified option to the opposite of what the option
was previously.
Valid options:
automail Have the IGS mail a copy of your game to your stats address.
bell If 'on' a bell will ring on redrawing boards, and 'beep' messages.
open If 'on' then you are available to accept match requests. Otherwise
you never know about them. If you are in a match, you will not
receive match requests. Shows 'X' for off.
looking Means, "I really want to play". Shows a '!' under who.
quiet If 'on' you will not see system messages about players logging
in/out, and game results. Will not block 'shutdown' messages, or
system administrator shouts. Shows 'Q' for quiet on.
verbose If 'on' full boards will be sent to you, otherwise only the last
move coordinates will be sent.
client Sets IGS to transmit to a client. Implies: toggle verbose false
chatter Opens or blocks chatter while observing a game.
kibitz Opens or blocks kibitzes while observing a game.
shout Opens or blocks shouts, but not system messages. Shows 'S' for on.
Valid values: true, false, on, off, 0, 1; case insensitive.
See also: beep chatter Client Programs IGS Rating System kibitz match shout
stats who
ΓòÉΓòÉΓòÉ 10.1.71. Touch ΓòÉΓòÉΓòÉ
Touch Command
Usage: touch <whiteplayer-blackplayer>
'touch' will keep an adjourned game from being removed. It resets the date of
the game to the current date. This will extend the number of days a game is
saved before it is automatically removed. The current date can be displayed
with the look command, and the stored command will display the adjourned games.
To extend the number of days before a game is removed, enter: touch
<whiteplayer-blackplayer>
Example:
touch fmc-tim
To display the number of days games are saved, enter: uptime. uptime will show
the default days.
'touch' can be used by any player to extend any adjourned game.
See also: look save stored uptime
ΓòÉΓòÉΓòÉ 10.1.72. Translate ΓòÉΓòÉΓòÉ
Translate Command
Usage: translate <word>
Translate takes a word and gives all of the possible phrases for the given
word. A 'word' is very "lose". If one says 'translate at', every phrase with
the letters "at" in it will be displayed in every supported language.
'translate' is primarily for translating Go terminology.
Example:
translate hamete
The output would be:
English : a trick play
Chinese : qi1 zhao1
Dutch : een zet die bij correct tegenspel tot nadeel leidt
German : ein Trickzug, der sich bei korrektem Spiel des Gegners
nachteilig auswirkt
French : Coup d'arnaque, peu risque et difficile a contrer
Swedish : trickdrag(-sekvens)
ΓòÉΓòÉΓòÉ 10.1.73. Undo ΓòÉΓòÉΓòÉ
Undo Command
Usage: undo
'undo' will undo the last move entered by your opponent. This is to insure
both players agree upon the 'undo'.
To undo the last move of the opponent, enter: undo
All sequential undo moves will be saved into a variation in the game record, or
sgf. Sub-variations cannot be saved.
'undo' while 'scoring' will restore the previous position, but will not undo
done.
See also: coords done match pass
ΓòÉΓòÉΓòÉ 10.1.74. Unobserve ΓòÉΓòÉΓòÉ
Unobserve Command
Usage: unobserve <game number>
'unobserve' will unobserve a game (or games) being observed.
To 'unobserve' a specific game, enter: unobserve <game number>
Example:
unobserve 23
or: unobserve
'unobserve' without a game number, will unobserve all the games you are
watching.
Example:
unobserve
See also: all games match observe watching
ΓòÉΓòÉΓòÉ 10.1.75. Uptime ΓòÉΓòÉΓòÉ
Uptime Command
Usage: uptime
For the "current IGS local time" and GMT, and other IGS statistics, enter:
uptime.
---------------------------------------------------------------------
Time Table (all around the world)
---------------------------------------------------------------------
today | tomorrow
yesterday | today
---------------------------------------------|-----------------------
| Standard time -- Daylight time | IGS
Europe GMT USA USA USA USA | Taiwan Korea NZ
pacific moun central east | Japan
---------------------------------------------|-----------------------
01:00 00:00 16:00 17:00 18:00 19:00| 09:00 10:00 13:00
05:00 04:00 20:00 21:00 22:00 23:00| 13:00 14:00 17:00
09:00 08:00 24:00 01:00 02:00 03:00| 17:00 18:00 21:00
13:00 12:00 04:00 05:00 06:00 07:00| 21:00 22:00 01:00
17:00 16:00 08:00 09:00 10:00 11:00| 01:00 02:00 05:00
21:00 20:00 12:00 13:00 14:00 15:00| 05:00 06:00 09:00
01:00 24:00 16:00 17:00 18:00 19:00| 09:00 10:00 13:00
---------------------------------------------------------------------
Note: Daylight time is one hour greater.
ΓòÉΓòÉΓòÉ 10.1.76. User ΓòÉΓòÉΓòÉ
User Command
Usage: user [country][rank (or rating)][rank (or rating) range][player name]
For the complete listing of players, enter: user
'user' also lists all players by:
1. Country: Example: user Korea (or user korea, user kr [email])
2. Rank: Example: user 4k (4 kyu)
3. Rank range: Example: user 4k-3d (4 Kyu - 3 Dan)
4. Player name: Example: user till
Example:
user korea
Name Info Country Rank Won/Lost Obs Pl Idle Flags Language
taeha 1/10 1/12 game Korea 2d 35/ 26 - 34 2s -- default
figaro Korea 3k* 9/ 3 1 35 52s -- default
Name = player's name, Info = player's 'info', Country = where the player is
from, Rank = rank, Won = games won, Lost = games lost, Obs = game observed,
Pl = game number of the game played, Idle = idle time, Flags (See Flags),
Language = language (supported languages are: korean and default {english})
The Flags are: Q, S, X, and !
Q toggle quiet on (system messages are not seen)
S toggle shout off (shouts not seen, except administrator shouts)
X toggle open off (player not accepting match requests)
! toggle looking on (player actively seeking a match)
See also: IGS Rating System info language rank stats Supported Ranks and
Ratings toggle who
ΓòÉΓòÉΓòÉ 10.1.77. Watching ΓòÉΓòÉΓòÉ
Watching Command
Usage: watching
'watching' will display the games currently being observed by you.
See also: observe unobserve
ΓòÉΓòÉΓòÉ 10.1.78. Who ΓòÉΓòÉΓòÉ
Who Command
Usage: who [rank (or rating)] [rank (or rating) range] [flag]
1. The 'who' command lists all players currently logged into IGS.
Info Name Idle Rank | Info Name Idle Rank
Q 12 -- tobe 20s 9d* | X -- -- till 11s 4d
S! -- 12 schaffer 2m 6d* | -- 12 ivy 3m 5d*
'Info' = a players state (See: toggle). The states are: Q, S, X, and !
Q = toggle quiet on (system messages are not seen)
S = toggle shout off (shouts not seen, except administrator shouts)
X = toggle open off (player not accepting match requests)
! = toggle looking on (player actively seeking a match)
The number under 'Info' = game being observed, and the number before a
player's name = the number of the game being played by that player.
'Idle' = The player's idle time. s = seconds, m = minutes, h = hours
2. who 'rank range' Example: who 4k-3d (players 4 kyu through 3 dan)
3. who all 'flag' The flags are: c, g, l, o, p, r, 1, 2, 3, 4, and v
Example: who all o (players open for matches)
c = players in 'channel' area, g = guest logins, l = looking for matches,
o = open for matches, p = playing, r = players with an IGS 'rating',
1 = Go players, 3 = Shogi players, 4 = Chinese chess players,
v = is for 'verbose' (See: toggle]
See also: channel choice games IGS Rating System rank stats Supported Ranks
and Ratings toggle user
ΓòÉΓòÉΓòÉ 10.1.79. Yell ΓòÉΓòÉΓòÉ
Yell Command
Usage: yell \[number] <message>
'yell' is used to:
1. create a new channel. See: channel
2. enter a channel
3. send messages to members in the specified channel number.
a. To do either (1), or (2), enter: yell \number
The valid numbers are 1 - 98
b. To do (3), enter: yell <your message>
c. To EXIT from a channel, enter: yell \-1
d. 'yell' can be shortened to: ;
Examples:
#> ; \23 <-- to enter or create a new channel
#> ; \23 hello all <-- sends 'hello all' to members in channel 23
#> ; Just got back <-- once in a channel, you may delete the number
#> 23 till: hello all <-- this is what the members in channel 23 see:
(channel number and who sent the message)
#> ; \-1 <-- to EXIT from a channel
^--------------------- Note the space after the ';'.
See also: channel say shout tell who
ΓòÉΓòÉΓòÉ 10.2. IGS Rating System ΓòÉΓòÉΓòÉ
The IGS Rating System - Table of contents (first draft)
(Written by John Bate, bate on the IGS)
Select one of the following topics:
Introduction
Computing Handicaps
How Ratings Are Calculated
Mathematical Details
An Example
Cycles In The Rating System
Entry Into The Rating System
Rating Statistics
A Few Suggestions
Common Questions
If you want a listing of your rating performance, day to day, please email me
at tcasey@adobe.com, and I will send it to you.
ΓòÉΓòÉΓòÉ 10.2.1. Introduction ΓòÉΓòÉΓòÉ
A game of Go is most enjoyable when the players are evenly matched, and each
must play to the best of his or her ability in order to win. This requires that
an appropriate handicap be used, which in turn requires an accurate estimation
of the strengths of the players. This is the intended purpose of the rating
system. Consistently using the differences in the players' ratings to determine
handicaps will, in the long run, provide the most interesting and challenging
games for everyone. Also, by using the rating system, each player should
eventually win about 50% of his or her games.
To use the rating system, set your RANK to a reasonable value (using the "rank"
command) and then begin playing games. You will receive a numerical RATING
which will automatically be updated, usually once per day. (A rating of 32.00
corresponds to a rank of 1 dan.) The "stats" command will display both your
rating and your rank. If you use the command "toggle rank on", then other
players will also see your rating, and "who" will show an approximate rating
value, instead of your rank, marked with "*". The command "toggle rank off" may
be used to keep your rating private. Note that once you have a numerical
rating, your RANK and your RATING are completely independent. You may set your
RANK manually to any desired value, but it will not have any effect at all on
your RATING, which is computed solely from the results of your games. Your RANK
is used only to initialize your RATING to a reasonable starting value.
ΓòÉΓòÉΓòÉ 10.2.2. Computing Handicaps ΓòÉΓòÉΓòÉ
A rating difference of 1.00 corresponds to a difference of 1 handicap stone,
which is considered to have a value of about 10 points. An even game (with 5
komi) is correct when there is no difference in the players' ratings. A no-
komi game gives Black an advantage of about 5 points, or 1/2 stone, which is
perfect when the rating difference is 0.5. A 2-stone game (without komi) gives
Black an additional advantage of exactly one stone, and so this is appropriate
when the rating difference is 1.5 (*not* 2.0). In general, an N-stone handicap
is ideal for a rating difference of N-1/2. The following table may be used to
determine the most reasonable handicap.
Rating Difference Handicap Komi Ideal Rating Diff
0.0-0.25 0 5 0.0
0.25-1.0 0 0 0.5
1.0-2.0 2 0 1.5
2.0-3.0 3 0 2.5 etc.....
Note that the proper number of handicap stones may be found by taking the
rating difference *UP* to the next integer. There is a tendency to use smaller
handicaps, giving White the advantage. This is fine, but if Black is to have a
truly even chance (and White is willing to lose half the games) then the above
table should be used. For even more accuracy, the komi may be adjusted by 1
point for each 0.1 that the rating difference departs from the ideal.
ΓòÉΓòÉΓòÉ 10.2.3. How Ratings Are Calculated ΓòÉΓòÉΓòÉ
In this section, the operation of the ratings system will be described in
general terms. The exact mathematical details will be given later for those who
are interested.
Each player has a "seed" rating. When a player first enters the rating system,
the seed is set to the stated RANK value (which is the ONLY time that the rank
is used). After that, the seed is changed to the current RATING value on a
regular basis. A "likelihood" is assigned to every possible rating for a given
player. This likelihood is highest at the seed and decreases on either side of
it.
Each game between two players in the rating system is also assigned a
likelihood value which depends on the handicap, the komi, the RATINGS of the
two players, and the winner of the game. (Other factors, such as the margin of
victory, are ignored.) The system will determine which player had the advantage
based on the handicap, the komi, and the players' ratings. The likelihood will
be 0.5 if the game was exactly even (in other words, if the handicap was ideal
for those ratings). It will be larger if the winning player had an advantage
(the handicap was too small), and smaller if the winning player was at a
disadvantage (the handicap was too large).
The ratings system uses the seeds of all of the players in the rating system
and the results of all the games between these players. It then computes a set
of ratings for ALL of the players AT ONCE which maximizes the total likelihood
of the entire system. This likelihood is the product of the likelihoods of each
player's computed rating, and the likelihoods of the results of each game,
given those ratings.
Here is a good analogy which will help in understanding the ratings system.
Think of each player's seed as a fixed post, and each player's rating as a
movable post attached to the seed by a rubber band. Think of each game as a
spring joining the ratings posts of the two players. If the lower ranked player
won, the spring will be stretched and will try to pull the ratings closer
together. If the higher-ranked player won, the spring will be compressed and
will try to push the ratings apart. The strength of the spring will depend on
the accuracy of the handicap. If the winning player had an advantage, the
spring will be weak, but if the winning player was at a disadvantage, the
spring will be strong. The entire system of posts, rubber bands, and springs
will have a stable position which will determine the ratings of the players.
ΓòÉΓòÉΓòÉ 10.2.4. Mathematical Details ΓòÉΓòÉΓòÉ
The likelihood of a particular player's rating is p(d)=exp(-((d/sigma)^2)/2)
where d is the difference between the rating and the seed, and sigma indicates
the degree of confidence that the seed accurately represents the player's
strength. Sigma begins at 1.0 for new players 9k and above, and decreases by
0.02 for each game that is processed by the rating system, until a minimum of
0.3 is reached. For players 10k abd below, the sigma is 2.00 and has a minimum
of 0.6. (Sharp-eyed readers with a good knowledge of statistics may realize
that this formula should be divided by root-two-pi to be a proper likelihood
function. But this constant factor may be ignored in the ratings system.)
The likelihood of a particular game result is calculated as follows, given
H=handicap stones, K=komi, W=White's rating, B=Black's rating:
Effective Handicap: E = if H=0 then 0.5-0.1*K else H-0.5-0.1*K
This computes the "ideal" ratings difference that would make the game exactly
even. For example, a 2 stone game (H=2, K=0) gives E=1.5 and an even game (H=0,
K=5) gives E=0. This corresponds to the "ideal rating difference" column in the
table in the previous section.
Black's Advantage: A = E - (W-B)
This adjusts the effective handicap by the difference in the strengths of the
players, giving the net advantage for Black (if positive) or White (if
negative). For example, if the difference in ratings is W-B=2.0 and a 2-stone
game is played (E=1.5), then A=-0.5 indicating that White still has a 1/2-
stone advantage.
Likelihood of Black winning: L = if A>=0 then 1.0 - 0.5*((3/4)^(2*A))
else 0.5*((3/4)^(2*-A))
This function gives L=0.5 if the game is exactly even (A=0), higher values if
Black has the advantage (A>0), and lower values if White has the advantage
(A<0). The value of L is between 0 and 1.
Likelihood of the result: G = if Black won then L else 1-L
This gives the likelihood of the observed result. It will be 0.5 if the game
was exactly even, higher if the player with the advantage won, and lower if the
player with the advantage lost.
The system calculates the ratings of all of the players which will maximize the
product of all of the likelihood values (for both players and games). To avoid
numerical problems, the sum of the logarithms of the likelihoods is used. (The
details of the algorithm that does this are beyond the scope of this document.)
ΓòÉΓòÉΓòÉ 10.2.5. An Example ΓòÉΓòÉΓòÉ
Suppose that PlayerA, with a rank of 1d, wins an even game (with 5 komi)
against PlayerB, also with a rank of 1d, and that this is the only game in the
system. The seeds of both players will be initialized to 32.00, and their sigma
values will be 1.0. First, try setting their ratings to 32.00, which will give
likelihoods of 1.00 for both. The advantage of PlayerA in the game is 0, giving
a game likelihood of 0.5 and a total likelihood of 1*1*0.5=0.5. Now try giving
PlayerA a rating of 32.25, and PlayerB a rating of 31.75. This will give both
players a likelihood of 0.969 which is only a little less than 1.0 since these
ratings are still close to the seed (the rubber bands haven't stretched very
much). Given these ratings, PlayerA had an advantage of 0.5 which would
increase the likelihood of the game (since the player with the advantage won)
to 0.666 giving a total likelihood of .969*.969*.666=0.625 which is higher than
the 0.5 produced before. Now try giving PlayerA a rating of 33, and PlayerB a
rating of 31. These values are a lot farther from the seeds, giving likelihoods
of 0.607 (the rubber bands are being stretched a bit more). PlayerA would now
have an advantage of 2.0 which increases the likelihood of the game to 0.901
(since if PlayerA is really 2 stones stronger, then the result is very likely).
But the total likelihood is only 0.607*0.607*0.901=0.332 which is smaller than
before. So this change in the ratings is too big. By using an iterative search
algorithm, the optimum values may be found, which are ratings of 32.333 for
PlayerA and 31.667 for PlayerB, giving a total likelihood of about 0.635 which
is the maximum. If the game had been played with no komi, then the players'
ratings would change by about 0.238 if Black won or 0.454 if White won. (Since
it is more likely that Black will win a no-komi game, it will affect the
ratings less when it happens.) It is left as an exercise for interested readers
to verify these values. :-)
Below is a *very* typical letter about the ratings on IGS. The person who
wrote me is the '> ' lines and I am the rest of the lines. I am reluctant to
post about ratings system. People read more into the ratings than the system
was designed to accommodate. It is supposed to be used to setting the proper
handicap, that is it. Here is the letter:
> ...First example was zb (me :-)) who played Lim and won but got a
> dropped rate by 0.25. If it was due to that Lim was not calculated into the
> system, then there should be NO effect on zb's rating. In no reason a winner
> should have a decreased rate instead. Another example is about players ong and
> fei. fei won a game over ong yesterday but fei got a decreased rating while
> ong got an increased one. You may argue that ong played strong players.
> However before ong got his rate increased, he played fei(4d*), xzhao(5d*), and
> ylwang(NR*) and lost all. As you stated ylwang was NOT calculated at that time
> (as NR*), so the counts for ong should be fei(4d*) and xzhao(5d*), and both had
> rating scores LOWER than ong when they played! Therefore no reason should fei
> got a decreased rating score while ong got an increased one.
Below are the games which affected fei and ong. The above example is just a
tiny sliver of the total information. Below I included the *partial* games
used in computing fei and ong rating. If you can say, by inspection, what
should happen given the data below you are doing a lot better than I. In order
to show any fault in the ratings system, you would have to use two player which
do not play *anyone* else. John Bates did this, and the ratings system
performed as well as can me expected.
If one does a stats Lim (I did a show of Lim), one can see that he has not
played any games, his rank is NR, and he has no rating. Lim has *nothing* to
do with the ratings system. 'zb' rating drop was from something else in the
ratings system, not from Lim. A player's rating can change just by being
active in the system. That is all it takes. Lets say you have 15 people
playing each other (they are active). One new person comes in, as a 6d, and
plays and wins. The new person wins so much he becomes an 8d. As he gets
promoted, he pulls all the people he played with him up, also. The other people
do not even have to play to get pulled up. They just have to have be part of
the 'playing network', if you will. For example the new person plays lyu, lyu
plays m6, m6 plays zhong, zhong plays fei, and so on. If fei plays no games,
while the new person is winning, his rating will increase. We all saw this
happen with nyws. Instead of winning, if the nyws had lost badly, he would
have pulled people down.
What this boils down to is some 'local' instability, for global stability.
Players may see their ratings change, a little here and there, but globally the
ratings are accurate.
If you can show me an example with a two players who do not play anyone else
but themselves, then I can look at the behavior and go from there.
> From the above examples I think the rating system on IGS is not working
> appropriately sometimes. I hope you can check it out and make the rating a
> perfect one. Thanks a lot for your time and patience.
I think it is working, from the above example. Or at the very least it is
arguable as to what it is doing.
Here is the data. The format is similar to the 'games' command. Most of the
info is kept with the player, so 'NR' means nothing, as does 'xx' and the bogus
score at the end.
0016 xzhao [ NR ](W) : player1 [ NR ](W) H 2 K 0.5 xx W 0.0 B 0.0
0016 ong [ NR ](W) : player4 [ NR ](W) H 4 K 0.5 xx W 0.0 B 0.0
0016 player1 [ NR ](B) : xzhao [ NR ](B) H 2 K 0.5 xx W 0.0 B 0.0
0016 fei [ NR ](W) : player2 [ NR ](W) H 0 K 5.5 xx W 0.0 B 0.0
0016 player1 [ NR ](B) : xzhao [ NR ](B) H 2 K 0.5 xx W 0.0 B 0.0
0016 player4 [ NR ](B) : player5 [ NR ](B) H 0 K 0.5 xx W 0.0 B 0.0
0016 player1 [ NR ](B) : xzhao [ NR ](B) H 2 K 0.5 xx W 0.0 B 0.0
0017 ylwang [ NR ](W) : ong [ NR ](W) H 0 K 5.5 xx W 0.0 B 0.0
0017 xzhao [ NR ](W) : ong [ NR ](W) H 0 K 5.5 xx W 0.0 B 0.0
0017 fei [ NR ](B) : ong [ NR ](B) H 0 K 0.5 xx W 0.0 B 0.0
0015 player1 [ NR ](W) : player3 [ NR ](W) H 0 K 0.5 xx W 0.0 B 0.0
0015 player3 [ NR ](W) : player4 [ NR ](W) H 0 K 0.5 xx W 0.0 B 0.0
0015 player1 [ NR ](B) : xzhao [ NR ](B) H 2 K 0.5 xx W 0.0 B 0.0
0015 ong [ NR ](W) : player4 [ NR ](W) H 4 K 0.5 xx W 0.0 B 0.0
0015 xzhao [ NR ](W) : player1 [ NR ](W) H 2 K 0.5 xx W 0.0 B 0.0
0016 player3 [ NR ](B) : player6 [ NR ](B) H 0 K 0.5 xx W 0.0 B 0.0
0018 player7 [ NR ](W) : player3 [ NR ](W) H 0 K 0.5 xx W 0.0 B 0.0
0015 player1 [ NR ](W) : player3 [ NR ](W) H 0 K 0.5 xx W 0.0 B 0.0
0015 player3 [ NR ](W) : player4 [ NR ](W) H 0 K 0.5 xx W 0.0 B 0.0
0016 player4 [ NR ](B) : player5 [ NR ](B) H 0 K 0.5 xx W 0.0 B 0.0
0017 player8 [ NR ](W) : player5 [ NR ](W) H 2 K 0.5 xx W 0.0 B 0.0
Players Ratings:
player1 34 34.2852 0.9400 1
xzhao 36 35.2148 0.5000 1
ong 36 36.6328 0.5000 1
player2 35 34.7031 0.9800 1
fei 35 35.3789 0.5800 1
As you can tell, what happens to player one and player2 affect ong and fei. So
does player3, player4, player5, player6, and player7.
tim
ΓòÉΓòÉΓòÉ 10.2.6. Cycles In The Rating System ΓòÉΓòÉΓòÉ
The rating system operates in cycles, as follows. At the beginning of a cycle,
each player's seed is initialized to his or her current RATING value, and a new
collection of games is started. During the cycle, each player's rating is
recalculated on a daily basis using the results of all of the games played
since the beginning of the cycle, and the seed values that were set at the
beginning of the cycle. Note that the ratings will change daily, but the
underlying seed values (to which the ratings are attached by "rubber bands") do
NOT change during a cycle. Each day, a new set of games (springs) are added to
the system which will affect the ratings (movable posts), but the seeds (fixed
posts) remain anchored. At the end of the cycle, the seeds are changed to the
computed ratings, and the games are discarded. (All of the tension is removed
from the system by moving the fixed posts to match the movable posts, and
discarding all the springs.) Then a new cycle is started.
The plan is to make each cycle last for one week, so that one entire week's
worth of games are collected before making any permanent changes to the ratings
(by changing the seeds). However, as this document is being written (March 18,
1993), the ratings system is still in the VERY FIRST cycle which began when the
ratings system was restarted on February 1, 1993. This means that each player
still has the same seed that they had on that date, and the "rubber bands" will
prevent the ratings from moving very far from those seeds. The system contains
a very large number of springs and rubber bands which are under a considerable
amount of tension, making it difficult for any new games to have much effect at
all. Weekly cycles will begin soon, probably when the server moves from
Berkeley to San Francisco. (Right, Tim? :-) [tim -- I started a new cycle. It
will be run until I get to the server next.]
ΓòÉΓòÉΓòÉ 10.2.7. Entry Into The Rating System ΓòÉΓòÉΓòÉ
To enter into the ratings you need to have your rank set greater than NR and
???. Once in the ratings system, you can change your rank to be whatever you
wish, even back to NR or ???. The initial rank is used as your seed rating.
The only other condition is that you play someone with their rank set in the
same maner, or play someone already in the ratings system; to have the game
count.
If one player is not in the rating system and has their rank set to NR or ???,
the game will not count. Both players have to meet the conditions for the game
to count towards ratings. If you play a NR or ??? player, the game may still
count. The NR or ??? player can already be in the ratings system by having
previously set a rank and played a rated game, then set the rank back to NR or
???.
For greater details on the rating system, see: Frequently Asked Questions
See also: rank rating stats Supported Ranks and Ratings
ΓòÉΓòÉΓòÉ <hidden> Rating ΓòÉΓòÉΓòÉ
All games completed when both players have computed ranks. A player may
*still* have a computed rank, without having a '*' next to his rank.
You have to play 20 RATED games to be allowed to display a '*'. Not all games
are counted towards a rating. Please see 'help entry'. In order to get a '*',
you have to be a rank greater than 25k.
Note: Please play a few games BEFORE deciding what your rank should be. This
will allow for a good starting point within the IGS rating system.
The ratings computed on IGS are generally only acurate to about 0.5. The
reason for this is how handicap/komi is generally choosen. There is also a lot
of noise in the lower divisions (in the kyus) from people 'testing the ratings'
and various other missinformation.
ΓòÉΓòÉΓòÉ <hidden> Rating Statistics ΓòÉΓòÉΓòÉ
Rating Statistics
Rk The rank.
Rank Cnt The number of players with that rank.
Rating Cnt The number of players with that rating.
Avg Rating The average rating for that rank.
Avg Diff The average difference of rating - rank.
Rk Rank Rating Avg Avg
Cnt Cnt Rating Diff
1: 35 42 23.9681 22.9681
2: 115 35 5.4196 3.4196
3: 23 32 6.5197 3.5197
4: 28 29 4.8147 0.8147
5: 27 36 5.7506 0.7506
6: 11 53 7.4901 1.4901
7: 78 32 7.5876 0.5876
8: 62 40 9.6276 1.6276
9: 29 38 9.5205 0.5205
10: 22 44 11.3061 1.3061
11: 19 43 12.1530 1.1530
12: 75 34 12.7690 0.7690
13: 27 43 12.4387 -0.5613
14: 32 53 14.2983 0.2983
15: 34 45 15.5515 0.5515
16: 55 74 16.2064 0.2064
17: 82 58 16.5648 -0.4352
18: 44 62 17.4907 -0.5093
19: 47 49 17.6200 -1.3800
ΓòÉΓòÉΓòÉ 10.2.8. A Few Suggestions ΓòÉΓòÉΓòÉ
The ratings system will work best when the ratings have had a chance to adjust
themselves to reasonably accurate values. Note that the assignment of the value
32.00 to "1 dan" is entirely arbitrary, and that this value may drift over time
due to the continual addition and deletion of accounts from the system. There
is also a wide variation in ranks from one country to another, and so it is
best not to pay too much attention to the "rank" that corresponds to your
"rating". In the long run, it is quite possible that all of the "real" 1d
players (whatever that means) will have ratings close to 30.00 or 34.00 or some
other value. Pay attention to the DIFFERENCE between your rating and your
opponent's rating, but don't worry too much about the numbers themselves.
The system will also work best when most games are played with handicaps that
are "correct" given the current ratings of the players. Games played with
handicaps that are far too large or far too small may have extreme and
undesirable effects. When you play a game, determine the numerical difference
between your rating and your opponent's, round it *UP* to the next integer, and
use that number of handicap stones. If you think you are giving away too many
stones (or getting too few), perhaps you have been improving or playing well
lately. Use the computed handicap. Losing is good for you. :-) If you think you
are giving away too few stones (or getting too many), perhaps you have been
losing a lot recently. Use the computed handicap. Maybe you will win and get
your confidence back. In the long run, using the proper handicaps will make the
game more enjoyable for everyone.
ΓòÉΓòÉΓòÉ 10.2.9. Frequently Asked Questions ΓòÉΓòÉΓòÉ
Q: Why did my rating change when I didn't even play that day?
A: As soon as you play one game with another rated player, your rating (post)
is attached to everyone else's ratings through that game (a spring), until
the start of another cycle. Any change in your opponent's rating will pull
on the spring and cause a change in your rating, too. In theory, it is
possible for a game to affect the ratings of every player in the system.
For example, if you (as a 1d) lose an even game to a 3k player, it will
cause a fairly large decrease in your rating. :-( But if that "3k" player
then wins several more even games against 1d and 2d players, this will
increase his or her rating quite a bit, and this in turn will reduce the
change in your rating. (Perhaps that game was not so unlikely after all.
:-)
Q: I initially set my rank at 5k, but that turned out to be too low. I changed
it to 1d, but my rating didn't change. Why?
A: When you set your rank and play ONE game against another ranked player,
your seed is initialized and you enter the ratings system. From then on,
your RANK and your RATING are entirely separate. Your RANK is only set
manually with the "rank" command, and your RATING is computed
automatically. The moral of the story: pick a reasonable rank BEFORE your
FIRST game. After that it is too late.
Q: I have played games with other ranked players, but my rating doesn't
change. Why?
A: There is a lower limit (currently 30k) below which ranks and ratings and
games are ignored. (This is because some players use NR and ??? just for
fun, and because NR and ??? are not part of the ratings system anyway.) If
your seed was set to a value lower than this, nothing will ever change it.
Start over with a new account and set your rank to something higher than
??? BEFORE your FIRST game. (Also look at the answer to the next question.)
Q: What do I do about problems or suggestions I find?
A: Please email tcasey@adobe.com any questions you have about the ratings.
Q: What happens if results of a game does not count towards my rating?
A: Please make sure the game would be against a rated player. After this, as
soon as you can email tcasey@adobe.com and see if there is a logical
explaination. If the results are gone by the time something needs to be
done, it is too late.
Q: What do I do if my rating is not changing?
A: If your rating is not changing one of two things is happening. 1) You are
playing as expected of your rating, or 2) The ratings are not counting
your games. To find out the differece, make sure the number of rated games
you are playing is chaning, from day-to-day, as expected. If this number
is changing, the ratings system is counting your games.
Q: Do 9x9 and 13x13 games count?
A: No. All games which are not 19x19 do not count towards ratings.
Q: Does a game with a 'NR' and '???' player count?
A: See: Entry Into The Rating System rank
Q: Why does my rating chage when I do not play?
A: Your rating depends not only on the games you play, but also on the people
you play. If you play fred and fred does very well, your rating will
increase as well, without you playing anyone else.
Q: I set my rank too low initially, can I change it and have the rating change
accordingly?
A: No. You just have to wait for 20 games until your rating is displayed.
After 20 games I would think your rating will stablize. If it is more than
5 stones off, them you may need it adjusted.
Q: How can I reset my seed and start my rating over again?
A: You cannot. Try creating a new account instead.
Q: How do handicap games affect the ratings?
A: Handicap games are treated just the same as regular games. If a teaching
you cannot keep a rating with a teaching game, you probably cannot keep the
rating.
Q: Why did my rating change when I didn't even play that day?
A: As soon as you play one game with another rated player, your rating (post)
is attached to everyone else's ratings through that game (a spring), until
the start of another cycle. Any change in your opponent's rating will pull
on the spring and cause a change in your rating, too. In theory, it is
possible for a game to affect the ratings of every player in the system.
For example, if you (as a 1d) lose an even game to a 3k player, it will
cause a fairly large decrease in your rating. :-( But if that "3k" player
then wins several more even games against 1d and 2d players, this will
increase his or her rating quite a bit, and this in turn will reduce the
change in your rating. (Perhaps that game was not so unlikely after all.:-)
Q: I initially set my rank at 5k, but that turned out to be too low. I
changed it to 1d, but my rating didn't change. Why?
A: When you set your rank and play ONE game against another ranked player,
your seed is initialized and you enter the ratings system. From then on,
your RANK and your RATING are entirely separate. Your RANK is only set
manually with the "rank" command, and your RATING is computed
automatically. The moral of the story: pick a reasonable rank BEFORE your
FIRST game. After that it is too late.
Q: How accurate are the ratings?
A: Probably not more than 0.5. The games played are usually played down to
one 1.0
Q: Why do the ratings not move 'fast enough'?
A: The ratings do move about the speed they should. You actually can move
from 25k* to 5k* in a matter of months. The players 10k* and below are
allowed to move more quickly than the stronger players. This is to allow
for people learning. After about 10k*, the ratings are as slow as they are
for every other player.
Q: Why do I have the wrong rating?
A: If you have played 20 games, given a close seed (within a few stones), you
probably have a rating close to your true IGS rating. Your IGS rating will
possilby not be the same as the rank you are used to using in your local
club. There is no absolute strength for a give rank. A one dan on IGS is
different than a one dan any where else. The names are the same, but they
are same names for differnt strengths.
Q: Why are there drops in my rating?
A: As it adjusts itself peoples' ratings become higher and higer. We adjust
the ratings DOWN or UP by tracking a few players throughout the system.
For example, if you have a consistent player who gains a stone in strength,
in a short time (less that a year); then the ratings are probably too
strong. This is a result of all of the fake 4ds. I would allow the
ratings to stablize more quickly, but I think that people would complain
more, so the adjustment is taking a lot of time. The goal for ratings is
in years, not days.
Q: What are the parts of the rating system?
A: There are three things which describe the ratings: rating, seed, sigma.
The seed is the anchor of your ratings. You are close to your seed, in
rating. Your seed was an old rating from which your rating is compted. The
sigma is a measure of how acurate you rating is. If the sigma is high,
then the 'believability' or your current seed is low.
ΓòÉΓòÉΓòÉ 10.3. Many Faces of Go ΓòÉΓòÉΓòÉ
A computer opponent is sometimes available. It will announce itself when you
login. This opponent is a connection to The Many Faces of Go, the current
North American computer go champion, which plays at about the 12 Kyu level. We
need a volunteer with a fast Hewlett Packard machine to run the computer
opponent more often. Please let David Fotland (fotland@hpihoc.cup.hp.com) know
if you are interested.
David
Editorial note:
I.E. Do not tell me. :)
tim
ΓòÉΓòÉΓòÉ 10.3.1. IGS Biography Of The Many Faces Of Go ΓòÉΓòÉΓòÉ
IGS biography of The Many Faces of Go.
My IGS name is ManyFaces, and I am a computer go program. David Fotland
started playing go seriously in 1979, and being interested in AI and games,
decided to write a go playing program in 1981 when he was about 15 Kyu. His
first attempt was based on radiating influence and finding the move that
envlosed the most territory. After a few months he had a program that looked
like it was playing weak go, but a co-worker pointed out that without tactics,
his program could be beaten by an algorithm that just filled in a liberty of
the group with the fewest liberties. It took about an hour to code up the
liberty filling algorithm (with 2 rules - 1) extend a two liberty, single stone
group to get more liberties. 2) fill a liberty of enemy group with least
number of liberties). Sure enough, it beat the influence based program.
Fotland immediately started on a new go progam, unimaginatively called G2,
which was entirely tactics and rules based. So much so that it was 5 years
before he gave me an influence function. I was written on a Hewlett-Packard
HP1000 minicomputer, a 16 bit, 1/2 MIP machine. As Fotland became a better go
player, I became a better go program. It helped that faster machines were
available every few years. In 1984 I was moved to a VAX running Unix, and
became the first program to run on HP's new RISC computer, the HP9000 model
840, even before the operating system was working.
I made my debut in the world computer go competition in 1987, running on an
HP9000/840 borrowed from HP's Taiwan sales office, and took 4th place, highest
of any program not from Taiwan. I also took first place in the US computer go
championship that year. Based on that result, Ishi Press expressed an interest
in publishing me on the IBM-PC. It took 9 months to squeeze me down into 512K
bytes and write a new user interface, and I was released for sale as Cosmos,
The Computer Go Partner, in September, 1988.
Of course I did poorly in the 1988 computer competitions since there had been
few improvements in my playing strength, taking 8th place.
As Cosmos I had a second release, then there was a major rewrite of the user
interface, with professional graphics and new features, and a name change to
The Many Faces of Go. That year, 1990, I skipped the World Computer Go
Championship, but I have steadily improved since then, taking 10th place in
1991, 6th in 1992, 4th in 1993, and second in 1994. As Many Faces of Go I have
had two major releases, with a 3rd soon to come.
In spring of 1993 I made my debut on IGS. I now run on an HP9000/725
workstation, with a custom IGS interface. I found that on IGS I had to be able
to talk, at least to respond to requests for games. Over the months there has
been gradual improvement in my speaking ability, and I have some ability to
learn new words and simple facts.
IGS has been a great help to my go playing ability since I save interesting
games for later analysis. Soon I hope to be able to learn directly by
observing the games of strong players. My most current version is moved to IGS
every few weeks and my results are reset. I play about 20 games a day on IGS,
but I do not participate in the rating system.
My go playing engine is currently about 40K lines of C, with a joseki database
of about 45K moves, and a pattern database of about 1000 patterns that can
suggest about 5000 moves. While thinking I spend most of my time reading
groups of 4 liberties or less to see if they are captured. I only look at
about 5 to 10 moves in detail before selecting one. I use graded go problems
for beginners for test problems and get about 95% correct from volume I and
about 85% correct from volume 2.
My home page is: http://www.netcom.com/~fotland/manyfaces.html
ΓòÉΓòÉΓòÉ 10.4. FTP - Go Archives ΓòÉΓòÉΓòÉ
The Go archives are available by 'anonymous ftp' from:
igs.nuri.net (203.255.112.3)
To access the Go archives by 'anonymous ftp', do the following:
ftp igs.nuri.net
login as: anonymous
For your password, use your complete email address.
Following is an example ftp session.
ftp igs.nuri.net
Name (Your address: Your ID): anonymous <---<use anonymous as the login>
331 Guest login ok, send your complete e-mail address as password.
Password: <--<use your complete email address>
230 Guest login ok, access restrictions apply.
ftp> binary <--<Note: Be sure to set binary>
ftp> ls -CF <--<ls -CF will list what is in the directory>
README clients/ info/ prog/
ftp> cd clients <--<cd = change directory to the client directory>
ftp> ls -CF <--<ls -CF will list what is in the directory>
GoServant.1.64.PPC.sea.hqx macgo.363.hqx
ftp> get GoServant.1.64.PPC.sea.hqx <--<"get" gets the program you want>
ftp> bye <--<exits ftp>
See also: Client Programs
ΓòÉΓòÉΓòÉ 10.4.1. Pasteur FTP Site ΓòÉΓòÉΓòÉ
Pasteur FTP Site
In addition to the Go archives available at igs.nuri.net, another archive site
is available at: ftp.pasteur.fr (157.99.64.1).
This site is made possible by 'fmc' <fmc@pasteur.fr> (Frederic Chauveau), and
the 'Institut Pasteur', Paris, France.
To access the Go archives at <ftp.pasteur.fr>, do the following:
ftp ftp.pasteur.fr
login as: anonymous
For your password, use your complete email address.
Following is an example ftp session.
ftp ftp.pasteur.fr
Name (Your address: Your ID): anonymous
Password: <use your complete email address>
ftp> ls -CF
Etiquette.Z PLAYERS.Z aga/ incoming/ problems/
FAQ README clients/ info/ prog/
Games/ RULES.PS.Z comp/ mgt/
HOWTO.UNPACK.Z RULES.SG.Z games/ printing/
IGSArch/ RULES.Z igs/ pro/
See also: Client Programs FTP
ΓòÉΓòÉΓòÉ 10.5. IGS Admininstrators ΓòÉΓòÉΓòÉ
IGS Administrators
To send email the IGS administrators, use:
igs-adm@igs.nuri.net
See also: find stats who user
ΓòÉΓòÉΓòÉ 10.6. IGS Client Programs ΓòÉΓòÉΓòÉ
IGS Client Programs
The interface for the IGS is text based, known as 'ascii'. Many people prefer
a graphical representation of the board and interface. Fortunately many
programmers came to the rescue and created 'client' programs to ease the
interaction with the IGS. Most of these client programs are available by
'anonymous ftp' and at some WEB sites.
The Go archives site is located at:
igs.nuri.net (203.255.112.3)
The client programs are all located in the directory: Go/clients If you are
new to 'ftp', see: help ftp.
If you need help with a client, please contact the author of your particular
client and not the IGS administrators. Each client has a unique interface, and
the IGS administrators are unfamiliar with the details for each client.
Therefore, the IGS administrators do not provide client software assistance.
See also: Downloading And Viewing SGF Files ftp SGF
ΓòÉΓòÉΓòÉ 10.7. Playing Professionals ΓòÉΓòÉΓòÉ
Playing Professionals
On IGS we have been fortunate to have professional players coming for visits.
Proper etiquette is called for, particularly when pros are willing to teach
amateurs for free.
1. Be patient with the response to your tell messages. Pros get many game
requests and sometimes cannot respond to you as quickly as you would
like.
2. If the pro has spoken with you before under one account, and you have
multiple accounts, please identify yourself.
3. Ask the pro what the proper handicap should be, and then place the proper
handicap without further protest. He/she will adjust up or down the
handicap in future games, depending on your showing.
4. Try to play within one hour. In most cases the pro will addtime for
obvious net lag, and please do the same for the pro.
5. Please resign the game if you are losing.
6. Please be courteous and polite at all times, and in any case remember to
thank the pro for his effort and generosity.
7. Exercise restraint in your kibitzes and shouts. Respect their privacy,
respect their profession. Public discussion of the relative strengths of
the pros is particularly discouraged.
If amateurs on IGS are to continue having professional GO players play with
them for free, observering these 7 simple guidelines will enhance the
enjoyment of everyone.
ΓòÉΓòÉΓòÉ 10.8. Downloading And Viewing SGF Files ΓòÉΓòÉΓòÉ
Downloading And Viewing SGF Files
Instructions for Private Viewing of Finished IGS Games.
(Not for private viewing while on IGS. For viewing
while on IGS, see help teach)
Records of finished IGS games are stored in "sgf" (Smart Go Format) files. To
review a game on your own computer, you need two things:
1. the game you want to review; and
2. either
a. a client program that also can read SGF files (some clients can read
SGF-files, some cannot); or
b. a sgf file "reader" program.
1. How to Find SGF Files of Finished Games.
Records of finished games are usually stored on IGS for 6 days. (Later,
the records are sent to the IGS ftp-archives.) To find the sgf file of a
game that still is stored at IGS: first, type:
sgf playername
to see a list of currently-stored games for that player. For example, if
you type "sgf Redmond", you might see a list of several game records.
One game might be: "Redmond-jcha-09-12-18". (This means the game between
Redmond (w) and jcha (b) which finished on the 9th day of the month at
12:18 hours, IGS "local" time.) You can find the SGF files for your own
games by typing "sgf <yourname>".
2. How to Email SGF files to Yourself.
You can use the IGS mail command to "mail me" a game that is stored at
IGS, between ANY players. First, find the specifications for the game
record. Then, you can type:
mail me gamespecs
which in this example, is "mail me Redmond-jcha-09-12-18". That's it!
The game is sent to you by email. Alternative: if you use the
"automail" feature of IGS (by typing toggle automail on), then each game
you play will be emailed to you automatically.
O.K., now you have (on your internet host computer) some email,
containing the game record. Download the game file to your home computer
just like any other email, and load it as a local game into your client
or SGF-reader. Now you are reviewing the game at home!
*** (!Important tip!: Some clients/ SGF-viewers are confused by email
address information. You may need to remove the email header of your
downloaded file (using any text-editor) before loading it into your
client/SGF viewer.) ***
3. How to get an SGF-reading program.
If your client program can read an SGF file, that is great. If it
cannot, then you should get a current version of an SGF-reader that works
with your type of computer and operating system. Some examples are:
SmartGo (for MacIntosh), mgt (for dos), Winmgt (for MS Windows), and Xmgt
(for Unix).
Clients and SGF-readers are available by ftp-transfer from the ftp archives
located at:
ftp://igs.nuri.net/Go
ftp://ftp.pasteur.fr/pub/Go
These program files are compressed for storage, and will need to be
decompressed before use. When you visit the ftp site, please get the README
file (= an index) and the HOW_TO_UNPACK file at the same time.
See also: Client Program FTP mail sgf teach
ΓòÉΓòÉΓòÉ 10.9. Underrated Players ΓòÉΓòÉΓòÉ
Underrated Players
Some players may set their initial rank too low either on purpose, or they are
unsure, or they don't know, or they may be improving at a faster rate than the
rating system can keep up. What happens is that they accumulate lopsided
win/loss ratios with many more wins than losses. This is an indication that the
player is under rated. If you are such a player, please consider starting a new
account with a more appropriate and higher rank. If you are a player with a
win/loss ratio of approximately 1/1 then it is more likely that you are close
to accurately rated. If you care about your 'rating', and want to play
opponents with accurate ratings, and want to avoid opponents who are
dramatically under rated, try this:
1. Look at the player's win/loss ratio and address:
stats <playername>
2. Look at the recent history of results:
results <playername>
3. Find out if there are other accounts registered to that email address:
find -<emailaddress>
Also look at the rating, win/loss ratio, and results of these accounts
If an account has a k (Kyu) 'rating', has a very high win/loss ratio, has a
long string of wins in results, and has other, higher rated accounts
registered to the same email address, then that player may be under rated.
See also: find IGS Rating System results stats rank Supported Ranks and
Ratings
ΓòÉΓòÉΓòÉ 10.10. Ownership And Acceptable Use Of IGS ΓòÉΓòÉΓòÉ
Ownership And Acceptable Use Of IGS
The Internet Go Server ("IGS") is owned and operated by Inet, Inc. ("INET"), a
South Korean corporation which is located at:
Inet Bldg. 738-37 Yoksam-dong, Kangnam-ku, Seoul 135-080, Korea.
[Email address for IGS matters: igs-adm@igs.nuri.net].
The users of IGS represent a variety of countries, languages, cultures and
personalities. It is easy for misunderstandings to occur. All users are asked
to be patient with others, and to be polite at all times, especially when using
IGS's group communication features. Please remember that some IGS users are
children. Users should not make any communication or message on IGS which is
threatening, abusive, disruptive, vulgar, obscene or unlawful or which
encourages conduct that would constitute a criminal offense, give rise to civil
liability or otherwise violate any local, state, national or international law.
Use of IGS for promotion or advertising of commercial products or services, or
promotion or advertising of any other Go-server (or any other internet site,
facility, or WWW page), without the express, written consent of the IGS
adminstrators, is prohibited. Statements made by the users of IGS do not
necessarily reflect the views or opinions of INET and INET disclaims
responsibility for all such statements.
In general, internet users are welcome to share the use of IGS, unless the
user's authority to access IGS has been suspended or revoked. INET reserves the
right, for any reason whatsoever and at the absolute discretion of the IGS
administrators, to restrict certain capabilities (such as "shout" and "kibitz")
for any IGS account and to temporarily or indefinitely suspend or revoke the
authorization of any person or persons to access IGS. Unauthorized access to
IGS may subject the offender to such criminal and civil liabilities as may be
provided by applicable law.
From time to time, INET or IGS may sponsor or co-sponsor certain activities on
IGS designated as "special events" (such as tournaments, professional
competition or lessons). The use of IGS for these special events is intended
for the personal benefit of IGS users only. Reproduction or retransmission of
any "special event" on any other internet or bbs server, without the prior
written consent of the IGS administrators, is prohibited. INET reserves all
legal rights and remedies in respect of any such unauthorized reproduction or
retransmission. We hope that all IGS users will enjoy these special events!
** LIMITATION ON LIABILITY/ DISCLAIMER OF WARRANTIES **
IGS IS PROVIDED ON AN "AS IS, AS AVAILABLE" BASIS. I.NET TECHNOLOGIES INC.
MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THOSE OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, WITH RESPECT TO THE USE OF
IGS, IGS-RELATED SOFTWARE OR RELATED DOCUMENTATION, OR WITH RESPECT TO THE
ACCURACY, RELIABILITY, COMPLETENESS OR CONTENT OF ANY INFORMATION PRESENTED ON
IGS. UNDER NO CIRCUMSTANCES, INCLUDING NEGLIGENCE, SHALL INET BE LIABLE FOR
ANY INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES THAT MAY RESULT FROM THE USE
OF OR INABILITY TO USE IGS. BECAUSE SOME JURISDICTIONS LIMIT OR PROHIBIT THE
EXCLUSION OR LIMITATION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES,
THE ABOVE LIMITATION MAY NOT APPLY TO IGS USERS IN SUCH JURISDICTIONS. IN SUCH
JURISDICTIONS, INET'S LIABILITY SHALL BE LIMITED TO THE GREATEST EXTENT
PERMITTED BY LAW.
Use by any person of IGS constitutes acceptance by such person of the terms and
conditions of this policy statement. This statement will be stored in a "help"
file at IGS. IGS users may review the current version of this statement by
using the "help usage" or "mail me usage" commands.
I.Net Technologies Inc.
See also: Registration Message
ΓòÉΓòÉΓòÉ 11. The American Go Association (AGA) ΓòÉΓòÉΓòÉ
AGA - The American Go Association is the national organization of go players in
the United States. Among its activities:
Publish the American Go Journal and the American Go Newsletter
Coordinate and assist a growing network of local go clubs in the U.S.
Sanction and promote local and regional AGA-rated tournaments
Organize annual U.S. Go Congress (first week in August)
Arrange and coordinate educational tours by go professionals
Maintain a national player rating system
Distribute listings of go clubs and AGA members
Seek and coordinate people and projects aiming to promote go
Your participation in the American Go Association will support this work and
keep you informed of go activites here and abroad. For information on joining
the AGA send electronic mail to wjh+@cmu.edu or contact
AMERICAN GO ASSOCIATION
Box 397, Old Chelsea Station
NY, NY 10113
ΓòÉΓòÉΓòÉ 12. How To Play Shogi ΓòÉΓòÉΓòÉ
Rules Simplified for Easy Understanding
by Brian Leist "Gosh" leistb@acad.ripon.edu
edited by Arlin Anderson "aea"
Objective:
The objective of shogi is to capture (or checkmate) the King of the opposing
army. The only other way to win is for your opponent to resign.
Board and Pieces: The board is 9x9 numbered 9 to 1 from left to right and
either with letters a through i (on IGS) or with roman numerals i to ix
(standard numbering) from top to bottom. Each side starts in the three rows
nearest it's side of the board. These last three rows also make up the
promotion area for the opposition (discussed later). Each side has twenty
pieces: 1 King, 2 Golds, 2 Silver, 2 Knights, 2 Lances, 9 Pawns, 1 Rook and 1
Bishop. The pieces are set up with the pawns across the 3rd row. The bishop
one in from the left on the second row and the rook one space in from the right
on the second rank. The 1st row has the king in the middle, flanked by the
Golds then the silvers, the knights and finally the lances. (Diagram below).
The pieces have no color (useful in the drop move explained later) and each
side's pieces are identified by the way they face or by a = or # on IGS.
9 8 7 6 5 4 3 2 1
+----+----+----+----+----+----+----+----+----+
a | =l | =n | =s | =G | =K | =G | =s | =n | =l | i
+----+----+----+----+----+----+----+----+----+
b | | =r | | | | | | =b | | ii
+----+----+----+----+----+----+----+----+----+
c | =p | =p | =p | =p | =p | =p | =p | =p | =p | iii
+----+----+----*----+----+----*----+----+----+
d | | | | | | | | | | iv
+----+----+----+----+----+----+----+----+----+
e | | | | | | | | | | v
+----+----+----+----+----+----+----+----+----+
f | | | | | | | | | | vi
+----+----+----*----+----+----*----+----+----+
g | #p | #p | #p | #p | #p | #p | #p | #p | #p | vii
+----+----+----+----+----+----+----+----+----+
h | | #b | | | | | | #r | | viii
+----+----+----+----+----+----+----+----+----+
i | #l | #n | #s | #G | #K | #G | #s | #n | #l | ix
+----+----+----+----+----+----+----+----+----+
9 8 7 6 5 4 3 2 1
Pieces Movement:
The King can move only one space in any direction.
The Golds can move only one space as well in any nondiagonal and one space in
the forward diagonals.
The Silvers can move only one space in any diagonal and one space straight
forward.
+----+----+----+ +----+----+----+ +----+----+----+
| \ | I | / | | \ | | | / | | \ | | | / |
+----\--I-/----+ +----\--|-/----+ +----\--|-/----+
| --- K --- | | --- G --- | | | s | |
+----/--I-\----+ +----+--|-+----+ +----/----\----+
| / | I | \ | | | | | | | / | | \ |
+----+----+----+ +----+----+----+ +----+----+----+
KING GOLD SILVER
The Knights move forward one and then one to either forward diagonal. These
knights cannot go backwards or sideways, only forward. Knights can jump other
pieces (only pieces in game allowed to jump).
The Lances can move any number of spaces but only straight forward.
The Pawns can move only one space and only straight ahead.
+----+----+----+ +----+----+----+ +----+----+----+
| | | | | | ^ | | | | | |
+----+----+----+ +----+- ^-+----+ +----+----+----+
| \ | | / | | | ^ | | | | ^ | |
+----\----/----+ +----+- ^-+----+ +----+- |-+----+
| | \/ | | | | ^ | | | | p | |
+----+--|-+----+ +----+- ^-+----+ +----+----+----+
| | n | | | | l | | | | | |
+----+----+----+ +----+----+----+ +----+----+----+
KNIGHT LANCE PAWN
The Bishop can move any number of spaces on any diagonal.
The Rook can move any number of spaces sideways forward of backwards.
+---+---+---+---+---+---+---+---+---+
| | | ^ | \ | | | | | |
+---+---+-|-+---\---+---+---+---+---+
| | | | | | \ | | | | |
+---+---+-|-+---+---\---+---+---+---+
| <------ r ----------\----------> |
+---+---+-|-+---+---+---\---+---+---+
| | | | | | | | \ | | / |
+---+---+-|-+---+---+---+---\---/---+
| | | | | | | | | b | |
+---+---+-|-+---+---+---+---/---\---+
| | | v | | | | / | | \ |
+---+---+---+---+---+---+---+---+---+
ROOK AND BISHOP
Promotion:
If any piece other than the King and the Golds finish a move into the last
three rows on the other side of the board, the piece may be promoted. The
promotion alters the movement of the piece. Silvers, Knights, Lances and Pawns
are promoted to Golds with the same movement as a Gold. The rook when promoted
gains one space of movement on the diagonals and the bishop when promoted gains
one space of movement in the non-diagonals. The promotion is not required, but
is permanent. Sometimes it may be useful to keep the movement of the piece
(usually only Silvers are not promoted). Promoted pieces are designated by a
circle around the symbol (on underside of pieces so flip them over to promote)
or by capital letters instead of lower case (on IGS).
+---+---+---+---+---+---+---+---+---+
| | | ^ | \ | | | | | |
+---+---+-|-+---\---+---+---+---+---+
| | \ | | | / | \ | | | | |
+---+---\-|-/---+---\---+---+---+---+
| <------ R ----------\----------> |
+---+---/-|-\---+---+---\---+---+---+
| | / | | | \ | | | \ | | / |
+---+---+-|-+---+---+---+---\-|-/---+
| | | | | | | | -- B -- |
+---+---+-|-+---+---+---+---/-|-\---+
| | | v | | | | / | | \ |
+---+---+---+---+---+---+---+---+---+
PROMOTED ROOK AND BISHOP
Capturing Pieces:
Whenever the movement of a piece causes it to finish on the same space as an
opponent's piece, that opponent's piece is captured and is removed from the
board. It is kept in reserve by the capturer to be used later in the game by
the Drop rule (see below).
---x----x----x----x----
Drops:
This is the move that makes Shogi different from all other games in its class.
Any piece captured from the opponent can be used by placing it on any space on
the board not occupied by another piece (yours or opposition's). The only
retrictions on dropping pieces involve the pawn. Rule 1. No two nonpromoted
pawns on the same side can be in the same column. Rule 2. A pawn cannot be
dropped to cause mate. The only other restriction is no piece can be dropped so
that it doesn't have a move. This means no pawn or lance can be dropped on the
last row or no knight can be dropped on the last two rows. All dropped pieces
are unpromoted.
These are all the basic rules. "help shogi" on IGS will show you how to type
the moves in.
You can also mail shogirules with: mail me shogirules
See also: choice coords in Shogi stats
===================================================================================