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Re: Go Eye released 1.3.3, supporting iOS7!
Posted: Fri Oct 25, 2013 8:59 am
by oren
Really large photo attachments direct to Life in 19x19?

Re: Go Eye released 1.3.3, supporting iOS7!
Posted: Sat Oct 26, 2013 7:52 pm
by GoEye2012
Besides some great new features, Go Eye's next release also polish many subtle details to make it more handy. Every detail shines.
e.g., the variant display on iPhone will be more friendly by mixing them in the comment text. So you don't have to scroll down the top panel when switching it. This makes the game navigation much more convenient.
And there are more … Stay tuned

Re: Go Eye released 1.3.3, supporting iOS7!
Posted: Tue Oct 29, 2013 4:48 pm
by GoEye2012
We will have end game scoring in next release. See the photo.
Re: Go Eye released 1.3.3, supporting iOS7!
Posted: Tue Oct 29, 2013 10:04 pm
by macelee
This is brilliant. Well done!
From the screen capture, the score estimator can recognize dame points, as well as points inside territory that need to be filled eventually. Can it handle more complex cases, such as a large group of dead stones? What happens if you apply it on unfinished games?
Re: Go Eye released 1.3.3, supporting iOS7!
Posted: Tue Oct 29, 2013 10:31 pm
by GoEye2012
macelee wrote:This is brilliant. Well done!
From the screen capture, the score estimator can recognize dame points, as well as points inside territory that need to be filled eventually. Can it handle more complex cases, such as a large group of dead stones? What happens if you apply it on unfinished games?
Mostly it is like the end game scorer in normal Go servers like IGS. It can recognize the dame points and internal territories. But need to manually mark dead stones (single tap to toggle).
It cannot auto detect dead stones yet. If you mark a stone, the whole connected string will be marked. Single empty point can be marked/unmarked as territory or not. Cannot apply to unfinished games correctly now (need analysis of life/death status and some AI).
Re: Go Eye released 1.3.3, supporting iOS7!
Posted: Thu Oct 31, 2013 6:09 pm
by GoEye2012
em, this game looks familiar??
Yeah, it is the famous game rotated by Go Eye.
The next release of Go Eye will support 8 directions for you to feel a game in 7 whole new aspects!
Re: Go Eye released 1.3.3, supporting iOS7!
Posted: Tue Nov 05, 2013 3:15 am
by macelee
Version 1.3.4 is available now! Just tried it on my IPAD, the scoring function works very nicely. There are two suggestions, both ideas are taken from MultiGo software:
(1) When tapping on a dead stone, now only the stones physically connected to the initial stone are marked. In fact, other stones of the same color that are connected to the initial stone by empty points are also dead. So they can be marked all together, saving the users a few clicks
(2) The results can be shown in Chinese rules, something like:
White wins by 1.5 point(s), or 1/4 stones. The latter helps avoid confusion on games using Chinese rules.
Both should be relatively easy to implement. Keep up good working!
Re: Go Eye released 1.3.3, supporting iOS7!
Posted: Tue Nov 05, 2013 5:22 am
by GoEye2012
macelee wrote:Version 1.3.4 is available now! Just tried it on my IPAD, the scoring function works very nicely. There are two suggestions, both ideas are taken from MultiGo software:
(1) When tapping on a dead stone, now only the stones physically connected to the initial stone are marked. In fact, other stones of the same color that are connected to the initial stone by empty points are also dead. So they can be marked all together, saving the users a few clicks
(2) The results can be shown in Chinese rules, something like:
White wins by 1.5 point(s), or 1/4 stones. The latter helps avoid confusion on games using Chinese rules.
Both should be relatively easy to implement. Keep up good working!
Good suggestions! For Chinese rule, the code already has it. Will show it together in next version.
BTW: Release notes of 1.3.4
New features:
1. Add end game scoring feature.
2. Support game transform with flipping and rotation.
3. Optimize the display of variants and comments to make it much more convenient to browse commented games.
4. Add confirmation for online game refreshing if game is modified.
5. Add back-to-main button in variant thumbnail list to quickly jump back to main game branch.
6. Support full screen display in in-app web browser.
Bug fixes:
1. Fix memory leaks.
2. Fix komi display bug.
3. Many small UI polishes to perfect each pixel.
And welcome all the friends here having Go Eye to rate in App Store to make it known to more go fans! Thanks.
Re: Go Eye released 1.3.4, scoring and transform!
Posted: Tue Nov 05, 2013 6:39 am
by macelee
Do you think the 'auction hammer' is the best image to represent 'scoring'? Initially it can be a bit confusing.
Re: Go Eye released 1.3.4, scoring and transform!
Posted: Tue Nov 05, 2013 6:45 am
by GoEye2012
macelee wrote:Do you think the 'auction hammer' is the best image to represent 'scoring'? Initially it can be a bit confusing.
It is the judge's hammer

Open to any better suggestion.
Re: Go Eye released 1.3.4, scoring and transform!
Posted: Mon Dec 09, 2013 5:43 am
by GoEye2012
Besides offering the freshness, Go Eye will bring the complete experience of professional games as a Christmas gift.
Search for go4go.net is coming, together with other exciting features

Re: Go Eye released 1.3.4, scoring and transform!
Posted: Thu Dec 12, 2013 4:58 am
by GoEye2012
GoEye2012 wrote:Besides offering the freshness, Go Eye will bring the complete experience of professional games as a Christmas gift.
Search for go4go.net is coming, together with other exciting features

It is out there, perfect!
Merry Christmas!
Go Eye 1.3.5 Release notes
New features and improvements:
1. Support online search of Go4Go’s professional games by player, tournament name, year and month! This provides a complete experience for Go game study. Now you can not only access the fresh professional games, but also look up the great professional games your remember. Thanks the owner of go4go.net for the support.
2. A new file format UGF is supported. Now you can import a .ugi file into your collections.
3. Improve end game scoring by simplifying the dead stone marking and add Chinese scoring rule display.
4. Improve book mode page respecting the max moves per page in variant diagrams.
Bug fixes:
1. Fixes Facebook sharing for group permission acquiring.
2. Small UI fixes in web view home page.
3. Fix thumbnail display after deleting a variant.
4. Fix navigation bar layout problem after switching from full screen web page.
5. Improve bookmark dialog loading performance.
Re: Go Eye released 1.3.5, Go4Go online search & Merry Chris
Posted: Thu Dec 12, 2013 2:08 pm
by macelee
Just in case this isn't obvious: to use the Go4Go search, tap 'Web' from menu, then tap the Go4Go banner, and then tap the magnifier icon at the corner. This function is backed by the full Go4Go database, currently containing 38000+ games. A lot of old games have been added over the past few months.
Review of the scoring function
Posted: Fri Dec 13, 2013 3:17 am
by macelee
I just spent time to properly test the game-end scoring function. I've scored 10 games without having major problems. It is much better than in the previous version, but some minor improvements are still possible.
Here are some tips for users (refer to the attached screen capture):
- when entering the scoring mode (by tapping the menu icon from the corner, and tapping the scale icon)
- territories without dead stones, such as the bottom left corner are automatically scored.
- tap the dead stones, such as T10 to score their neighbouring points
- N6 isn't a point. But by convention kifus from Japanese sources do not fill dame moves. Tap the N6 point to remove it from the final scoring.
- The game does not have G17/G18 exchange. This is not necessary because even black plays G17, white can play E17 to reduce one points. Again this is convention in Japanese kifus, which of course causes problems to software. Tap that area several times to mark three points at F19, G19 and F18.
- The scoring result should match the game result recorded. Otherwise, review the board to find more unmarked dead stones or incorrectly marked points. If still not matched, the game record might be wrong.

- 2013-12-13 09.39.45.png (339.18 KiB) Viewed 9935 times
Here are some problems:
- Even on large-screen IPAD, I missed the dead stones a few times and tapped the nearby empty points. The behaviour when that happens is a bit unpredictable and strange. For example load the game in the screen catpure, try tapping K16 to see what happens. Maybe the algorithm can be further improved? For example, only when an area is all marked before the user is allowed to modify the status of a single points.
- If you do find a way to improve the above point, make sure areas like F19 can still be marked properly.
- Finally a suggestion unrelated to scoring. As can be seen from the screen capture, when turning on the board coordinates, the margins around the board appear to be too large. Can that be improved?
Re: Review of the scoring function
Posted: Sat Dec 14, 2013 9:05 pm
by GoEye2012
macelee wrote:I just spent time to properly test the game-end scoring function. I've scored 10 games without having major problems. It is much better than in the previous version, but some minor improvements are still possible.
Here are some tips for users (refer to the attached screen capture):
- when entering the scoring mode (by tapping the menu icon from the corner, and tapping the scale icon)
- territories without dead stones, such as the bottom left corner are automatically scored.
- tap the dead stones, such as T10 to score their neighbouring points
- N6 isn't a point. But by convention kifus from Japanese sources do not fill dame moves. Tap the N6 point to remove it from the final scoring.
- The game does not have G17/G18 exchange. This is not necessary because even black plays G17, white can play E17 to reduce one points. Again this is convention in Japanese kifus, which of course causes problems to software. Tap that area several times to mark three points at F19, G19 and F18.
- The scoring result should match the game result recorded. Otherwise, review the board to find more unmarked dead stones or incorrectly marked points. If still not matched, the game record might be wrong.
Here are some problems:
- Even on large-screen IPAD, I missed the dead stones a few times and tapped the nearby empty points. The behaviour when that happens is a bit unpredictable and strange. For example load the game in the screen catpure, try tapping K16 to see what happens. Maybe the algorithm can be further improved? For example, only when an area is all marked before the user is allowed to modify the status of a single points.
- If you do find a way to improve the above point, make sure areas like F19 can still be marked properly.
- Finally a suggestion unrelated to scoring. As can be seen from the screen capture, when turning on the board coordinates, the margins around the board appear to be too large. Can that be improved?
Thanks for the tips and suggestions.
The margin problem is fixed, as shown in attached image

The scoring algorithm is deterministic, like this: If tapping K16,
the position is marked as a white territory. As a result, K17, K18,
K19 should be marked as white's territories too as there are no
liberties for them except K16. To mark some empty points in non-closed
area (i.e., not enclosed by stones of same color), should find an
enclosed point to toggle it, then toggle those inside.
Will study other related scoring problems and make adjustments accordingly.