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| Tags: knocked, short |
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#1
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"Bill Smythe" wrote in message ...
"John Fernandez" wrote: .... My personal favorite is 40/100, 20/50, SD/10, +30 seconds added from move 1. .... The only reason multiple time controls existed in the first place, was that the technology did not exist to have an increment. Therefore, it seems a bit inconsistent to have even two, let alone three, main controls with increment. Better, I would think, would be a single time control with increment. Perhaps, in this case, the problem isn't so much that the main control was too fast, but rather that the increment was too fast (for this type of event). Maybe 90+60 would be preferable to 90+30. Bill Smythe Well, the problem is the allocation of blocks of thinking time. The longer the game, the more thinking time you need. With a single time control, even if you have 30 second or 1 minute bonus increment, if you reckon on having a 40 move game, then you will have used up most of your initial blcok of time. It does make sense to inject a chunk of more time into the game, should the game last more than 40 moves. Even with a 60 second increment, you will only be receiving the time in a trickle. If you compare your 90 minutes plus 60 seconds a move to 40/100, 20/50, SD/10, +30 seconds, you will note that after 40 moves: 90 + (60 * # of move) = 90 + 40 mins= 130 mins With multiple time controls, the players have: 100 + (30 * 40) = 100 + 20 =120 mins to make 40 moves Here, it looks like your system is more player friendly: they will have received an extra 10 minutes of thinking time. Moreover, if they use up their initial 90 minute allotment, and get in Zeitnot, they will receive a minute of added time for each mive they make. Yet, if the game lasts 60 moves: 90 + 60 mins= 150 minutes for a single TC game 100 + 50 + (30 * 60)= 150 + 30 = 180 With your system, the players are only given an extra 20 minutes to complete moves 41-60. With multiple time controls, they get 60 minutes. Note that with multiple time controls, the players receive an extra 30 minutes (or 20%) in thinking time, above the amount that you system provides. Game of 80 moves Multiple TC : 180 + 10 + 10 = 200 Single TC 150 + 20 = 170 Note that because of the injection of the final block of thinking time, even after move 80, the players using the Multiple Time Control system will have benefitted from have an extra 30 minutes. Game of 100 moves: Multiple TC = 210 minutes Single TC = 190 Game of 120 moves: Multiple TC = 220 minutes Single TC = 210 minutes Game of 140 moves: Multiple TC = 230 minutes Single TC = 230 minutes Only when a game reaches Move # 140 will your Single Time Control system provide as much thinking time. Thereafter, the players will gain an EXTRA 30 seconds per move, because of the larger increment. A system of Time Controls allows for the front loading of time to the stage of the game when it is most likely to be useful for the player. Only a small number of games go past move 60. From the looks of things, players using the multiple time control system would only start becoming worse off after they have reached Move 80. At that point, they must "pay the piper" for having had their thinking time frontloaded. A possible improvement, which would take the best of both systems, is a Time Control of: 40/80 (or 40/90), 20/40, SD/10, with an Increment Bonus of 1 minute per move. This would only add 10 (or 20) minutes per player, to the length of a game that lasts 80 moves. Even so, for an 80 move game, it would involve less time than a 40/120, 20/60, 20/60 pre digital format. |
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#2
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"Isidor Gunsberg" wrote:
.... Well, the problem is the allocation of blocks of thinking time. The longer the game, the more thinking time you need. .... You included a lot of detail, and several specific time control schemes, in your post. What it all boils down to, though, is that in most increment schemes, the increment is faster than the average time per move in the fixed controls. With 40/120, then 20/60, then 20/60 indefinitely, with no sudden death and no increment, the average time per move is 3 minutes. If, instead, the time control is 1/3 (one move in 3 minutes), then 1/3, then 1/3 indefinitely, with no sudden death and no increment, again the average time per move is 3 minutes. Furthermore, these two schemes have the same structure -- N1 moves in M1 minutes, then N2 moves in M2 minutes, indefinitely. Yet, the latter is precisely an increment, in its purest form -- no main time, but 3 minutes per move throughout. It's just that the "blocks" you speak of are 1 move each. Any time the increment is shorter than the average time per move, you will eventually reach a point where the players have to move more quickly than they did at the start of the game. Sudden death, with no increment, is the extreme example. So it gets back to the age-old argument of fixed-move-number controls vs sudden death. Do we want the former, for quality chess, or the latter, to avoid adjournments and late-starting rounds? Increment schemes are simply an attempt to compromise between these two goals. Different increments are appropriate in different tournaments (championship vs amateur, 1 round a day vs 2 or 3, etc). But a 30- or 60-second increment (in an otherwise slow time control) will never eliminate the need for the players to eventually move more quickly than they did in the initial stages. Bill Smythe |
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