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BGonline.org Forums
Clock Experiment
Posted By: Rich Munitz In Response To: Clock Experiment (neilkaz)
Date: Friday, 16 January 2009, at 10:12 p.m.
If indeed anyone wanted to clock a 1 point match, just clock it as a 2 point match which is identical if nobody screws up.
There are economies of scale in large matches so that taking more time in one game gets offset by other games that go quickly. Whereas in a short match, if you need alot of think time in one game, you can easily eat up a substantial portion of your reserve without another 10 games to make up for it. Furthermore, short matches are played at low cube levels (or even without cube) thus increasing the number of games and moves relative to the match length. So it would not be surprising to me if short matches take longer on average, even if the volatility of thinking time were ignored.
The whole non-linear issue could be very simply dealt with just by changing the time control to add a fixed amount of time to every match on top of the standard reserve time. For example, add an extra 2 minutes on top of the 2 minutes per point. For short matches, the extra 2 minutes would make a big difference. For long matches it would change very little.
If indeed ongoing data validated that short matches continue to be tight with time while long matches are rarely ever close on time, it should be possible to shorten the reserve time to something like 1.5 minutes per point and then add a larger fixed amount such as 5.5 minutes. That would give 22 minutes to an 11 point match like today, but reduce longer matches and increase shorter matches.
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