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Clock Experiment

Posted By: Dale Kerr
Date: Saturday, 17 January 2009, at 3:52 a.m.

In Response To: Clock Experiment (Chuck Bower)

Great article Chuck ( http://www.bkgm.com/articles/Bower/ClockExperiment.html )

IMO relevant data for matches should include the average and total: number of moves played each game, number of total games played, reserve time and delay time used by each player.

You used a control of 2x+1/12 (15/12 for a 7pt match) and found that the average delay time used was just below 10. Two goals are to decrease the total elapsed time of matches yet to keep things as simple as possible. For simplicity, I believe time controls must be integer-based and linear, so I don't like Richard's 1.5x+5.5/12 suggestion.

Given comments about the lack of time for shorter matches, Richard's other suggestion makes sense, change the controls to 2x+2/12. But for a 7pt match, perhaps even 2x+2/10 would suffice, or even 2x+3/9. To help speed things up, would it be preferable to use two sets of dice? That way some time is saved by not having to pick up dice and shake on your own time, you could be ready to roll as soon as your opponent clocks off. But perhaps the arguments for using just one set of dice outweigh the time savings by using two sets?

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