3-5 or 5-10 seconds is not a "relaxed" or "comfortable" pace for most human 
players. Byo yomi 
is usually set at 30 seconds per move. Canadian time controls might be "20 
moves in five minutes",
which is 300/20=15 seconds per -- players seem to find that they often are 
pushed to play the last
five moves in ten seconds under Canadian rules. There's a lot of angst 
expressed by many players
over time controls, but my thinking is "get over it" -- even though I myself 
have sometimes been
burnt, it's just a cost associated with a) getting a tournament organized in a 
reasonable time frame,
and b) not making your opponents cool their heels for long, unpredictable 
periods. Computers have
longer attention spans than humans. In byo-yomi, the game isn't quite over, but 
it is predictable. One
can usually determine the correct play comfortably inside of 30 seconds, 
probably even ten, but it
is important to make that decision correctly, as one may otherwise lose a point 
here, a point there,
thereby losing the game "in yose" ( in the endgame ).
 
Terry McIntyre <[EMAIL PROTECTED]>
They mean to govern well; but they mean to govern. They promise to be kind 
masters; but they mean to be masters. -- Daniel Webster

----- Original Message ----
From: Don Dailey <[EMAIL PROTECTED]>
To: computer-go <[email protected]>
Sent: Wednesday, June 20, 2007 5:16:23 AM
Subject: Re: [computer-go] Congratulations to GNU and to MoGoBot19!

On Wed, 2007-06-20 at 07:56 +0200, nando wrote:
> Not sure this was mentioned before, but there's an interesting study
> work presented at
> http://senseis.xmp.net/?TimingSystemsRedux 

I just looked,  after a quick scan it looks pretty good.  It seems
logical and there is no und[ue] deference to tradition just for sentimental
reasons but a pragmatic search/discussion for a practical time-control
for go.

After having though about this some more I think I would personally
favor Fischer but with really small increments.   Just enough of an
increment to play obvious moves comfortably without rushing.   On a
computer server this would be 3-5 seconds.  It should be whatever allows
you to play an instant obvious move in a relaxed way and still have a
second or two left over. 

Of course you should take this with a grain of salt since I'm not a go
player.   The idea is to have predictable round schedules similar to
sudden death but not lose games due to mad scrambles in simple
endgames.   There would still be time accumulating in cases where the
moves really are trivial.   Even for long tournaments it would be
reasonable to make the increment no more than 5-10 seconds.  (Of course
the main time would be correspondingly longer.)

This opinion is based on recent posts that claim once you are in
byo-yomi the game is over anyway.  


- Don




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