John Fairbairn wrote:1. Is it taking over in the chess world?
Yes. In Finnish chess tournaments Fischer is dominant time control. About half of the weekend tournaments uses Fischer and practically all longer (championship) tournaments. Typical settings for weekend tournament is 90 30f. Although Fischer is dominant, absolute time control is also used. (E.g. 90min/40moves + 30 mins for the rest)
zinger wrote:The prevalence of Fischer on the servers suggests to me that this would also occur in Go. I know wms won't implement it, but my nickel says that if he did, it would become the most popular choice.
This is reasonable assumption, because Fischer suits go better than chess, IMO. Although I am little doubtful if it would be most popular in Kgs. In
FICS 3 0f is my favorite and most popular settings. Also my personal opinion thinks that in Kgs blitz I would not change readily my preferred timing system from 3x10sec, although in IRL I blitz using delay or Fischer. For slow games it is very difficult to argue that Fischer is not the best choice, for both chess and go.
Matti wrote:However if I had chance to program the clock's for a tournament with more than one round a day, I would set the increment to decrease when the game progresses. It might go down in steps or alternately the increment might be T/n. Where T is the increment for the first move and n is the number of the move to be played. If the player plays over 180 moves the increment could be 2-5 seconds for the remaining moves.
This is very bad idea for number of reasons.
1: First we can adjust this by changing the ratio of increment and time given at the start. E.g. 80 min T270 adjusted Fischer time is equivalent with 12 30f, 35 20f, 58 10f and 71 4f.
2: Second problem is that balancing time usage is difficult and is fixed to assumed mold. Not everybody want to use time lots for the beginning and middle game, but I find it very difficult and time consuming to play small endgame when I know that game is really close.
3: Third reason is that we do not have and never will have game timers for such.
4: this kind of timing would not be any better than absolute timing without any increments. At least absolute timing is predictable and people do learn to control it if they practice.
5: if several games are scheduled for the day, maximum increment is 20 secs. That means that T360 game for 40 20f will last 200 mins where as T270 will last 170 mins. And schedule can always bend 30 mins if such a rare event would occur that somebody plays 360 moves AND uses all their time. This kind of bending of the schedule is more likely with regular slow overtime than similarly slow Fischer.
6: sixth reason is simplest that it introduces extra variable and thus increases complexity of the timing system and people do need to use integral calculus to calculate how much there is time left.