Harleqin wrote:C.Blue wrote:[...]because all the time settings you suggested and dubbed optimization do not really seem to work around system-immanent issues by providing a sufficient general improvement over all aspects.
Can you give an argument for this claim? Can you show why the balance between time management flexibility and maximum forced pace might not be achievable by simply balancing out basic and bonus time? Somewhere on the line (60/3 - 55/5 - 50/7 - 45/9 - 40/11 - 35/13 - 30/15 - 25/17 - 20/19 - 15/21 - 10/23 - 5/25) is an optimum. Why is it not good enough?
Can you show how your proposals could improve on that balance? Start with Fischer time 30/15, for example. How do you switch to Bronstein time and still keep the same overall game length?
The supposed imbalances of Fischer time system have already been laid out in detail and it'd actually been nice if you could back up the claim of how to "optimize" it with some concrete examples, in which is visible how either drawback of the time system does not surface very much. Anyway, some more concrete stuff here:
-It is pretty clear that Fischer time is actually by far the system that most easily allows game total duration (and thereby tournament round duration) planning.
-If you have at any stage of the game less than about 15 to 20 seconds for your next move, you might be very hardpressed to respond to nonsense invasions.
-If you gain more than about 10 seconds on each move, it becomes possible that you amass time rather quickly (ie surpassing your starting time pool) in a way that might deemphasize the opening a lot.
Now, if we want to go for perfect tournament round planning and make everything else low priority, then of course we need Fischer time.
With the other points in mind, being asked about what other time settings I could imagine, for example I wouldn't mind 30min/20s/40% "Bronstein Carry". I'd expect to take at least 3 seconds per move, so assumed the opening is really played very quickly, the time bonus per move would be around 7 seconds. Still, if I find myself in a situation where the opponent start playing odd invasion moves, I have at a guaranteed decent minimum of 20s to think about my move. If I play a move very quickly, I won't have to be too concerned about finding and thinking about another issue on the board, since I know I could at least get 40% of my remaining time added to my pool, and spend it after the opponent made his move and it's my turn again.
I will certainly admit of course, that this system will not allow for as smooth tournament planning as Fischer, which is and will be system-immanently the leader in this department. For the above example, each move would take 10s..20s. The median would probably be around 13-15s, but I don't have data to back this up. That we have a reduced interval of 10s..20s per move is however already a nice improvement over the usual 0s..20 when going for a maximum round duration without presenting the players too "edgy" a time system such as raw Bronstein.
An advantage of "Bronstein Carry" might be that the base time size and time period setting are rather independant, whereas compared for Fischer time, depending on the kind of optimization as was mentioned, those might need more attuning to each other.
About Fischer Byo-yomi, mainly I just wanted to emphasize that it should be fitting into KGS design (lots of main time to spend during fuseki etc.), since it'd be pretty neat to at least have one smooth type of overtime available.
(The report from the New York Go Centre is certainly an interesting anecdote, but you may note that they chose a rather large bonus again, compared to the game length. I do not see what kind of conclusion you want to draw from that.)
Well, if the text appears to you to not provide relevant information, I don't really want to stretch it, since I already said that it is just a side note anway.