New Time System Hourglass

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Re: New Time System Hourglass

Post by SpongeBob »

The most important feature of a time system for me is to determine in advance how long the game will last (and following from that the pace of the game). It seems that hourglass is not so good at providing that, as the pace of the game depends upon how BOTH players want to play the game. If a want to make sure I have at least the equivalent to a 10 min + 3x30s byo-yomi, I have to set the hourglass to 10 min and then I know I will have at least 10 min + 1x10s. Then me and my opponent could agree upon playing the game in a slower fashion.

So in order to avoid that the game deteriorates into a pure blitz game, I would have to set the hourglass time to at least 10 minutes (or maybe 7 or 8 minutes - but I know that some of my opponents will play really fast). But then I would dislike the 10s I have after that and would rather have it to be 20s.

So I would like to play the hourglass game with 10 min and at least 20s per move. My minimum requirements for game duration would be met and then me and my opponent could still agree upon playing the game at a slower pace.

So ask people about their opinion and you will get a feature request ... :-)

Why not make the minimum time per move a setting in hourglass?
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Re: New Time System Hourglass

Post by Kaya.gs »

SpongeBob wrote:The most important feature of a time system for me is to determine in advance how long the game will last (and following from that the pace of the game). It seems that hourglass is not so good at providing that, as the pace of the game depends upon how BOTH players want to play the game. If a want to make sure I have at least the equivalent to a 10 min + 3x30s byo-yomi, I have to set the hourglass to 10 min and then I know I will have at least 10 min + 1x10s. Then me and my opponent could agree upon playing the game in a slower fashion.

So in order to avoid that the game deteriorates into a pure blitz game, I would have to set the hourglass time to at least 10 minutes (or maybe 7 or 8 minutes - but I know that some of my opponents will play really fast). But then I would dislike the 10s I have after that and would rather have it to be 20s.

So I would like to play the hourglass game with 10 min and at least 20s per move. My minimum requirements for game duration would be met and then me and my opponent could still agree upon playing the game at a slower pace.

So ask people about their opinion and you will get a feature request ... :-)

Why not make the minimum time per move a setting in hourglass?


If i understood correctly, you are just trying to emulate byo-yomi on hourglass.

Definitely hourglass is not a good system to try to guess how long the game will last. But its good to make both players happy on how long it will last, however that is.

Really you have to try it out. There is too much guessing here. I've been playing with it and so far im very satisfied on how it exerts time pressure and how i felt (as the fastest player) regarding the speed of the game.

I dont plan on making the 10 sec rule adjustable. Its really a safety net to prevent game degeneration, not something important under the nature of the system.
If you want to be able to have a minimum time for any move at any part of the game, Byo-yomi is more suited for that.
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Re: New Time System Hourglass

Post by ez4u »

Kaya.gs wrote:
...

I scanned over the Redux. I also used to believe Fischer was the best timing system for go. I literally hate canadian, i think it has a serious issue with players losing before the time is up (like having to play 20 moves in 20 seconds). And byo-yomi is very inefficient, because time management makes actually the game longer and more clumsy (reading yose before answering an atari is super distracting, just to be able to gain a few seconds).

The problem with Fischer is related to what you mention that 40-60% of the time is spent on a few set of moves ,classicaly L&D situations or turning points.
The problem in Fischer is that you have the lowest minimum time of all time systems. So if you are depending on your bonus time, and one of those hard situations comes up, you will have less time to deal with it than with ANY other time system.

For fast paced games i have no doubt Fischer is best, period. But reality will show us :).

I think I understand what you are saying about Fischer having the lowest minimum time. It is because people expect byo yomi or canadian (or Bronstein but we don't have that on our servers either :blackeye:) to take less time due to poor usage. But if you plan a tournament that way you will run into those better at time management who use virtually every second of their allowance and overrun the planned round times.

Kaya.gs wrote:Now leaving the "competitivity" of hourglass and into the ratio:

I think its a very good feature of the time system that time management is less of a skill. Now the drawback you mention(that of course bears a lot of weight) is that it will tend to move at the speed of the fastest player.

Being more strict, hourglass is more a 1:1*n ratio with n depending on the Differential time (how i call its "main time").

Someone playing 2 seconds faster than their opponent in average, needs 240 moves to make a 4 minute difference.
(Calculation: A plays, B plays, and B gets 2 more seconds. That means he needs 120 double-plays to make 240 seconds).

So if someone takes average 10 seconds, and his opponent 12 seconds, its likely that a 5-10 minute hourglass would be more than sufficient for the vast majority of games.
What the slower player is subject to is vulnerability to a difficult situation he has to spend a lot of time to think of.

Remember that we added a minimum time to prevent corruption, so you always get at least 10 seconds. If your opponent thinks his average (12 secs) , you will get 22 seconds.

My conclusion so far is that Kaya.gs's Hourglass reduces the effect of the ability of time management, and provides pressure to the slower player mostly in critical situations.

Let's look at some examples. I could still find the games that I used to write Redux so all the timings were already in my old spreadsheets. This allowed me to quickly make some simulated hourglass timings.

All the following graphs show seconds on clocks on the vertical axis and game move numbers on the horizontal axis. In all cases I simply used the actual game timings that I had from the old files to simulate the play under hourglass timing. Whenever time was not available on the clock, the play was truncated to preserve 1 second remaining time. No attempts at active time management are assumed (e.g. use of additional time on the move following a truncation). In all the simulation graphs we see:
- B Clock/W Clock, representing an hourglass clock with no delay, and
- B Clck De/W Clck De, representing an hourglass clock with a 10-second delay.

Let's start with an easy one - a Canadian 25 stones in 3 minutes example:
Image
Both players played so quickly that I had to use 120 seconds for the hourglass settings before the clocks even approached their limits. Neither player dominated this game. Note how the first 40 or so moves were all made in less than 10 seconds so no time moved on the B Clck De/W Clck De lines.

Next another good showing for hourglass:
Image
In this 60-minute absolute game a ten-minute hourglass (300 seconds on each clock to begin) would have performed well. The players exchanged the position of holding the majority of time with Black ahead on the clock in the early going, White pulling clear around move 110, and then Black coming back for the end of the game. White hit a constraint on a single play around 180. In the game White thought for a little over 7 minutes, but this would have been truncated after about 3 minutes and 20 seconds in our simulation.

Something a little more problematic:
Image
This is a second 60-minute absolute game with a 10-minute hourglass simulated. Why do I say it is problematic? Here are the actual clocks from the game file.
Image
In the actual game the players used their time in very similar ways, as shown here. In total there was a cumulative difference of only 16 seconds between them at the end of the game. Yet in the hourglass simulation, White is constrained on several moves and loses 104 seconds versus the actual game. Personally, I am not so happy with this result considering how tight the pattern was on the actual game clocks.

Hmmm...
Image
This is where it gets nasty. This is a third 60-minute absolute game. Obviously Black is dominated by White and ends up severly constrained in this game. Black losses 21.5 minutes in the simulation and over 19 even with the delay. So what, isn't that what is supposed to happen? Well, yes it is. However,...
Image
Here are the actual game clocks. Note that White used much less than the agreed time. This is the situation that I believe is always on the table as the negative case with hourglass. That the actual play is different than our expectation.

One might say that we can fix this by increasing the time in the hourglass. That is correct, but probably not as easily as people would expect. In this case:

Code: Select all

(all times in seconds)
Hourglass     Black lost time   Black lost time with Delay
600           -1,291            -1,163
1200            -991              -886
1800            -691              -577

Even a 30-minute hourglass (15 minutes on each clock to start) does not really protect against a surprise.
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Re: New Time System Hourglass

Post by Kaya.gs »

ez4u wrote:
Kaya.gs wrote:
...

I scanned over the Redux. I also used to believe Fischer was the best timing system for go. I literally hate canadian, i think it has a serious issue with players losing before the time is up (like having to play 20 moves in 20 seconds). And byo-yomi is very inefficient, because time management makes actually the game longer and more clumsy (reading yose before answering an atari is super distracting, just to be able to gain a few seconds).

The problem with Fischer is related to what you mention that 40-60% of the time is spent on a few set of moves ,classicaly L&D situations or turning points.
The problem in Fischer is that you have the lowest minimum time of all time systems. So if you are depending on your bonus time, and one of those hard situations comes up, you will have less time to deal with it than with ANY other time system.

For fast paced games i have no doubt Fischer is best, period. But reality will show us :).

I think I understand what you are saying about Fischer having the lowest minimum time. It is because people expect byo yomi or canadian (or Bronstein but we don't have that on our servers either :blackeye:) to take less time due to poor usage. But if you plan a tournament that way you will run into those better at time management who use virtually every second of their allowance and overrun the planned round times.

Kaya.gs wrote:Now leaving the "competitivity" of hourglass and into the ratio:

I think its a very good feature of the time system that time management is less of a skill. Now the drawback you mention(that of course bears a lot of weight) is that it will tend to move at the speed of the fastest player.

Being more strict, hourglass is more a 1:1*n ratio with n depending on the Differential time (how i call its "main time").

Someone playing 2 seconds faster than their opponent in average, needs 240 moves to make a 4 minute difference.
(Calculation: A plays, B plays, and B gets 2 more seconds. That means he needs 120 double-plays to make 240 seconds).

So if someone takes average 10 seconds, and his opponent 12 seconds, its likely that a 5-10 minute hourglass would be more than sufficient for the vast majority of games.
What the slower player is subject to is vulnerability to a difficult situation he has to spend a lot of time to think of.

Remember that we added a minimum time to prevent corruption, so you always get at least 10 seconds. If your opponent thinks his average (12 secs) , you will get 22 seconds.

My conclusion so far is that Kaya.gs's Hourglass reduces the effect of the ability of time management, and provides pressure to the slower player mostly in critical situations.

Let's look at some examples. I could still find the games that I used to write Redux so all the timings were already in my old spreadsheets. This allowed me to quickly make some simulated hourglass timings.

All the following graphs show seconds on clocks on the vertical axis and game move numbers on the horizontal axis. In all cases I simply used the actual game timings that I had from the old files to simulate the play under hourglass timing. Whenever time was not available on the clock, the play was truncated to preserve 1 second remaining time. No attempts at active time management are assumed (e.g. use of additional time on the move following a truncation). In all the simulation graphs we see:
- B Clock/W Clock, representing an hourglass clock with no delay, and
- B Clck De/W Clck De, representing an hourglass clock with a 10-second delay.

Let's start with an easy one - a Canadian 25 stones in 3 minutes example:
Image
Both players played so quickly that I had to use 120 seconds for the hourglass settings before the clocks even approached their limits. Neither player dominated this game. Note how the first 40 or so moves were all made in less than 10 seconds so no time moved on the B Clck De/W Clck De lines.

Next another good showing for hourglass:
Image
In this 60-minute absolute game a ten-minute hourglass (300 seconds on each clock to begin) would have performed well. The players exchanged the position of holding the majority of time with Black ahead on the clock in the early going, White pulling clear around move 110, and then Black coming back for the end of the game. White hit a constraint on a single play around 180. In the game White thought for a little over 7 minutes, but this would have been truncated after about 3 minutes and 20 seconds in our simulation.

Something a little more problematic:
Image
This is a second 60-minute absolute game with a 10-minute hourglass simulated. Why do I say it is problematic? Here are the actual clocks from the game file.
Image
In the actual game the players used their time in very similar ways, as shown here. In total there was a cumulative difference of only 16 seconds between them at the end of the game. Yet in the hourglass simulation, White is constrained on several moves and loses 104 seconds versus the actual game. Personally, I am not so happy with this result considering how tight the pattern was on the actual game clocks.

Hmmm...
Image
This is where it gets nasty. This is a third 60-minute absolute game. Obviously Black is dominated by White and ends up severly constrained in this game. Black losses 21.5 minutes in the simulation and over 19 even with the delay. So what, isn't that what is supposed to happen? Well, yes it is. However,...
Image
Here are the actual game clocks. Note that White used much less than the agreed time. This is the situation that I believe is always on the table as the negative case with hourglass. That the actual play is different than our expectation.

One might say that we can fix this by increasing the time in the hourglass. That is correct, but probably not as easily as people would expect. In this case:

Code: Select all

(all times in seconds)
Hourglass     Black lost time   Black lost time with Delay
600           -1,291            -1,163
1200            -991              -886
1800            -691              -577

Even a 30-minute hourglass (15 minutes on each clock to start) does not really protect against a surprise.


Im not going to say i understand the data and graphs perfectly. What i understand from this is that comparing hourglass to absolute time, in absolute time you are able to spend a long time on a place your opponent isnt thinking a lot on.

In hourglass that is not possible, as you have a low maximum(lowest of all time systems). Im not surprised by this really.

Its really hard to measure the experience of the time setting. As an experience, absolute time is very bad. To some extent, its popular use what will determine if a time system is good or not.

As i said in my previous conclusion, hourglass makes the slower player vulnerable to situations that require a lot of time only for him(wher eits harder to play for him than his opponent, for example), in comparison to canadian/byo-yomi, but better than fischer or fast byo-yomi with no periods left.

EDIT: while digesting my delicious pasta i re-read the graphs. I find the "nasty" case to be a perfect case of what hourglass tries to avoid as a time system.
White probably was left unsatisfied at the time system, and would have liked to either use a lot less absolute time or use another one. And that could have happened with a large main time in any other time system, except Hourglass.

In the end i think that there is no one Time System to rule them all. They fit into different situations (except Canadian. I hate canadian.), which could be round organization (nothing better than absolute for a one-day tournament), well thought games (large byo-yomi) or a quick blitz( Fischer).

Hourglass is now in the mix and i think it satisfies this particular problem i mention in the EDIT.

Bronstein is half-done, but has very low priority. It will probably happen before canadian :P.
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Re: New Time System Hourglass

Post by palapiku »

Isn't Fischer a good system for slow serious games, given large initial time and a fairly small increment?
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Re: New Time System Hourglass

Post by SpongeBob »

Kaya.gs wrote:If i understood correctly, you are just trying to emulate byo-yomi on hourglass.
You are right that I should try it out on your server, before complaining ...

But to make it clearer: No, I am not trying to emulate byo-yomi. I like the idea of both players agreeing on the speed of the game via hourglass and playing a happy game :-). However, as mentioned by others, the faster player is kind of 'in control' and can force a high speed on his opponent. In order to put a certain 'lower boundary' to this, I think it would be nice to be able to increase the 10 s.

This would not be necessary if I play a friend of mine. But if I play random, unknown opponents, it will occur that some of them will sort of 'abuse' the system with the sole purpose of turning the game into blitz. Without the possibility of increasing the 10 s, hourglass will basically only be played by people who are not afraid of having to play the endgame (or even middlegame) with 10 s, whereas other people (like me) would also like to play hourglass.
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Re: New Time System Hourglass

Post by Kaya.gs »

SpongeBob wrote:
Kaya.gs wrote:If i understood correctly, you are just trying to emulate byo-yomi on hourglass.
You are right that I should try it out on your server, before complaining ...

But to make it clearer: No, I am not trying to emulate byo-yomi. I like the idea of both players agreeing on the speed of the game via hourglass and playing a happy game :-). However, as mentioned by others, the faster player is kind of 'in control' and can force a high speed on his opponent. In order to put a certain 'lower boundary' to this, I think it would be nice to be able to increase the 10 s.

This would not be necessary if I play a friend of mine. But if I play random, unknown opponents, it will occur that some of them will sort of 'abuse' the system with the sole purpose of turning the game into blitz. Without the possibility of increasing the 10 s, hourglass will basically only be played by people who are not afraid of having to play the endgame (or even middlegame) with 10 s, whereas other people (like me) would also like to play hourglass.


Ok i will make one last clarification on how the system works. I will advise those subsequent questions on how it works, to try it out, or wait to be able to try it out on kaya.

Once you have reached the last 10 seconds for your play, that means that you can think 9.99 seconds, and still in your next turn you will have at least 10 seconds.

Your opopnent can try to pressure you into only having 10 seconds, but that means he has to think 0 seconds. Even if he takes 2 seconds to play, on your next turn you have 12 seconds.
So exherting a 12 second time pressure requires you to play at 2 seconds. That is a very bad strategy. 600% time use difference is to the favour of the one with less time.

If your opponent takes 8 seconds, you will get 18 in your next turn, which is still pretty lax and over 2:1 your opponents time.

In the end, with our modification, they person that suffers time pressure will get more time absolutely by the end of the game (because of this bonus). OF course, he still has to play fast, and he is vulnerable to complex situations, so he is sped-up.

In hourglass, time-pressuring your opponent is a burden on the one with more time, so its less likely to be an effective strategy. Precisely because to make the opponent think less, you have to think less also.

Hope this clears your doubts.
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Re: New Time System Hourglass

Post by badukJr »

Can we try it out without paying?
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Re: New Time System Hourglass

Post by SpongeBob »

Your last post confuses me, Gabriel ...

While I would rather have you work on the server instead of having to reply to stupid posts here, I cannot resist to ask once more:

Say my clock is run down to almost zero and I make my move just in time. My opponent now has the basic time on his clock (for example 10 min). My opponent makes his move within 2 seconds. I assumed my clock now is set to 10 s.

After your last reply it seems my clock is set to 12 s. This would mean the algorithm checks my clock at the beginning of my move and if it is below 10 s, then 10 s are added. This would be very strange, because there would be a very different situation for 9 s and 11 s - so that does not make sense ...
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Re: New Time System Hourglass

Post by speedchase »

No, I think what it means is as soon is you move, if it is below ten, it is set back too ten.
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Re: New Time System Hourglass

Post by hyperpape »

Anyone who keeps saying that Fischer is bad because it only works for fast games, or only makes sense if you play fast in the opening, or whatever else needs to just sit down and meditate on Dave's graph.

Seriously, isn't it just beautiful?

114974799-M.jpg
114974799-M.jpg (27.46 KiB) Viewed 6373 times


On the other hand, I need to stop looking at that graph because I'm in serious danger of becoming a Fischer Zealot.
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Re: New Time System Hourglass

Post by oren »

speedchase wrote:No, I think what it means is as soon is you move, if it is below ten, it is set back too ten.


So we have another byoyomi system? :)
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Re: New Time System Hourglass

Post by ez4u »

Kaya.gs wrote:
...

Im not going to say i understand the data and graphs perfectly.

Yes, apologies for that. It is always the case that after my enthusiasm gets the better of me and I calculate all this stuff, I only include part of the info due to space limitations! :oops:

Kaya.gs wrote: What i understand from this is that comparing hourglass to absolute time, in absolute time you are able to spend a long time on a place your opponent isnt thinking a lot on.

In hourglass that is not possible, as you have a low maximum(lowest of all time systems). Im not surprised by this really.

Its really hard to measure the experience of the time setting. As an experience, absolute time is very bad. To some extent, its popular use what will determine if a time system is good or not.

As i said in my previous conclusion, hourglass makes the slower player vulnerable to situations that require a lot of time only for him(wher eits harder to play for him than his opponent, for example), in comparison to canadian/byo-yomi, but better than fischer or fast byo-yomi with no periods left.

EDIT: while digesting my delicious pasta i re-read the graphs. I find the "nasty" case to be a perfect case of what hourglass tries to avoid as a time system.
White probably was left unsatisfied at the time system, and would have liked to either use a lot less absolute time or use another one. And that could have happened with a large main time in any other time system, except Hourglass.

This is where we seem to disagree, not so much on our interpretation of the current example but on the possible motives of the players and the expected general experience that will occur under the timing system. I would agree that White was probably dissatisfied. I would argue that if White did not want to play slowly, the game should never have been accepted (I assume that Black set the terms of the game and White accepted). To me the greatest (potential) weakness of hourglass for general use on a busy server is the ability of the player accepting an offered game to disrupt the expectations of the originator. For that reason I do not anticipate ever using hourglass when I am in the mood for serious Go. Of course, I could turn out to be wrong! Only the future will tell and only kaya.gs will offer the ability to test my expectations. :clap:

Kaya.gs wrote:In the end i think that there is no one Time System to rule them all. They fit into different situations (except Canadian. I hate canadian.), which could be round organization (nothing better than absolute for a one-day tournament), well thought games (large byo-yomi) or a quick blitz( Fischer).

Hourglass is now in the mix and i think it satisfies this particular problem i mention in the EDIT.

Bronstein is half-done, but has very low priority. It will probably happen before canadian :P.

I think that I have written all that I have to say on hourglass. The greatest thing is that it will be only one of a rich mix of timing possibilities on kaya.gs that we will be able to experiment with for the first time. Thanks for all your hard work and the imagination that you have brought to the server wars! :tmbup:
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Re: New Time System Hourglass

Post by palapiku »

hyperpape wrote:Anyone who keeps saying that Fischer is bad because it only works for fast games, or only makes sense if you play fast in the opening, or whatever else needs to just sit down and meditate on Dave's graph.

Seriously, isn't it just beautiful?

Infinite possibilities!
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Re: New Time System Hourglass

Post by ez4u »

SpongeBob wrote:Your last post confuses me, Gabriel ...

While I would rather have you work on the server instead of having to reply to stupid posts here, I cannot resist to ask once more:

Say my clock is run down to almost zero and I make my move just in time. My opponent now has the basic time on his clock (for example 10 min). My opponent makes his move within 2 seconds. I assumed my clock now is set to 10 s.

After your last reply it seems my clock is set to 12 s. This would mean the algorithm checks my clock at the beginning of my move and if it is below 10 s, then 10 s are added. This would be very strange, because there would be a very different situation for 9 s and 11 s - so that does not make sense ...


A quick clarification on this point. The way "delay" (versus various forms of "increment") works in all systems is that the clocks literally do nothing for the period of the delay. For hourglass this is actually essential since the sum of the opponents' available time always must equal the total hourglass. So in the example above your clock is at 2 seconds. It sits without moving for up to 10 seconds because of the delay. Only after 11 seconds does it start to tick down. If the opponents play a series of moves each within the delay time, you can get a long run where nothing changes on the clocks. This type of thing is visible in some of the graphs that I put up earlier, especially the first one.
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