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Playing an one-hour game with six minutes left and the opponent was at zero. The game continued with me - well - not watching the game any longer with full concentration, just waiting for the opponent to time out. Finally, I lost by a sudden checkmate which was to be avoided easily by playing a little more defensive.
My feature request is more a question: Isnt it possible to make a better and more exact programming in order to play games with clear and exact rules?
diogenysos: You know, the timeout system had been created a long time before introducing 1 hour games, so it is possible that it is not the best suitable solution for this specific time control. I'll look at it.
Fencer: I see. Yes I can imagine that BK is growing and after a while some components do not work well with each other any longer.
I would appreciate a revision, as I think that an exact time-control would give those fast games more thrill and as many players calculate with their opponents timing out and do, for example, strange and difficult moves just in order to make their opponents think longer and use more time.
diogenysos: Be aware though, that that is a valid and accepted strategy in real-life games - making complicated or surprising moves to have your opponent time out. The point here is more that there is an arbitrary 1 - 10 minute extra time before time-out, which makes it random. It could even happen that your opponent has -9 minutes and you have 0 minutes, and just when the demon comes by, it is your move, so you *lose*. And a malicious opponent could even use that - if you watch the timeouts taking effect in the system, you can time the demon's arrival up to 1 or 2 seconds, so you could make a move right before that... I agree with you that a game where seconds count should have a more exact time control that ~10 minutes.
Aganju: thats exactly what happened to me and therefore I decided to put it in here for discussion - because the less exact time control removes this advantage...
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