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Title: Effective time per move Post by omar on Apr 11th, 2010, 6:46am Given any valid Arimaa time control how should one calculate an effective time per move. The time control used for Arimaa is specified as: M/R/P/L/G/T where M is the number of minutes:seconds per move; required R is the number of minutes:seconds in reserve; required P is the percent of unused move time that gets added to the reserve; optional defaults to 100 L is the number of minutes:seconds to limit the reserve; 0 means no limit; optional; defaults to 0 G is the number of hours:minutes after which time the game is halted and the winner is determined by score. G can also be specified as the maximum number of moves by ending with 't'; 0 means no limit; optional; defaults to 0 T is the number of minutes:seconds within which a player must make the move; 0 means no limit; optional; defaults to 0 For more details see: http://arimaa.com/arimaa/learn/matchRules.html Examples of effective time per move: 1/0/100/0/0/0 - 1 minute per move 0/90/100/0/0/0 - 1.8 minutes per move I will use 50 as the average game length. 1/10/100/0/0/0 - 1.2 minutes per move But what about time controls that don't add all of the unused time to reserve; like: 1/10/50/0/0/0 or have a cap on the reserve build up; like: 1/10/100/5/0/0 these tend to feel faster than 1.2 minutes per move. What formula should one use to model this. Any suggestions. |
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Title: Re: Effective time per move Post by Fritzlein on Apr 11th, 2010, 7:18am on 04/11/10 at 06:46:33, omar wrote:
Why are you asking? To what purpose will you use the answer? I can make some mathematical assumptions and attack the problem from that angle, but if you want to know what various time controls "feel" like then I would be wasting my breath. I personally don't like the feel of sudden-death time controls even when I have a huge block of reserve, so I would say it is worse than getting an equivalent increment per move, whereas MrBrain chafes against the constraint of getting an increment per move, and would claim that being able to fully manage his time make it worth more than equivalent amount of increments. |
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Title: Re: Effective time per move Post by jdb on Apr 11th, 2010, 11:32am Clueless uses Base Time = 0.8M + R/15 The base time is limited by T. G, P and L are ignored. |
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Title: Re: Effective time per move Post by omar on Apr 11th, 2010, 2:24pm This would be useful for categorizing the speed of games into categories like Blitz, Fast, Regular, Slow, Postal. |
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