By the way, byo-yomi is not a very logical system. It has the characteristic that you are penalized for playing quickly. If you play quickly the time should be credited to you. But byo-yomi seems more interested in forcing a player to play at a steady pace and doesn't allow much control over how you spend your time.
Even byo-yomi is less friendly to humans (and more favorable to computers) than something like the Fischer clock because humans are very skillful at allocating time where needed. A skilled human can use a LOT of time to advantage if it's a special position that requires a carefully thought out move - computers are very poor at this. So if I were a computer, I would prefer time control systems in this order: 1. sudden-death (fixed time for complete game, the faster the better!) 2. byo-yomi (illogical for everyone - better for computers than humans) 3. Fischer clock (terrible for computers - good for humans) Sudden death of course is by far the number one choice for computers. - Don On Tue, 2007-06-19 at 07:41 +0900, Darren Cook wrote: > >> I thought the point being made was that the games were played without > >> byo-yomi. > > > > Isn't that a time control not usually played in serious games? > > No, the other way round: all serious ama or pro games (at least, that I > know of) are played with byo-yomi. In the two-day tournaments the > byo-yomi is 1 minute per move, and something like the last 100 moves of > the game are usually played in it. The NHK speed go TV tournament is 30 > seconds/move (throughout the whole game, but with 10 minutes of extra > time they can use when they need to think more about a move). > > Darren > > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/