60 minutes/60 moves with an increasement of 1 second/move is not equivalent to 61 minutes/60 moves.hgm wrote:At first glance I think you summarize my algorithm correctly.
But on second thought I think it is better to start adding the increment only in 'intervals' (= parts of the game to which an MPS and BASE apply) that have MPS=0. If you have to play 60 moves in 60 minutes, with an increment of 1 sec/move, you might as well specify 60 moves in 61 minutes, without increment.
So the increment adds no new feature if a number of moves is specified. Note that the current protocol does not even define an effect of the level command if not at least one of the moves or increment is zero. (Internally it forces one of the two to zero in the current implementation.) So it seems useles to specify both MPS(i) and BASE(i). There just has to one INC, for the interval that has MPS(i) = 0.
AFAIK there is no protocol-3 definition. Rather than implementing anything that flies around over the net, I would first have a consensus that has been thought about well enough to eliminate the nonsense. And even more importantly, look what time controls other GUIs do support for other protocols, and make sure that fuctionality is also supported. Otherwise I would prefer implementing my own ideas over just following someone who happened to be first in shouting a silly idea.
In the first case you are going to lose on time if you use 60 minutes and 40 seconds for the first 30 moves when in the second case you do not lose on time in this case and only get into time trouble when you have to make 30 moves in 20 seconds.
If you ask why to do it then there are cases when it can be good to do it.
Imagine that you can force a draw by repetition at move 30
You decide to use more time because maybe you can find something better than repetition.
If after 60 minutes and 40 seconds you find a mate combination.
you can decide to play it and win the game and if you find nothing then you can still force the repetition draw.
Uri