Guenther wrote: ↑Wed Jan 01, 2020 5:19 pm
I see it exactly the opposite, usually inc games lead to low quality in the endgame, or even long before, if a game lasts much longer
than 40 or 50 moves. IMO it is ugly to have a game finally decided by the low inc for dozens of moves.
Then, use higher increment, and maybe base time too ? My claim is for equal average time per game, if you just use the repeating base time as the base time for base+inc, you typically shorten significantly the average game duration.
Repeating time control induce "time scramble" every 40 moves, and you'll find plenty of blunders in moves 30 to 40 that wouldn't have happened with the base+increment TC.
In human play, one can find similar complaints about increment and endgame quality, and they mostly boil down to complaint against TCs being often shorter nowadays, while happily disregarding time-blunders from moves 30 to 40.
Of course, another point is that using equal time for all moves leads to lower quality games - you can increase the endgame quality with an even bigger increment, but if you compensate with a lower base time to keep the same average game length, you will lower opening/midgame quality, and lower overall quality. But even with a high increment/base ratio, you'll get better quality than with repeating.
By the way, I'm not using quality as an abstract concept. You can match up engines with asymmetric time controls with cutechess, so my claims are testable by doing a tournament with an engine (or several) using different settings. One could of course argue that an engine has bad TM for one given setting limits the method's usefulness, but with several engines this shouldn't be a major issue.