Standard / popular move time for blitz / bullet games?

Discussion of chess software programming and technical issues.

Moderators: hgm, Dann Corbit, Harvey Williamson

User avatar
phhnguyen
Posts: 1431
Joined: Wed Apr 21, 2010 4:58 am
Location: Australia
Full name: Nguyen Hong Pham

Standard / popular move time for blitz / bullet games?

Post by phhnguyen »

I have been building a chess server for human players (not chess engines) and now focusing on fast game time control. Some questions:

1) I prefer to 5 minutes games since it can protect human players from cheaters who use chess engines (I hope it is too fast to copy moves manually). But I am not really sure if 5 minutes games is fast enough to against cheaters?

2) What is the standard / popular move time limit for blitz games? (I don't like the idea to set move time equals total time left since someone may joke (or have tech problem) rival by letting him wait for whole game time before giving up)

Many thanks for any helps.
Vinvin
Posts: 5223
Joined: Thu Mar 09, 2006 9:40 am
Full name: Vincent Lejeune

Re: Standard / popular move time for blitz / bullet games?

Post by Vinvin »

phhnguyen wrote:I have been building a chess server for human players (not chess engines) and now focusing on fast game time control. Some questions:

1) I prefer to 5 minutes games since it can protect human players from cheaters who use chess engines (I hope it is too fast to copy moves manually). But I am not really sure if 5 minutes games is fast enough to against cheaters?

2) What is the standard / popular move time limit for blitz games? (I don't like the idea to set move time equals total time left since someone may joke (or have tech problem) rival by letting him wait for whole game time before giving up)

Many thanks for any helps.
1) absolutely not, even in 1+0 game there are cheaters on lichess.
2)
1+0
0+1(10 sec at the start of the game)
3+0
3+2
5+0
5+3

Go to Lichess.org to see how they have solved all this issues ;-)
bob
Posts: 20943
Joined: Mon Feb 27, 2006 7:30 pm
Location: Birmingham, AL

Re: Standard / popular move time for blitz / bullet games?

Post by bob »

phhnguyen wrote:I have been building a chess server for human players (not chess engines) and now focusing on fast game time control. Some questions:

1) I prefer to 5 minutes games since it can protect human players from cheaters who use chess engines (I hope it is too fast to copy moves manually). But I am not really sure if 5 minutes games is fast enough to against cheaters?

2) What is the standard / popular move time limit for blitz games? (I don't like the idea to set move time equals total time left since someone may joke (or have tech problem) rival by letting him wait for whole game time before giving up)

Many thanks for any helps.
Give up on the cheating stuff. Anyone can write an interface to connect to a server, and have an engine look at the game offline and post analysis in a window the player can see. Then the player can use that to choose a move easily enough.

I don't understand question 2. How else would a clock work in a chess game? flag falls, you lose. But you have to wait until it falls.
User avatar
cdani
Posts: 2204
Joined: Sat Jan 18, 2014 10:24 am
Location: Andorra

Re: Standard / popular move time for blitz / bullet games?

Post by cdani »

phhnguyen wrote: 2) What is the standard / popular move time limit for blitz games? (I don't like the idea to set move time equals total time left since someone may joke (or have tech problem) rival by letting him wait for whole game time before giving up)
+1 to Bob's answer.
Anyway my preferred time limits:

1+0
3+0
5+0
3+2
15+0
User avatar
phhnguyen
Posts: 1431
Joined: Wed Apr 21, 2010 4:58 am
Location: Australia
Full name: Nguyen Hong Pham

Re: Standard / popular move time for blitz / bullet games?

Post by phhnguyen »

bob wrote: Give up on the cheating stuff. Anyone can write an interface to connect to a server, and have an engine look at the game offline and post analysis in a window the player can see. Then the player can use that to choose a move easily enough.
Actually I am still hoping since my client side is only apps for mobile devices. It is not easy to sniff / debug the network protocols of that system. I can easily change my protocols frequently and / or add some encryptions. Thus connecting directly to my server will not worth for cheaters.
bob wrote: I don't understand question 2. How else would a clock work in a chess game? flag falls, you lose. But you have to wait until it falls.
Just prefer to some faster ways when time is limited on both total and each move, make cheaters be harder to copy manually their moves into software ;)[/quote]
User avatar
phhnguyen
Posts: 1431
Joined: Wed Apr 21, 2010 4:58 am
Location: Australia
Full name: Nguyen Hong Pham

Re: Standard / popular move time for blitz / bullet games?

Post by phhnguyen »

Vinvin wrote: 2)
1+0
0+1(10 sec at the start of the game)
3+0
3+2
5+0
5+3

Go to Lichess.org to see how they have solved all this issues ;-)
Sorry I am still confused. You mean those time controls have no limit on move time? Only add extra time after each move?
User avatar
hgm
Posts: 27703
Joined: Fri Mar 10, 2006 10:06 am
Location: Amsterdam
Full name: H G Muller

Re: Standard / popular move time for blitz / bullet games?

Post by hgm »

In Chess one hardly ever uses a limit on the time of an individual move. If you have an incremental time control, the total amount you can use increases when you keep moving, but when you move fast initially you can accumulate a lot of time on your clock, and you can use that in a lost position just to annoy your opponent.

There is a (rather uncommon) mode of time control where the first N seconds of your turn the clock does not run. This is equivalent to getting N s/move, but never more than what you actually used for that move. Then you cannot accumulate any time.