I agree with you Feike the operator time is really a worry as soon as we limit drastically the time available.FeikeBoomstra wrote: I agree, with a tournament it is important that in case of a tie, there is a spectacle.
I also agree, that operator skills should not be the deciding factor.
But why not ignore the operator time. We have to trust the engine's own judgment about the time spent, but to me, that's not a big deal. So only the time the engine is running (in its own time, not the pondering time) is counted for, and the operator can take his time to copy the moves without errors.
Kind regards,
Feike.
Let's take for example 5' for all the game (75 moves). That mean that on the average 4" per move.
Now consider 2 operators A and B. A needs 3" per move for operate the move and B needs only 1".
For A the program will spent only 1'15" for its moves and, as a consequence, it will spent 8'45" on the opponent moves.
For B the program will spent 3'45" for its moves and 6'15" on the opponent moves.
As you mentioned Feike, that means that the operator skills becomes a deciding factor.
IMO it is not reasonnable to allow less than 15' per program for a game.