From: Adam Skalny shogi sk> Date: 25 jan 2007 Subject: ShogiClockMobile: review terms request, shogi time keeping, shogi Dear shogi funs, I am working on little (open source) shogi clock software for java enabled mobile devices (e.g. phones). I've just defined terminology that will be used later in project and would like to post result for review. If you are interested, please read and correct it. If there are any mistakes, or You have some idea regarding terms and clock usage scenarios, let me know please. When product is done, "fullfledge" documentation will be available, so take this post only as 'summary-from-very-early-draft-awaiting-review', please :-) Thank You very much in advance. Best regards Adam Skalny PS: Sorry for spam like subject :-) Document follows: ==TITLE== Author: Adam Skalny Date: 25.january 2007 Version: 0.1 ==PREFACE== This document defines term used later in development of ShogiClockMobile and draft clock usage scenarios. ==TERMS== This section name and describe identified parameters and variables. Available time - game parameter (seconds) that defines how much 'remaining time' player have at the start of a game. Byouyomi time - game parameter (seconds) that defines how time player have on each move, once his 'remaining time' reaches zero. No time - game parameter (seconds) that defines longest possible move that is not substracted from players remaining time. Byo-pardon - game parameter (counter) defining how many times may player miss byouyomi, without loosing a game. When 'byo-pardon' is used, player is given another 'byouyomi time'. When player uses his last 'byo-pardon' and runs out of time, he loose. Bonus time - game parameter (seconds) that defines how many seconds are added to players remaining time at the end of each move. When using 'bonus time', both 'byouyomi time' and 'byouyomi-pardon' must be zero. Not used in shogi? Remaining time - number of seconds until player reach byouyomi or loose. Thinking time - number of seconds from remaining time spent by player on thinking in his current move. In byo time - number of second used by player from 'byouyomi time' in current move. ===USAGE SCENARIOS=== There are several possible game modes depending on 'byouyomi time' and 'no time' parameters. I introduce conditions for: time announces, countdown, loose and parameter recommendation for: 'byo-pardon' and 'bonus time' in each case. All possible combinations: byouyomi time = 0, no time > 0 then CASE1 "Pro tournaments"? byouyomi time > 0, no time = 0 then CASE2 "Shogidojo.com" byouyomi time > 0, no time > 0 then CASE3 not applicable byouyomi time = 0, no time = 0 then CASE4 "Sudden death" ==CASE1== 'Remaining time' is announced when it reaches certain limit. E.g. 15min, 10min, 5min, 0min. 'In byo time' is not announced. Byouyomi (countdown) is done when players 'thinking time' approaches 'no time'. E.g. when 'thinking time' is ('no time' - 10 sec) countdown is done like 10sec, 9, 8, ... Player looses in move when this 'remaining time' is zero and his 'thinking time' is greater or equal 'no time'. 'Byo-pardon' set 'thinking time' to zero. 'Bonus time' should not be used. ==CASE2== 'Remaining time' is announced when it reaches certain limit. E.g. 15min, 10min, 5min, 0min. 'In byo time' is announced when it reaches certain limit. E.g. 15sec, 30sec, 45sec. Byouyomi (countdown) is done when players 'in byo time' is about to reach zero. E.g. when 'in byo time' is ('byouyomi time' - 10sec) countdown is done like 10sec, 9, 8, ... Player looses in move when byouyomi reach zero (his 'in byo time' equals 'byouyomi time'). 'Byo-pardon' set 'in byo time' to zero. 'Bonus time' should not be used. ==CASE3== Not applicable. 'Byouyomi time' and 'no time' parameters seem to be mutually exclusive. ==CASE4== 'Remaining time' is announced when it reaches certain limit. E.g. 15min, 10min, 5min, 0min. 'In byo time' is not announced. Byouyomi (countdown) is done when players 'remaining time' is about to reach zero. Player looses in move when his 'remaining time' reaches zero. 'Byo-pardon' can not be used (preffered) or alternatively add arbitrary amount of time to 'remining time'. 'Bonus time' should be used to lengthen game a bit. ==CONCLUSION== Five clock parameters and three possible clock modes (CASE1, CASE2, CASE4) has been identified. ==REFERENCES== http://lists.topica.com/lists/shogi/read/message.html?sort=a&mid=811909624 http://shogidojo.com :-) Can you direct me to more/any docs on timekeeping in shogi please? ==LICENCE== All work on this sw is published under common development and distribution licence (cddl) http://www.sun.com/cddl/cddl.html --^---------------------------------------------------------------- This email was sent to: shogi-l shogi net EASY UNSUBSCRIBE click here: http://topica.com/u/?a2i6Ys.aBVYf3.c2hvZ2kt Or send an email to: shogi-unsubscribe topica com For Topica's complete suite of email marketing solutions visit: http://www.topica.com/?p=TEXFOOTER --^----------------------------------------------------------------