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Extra time on clock for premoves?

So I've had two games now where I've been way ahead on time, and then my opponent makes like 25-30 moves in a second and a half and ends up winning. The last time this happened, I had enough presence of mind to watch his clock and every time he made a move he got an extra 0.5 seconds. I called him on this, and he insisted that it was because of "premoves".

Do premoves actually add time to your clock if you're playing blitz with a time control of three minutes per side? I've never heard of anything like this.

So I've had two games now where I've been way ahead on time, and then my opponent makes like 25-30 moves in a second and a half and ends up winning. The last time this happened, I had enough presence of mind to watch his clock and every time he made a move he got an extra 0.5 seconds. I called him on this, and he insisted that it was because of "premoves". Do premoves actually add time to your clock if you're playing blitz with a time control of three minutes per side? I've never heard of anything like this.

Lag compensation gives extra time to the game. To you, it looks like extra time on his clock, but to him, it looks like extra time on your clock. The premoves have nothing to do with it, except that it makes the lag compensation very noticeable on the clock.

Lag compensation gives extra time to the game. To you, it looks like extra time on his clock, but to him, it looks like extra time on your clock. The premoves have nothing to do with it, except that it makes the lag compensation very noticeable on the clock.

try learning how to block premoves dont make it easy for them

try learning how to block premoves dont make it easy for them

@mcgoves said in #2:

Lag compensation gives extra time to the game. To you, it looks like extra time on his clock, but to him, it looks like extra time on your clock. The premoves have nothing to do with it, except that it makes the lag compensation very noticeable on the clock.

Should lag compensation added if server know already the move and makes it? Or is client side feature

@mcgoves said in #2: > Lag compensation gives extra time to the game. To you, it looks like extra time on his clock, but to him, it looks like extra time on your clock. The premoves have nothing to do with it, except that it makes the lag compensation very noticeable on the clock. Should lag compensation added if server know already the move and makes it? Or is client side feature

@mcgoves said in #2:

Lag compensation gives extra time to the game. To you, it looks like extra time on his clock, but to him, it looks like extra time on your clock. The premoves have nothing to do with it, except that it makes the lag compensation very noticeable on the clock.

First I've ever heard of this, but okay. So with "lag compensation", your games will actually last longer than three minutes a side if someone's premoving? Do I have it right? Because that seems like it means the three-minute limit can be meaningless.

@mcgoves said in #2: > Lag compensation gives extra time to the game. To you, it looks like extra time on his clock, but to him, it looks like extra time on your clock. The premoves have nothing to do with it, except that it makes the lag compensation very noticeable on the clock. First I've ever heard of this, but okay. So with "lag compensation", your games will actually last longer than three minutes a side if someone's premoving? Do I have it right? Because that seems like it means the three-minute limit can be meaningless.

@g6firste6second said in #3:

try learning how to block premoves dont make it easy for them

You mean like make random moves that prevent their premove from kicking in? Or a check or something like that?

@g6firste6second said in #3: > try learning how to block premoves dont make it easy for them You mean like make random moves that prevent their premove from kicking in? Or a check or something like that?

yes, checks will help set up the more dirty blocking moves like hanging your own pieces to attack their pieces if they only move king to escape checks

yes, checks will help set up the more dirty blocking moves like hanging your own pieces to attack their pieces if they only move king to escape checks

@sushiman1111 said in #5:

First I've ever heard of this, but okay. So with "lag compensation", your games will actually last longer than three minutes a side if someone's premoving?

Watch a few games on Lichess TV with a stopwatch. You'll routinely see 1+0 bullet games go past two minutes if it gets down to the wire. I just watched one that took 2:12, and ended with 5 seconds still on the clock. Premoves don't have much to do with it, except you can fit more moves into a fast game when the moves are fast, and nothing is faster than premoving. Each move exhibits lag, and so each move is an opportunity for lichess to compensate.

With distributed computing, your "three minutes a side" gets complicated. If you take 5 seconds to make a move, the server will observe you taking a little longer than 5 seconds, and your opponent will observe even longer than that. Which time is real? Is one more real than another? It's hard to say. I'm guessing that in a 3-minute game, you have 3 minutes of thinking time on your own clock, that it feels longer for your opponent, and the server adjusts the clocks to make it all look (mostly) consistent.

Because that seems like it means the three-minute limit can be meaningless.

Hardly meaningless; just a little soft.

@sushiman1111 said in #5: > First I've ever heard of this, but okay. So with "lag compensation", your games will actually last longer than three minutes a side if someone's premoving? Watch a few games on Lichess TV with a stopwatch. You'll routinely see 1+0 bullet games go past two minutes if it gets down to the wire. I just watched one that took 2:12, and ended with 5 seconds still on the clock. Premoves don't have much to do with it, except you can fit more moves into a fast game when the moves are fast, and nothing is faster than premoving. Each move exhibits lag, and so each move is an opportunity for lichess to compensate. With distributed computing, your "three minutes a side" gets complicated. If you take 5 seconds to make a move, the server will observe you taking a little longer than 5 seconds, and your opponent will observe even longer than that. Which time is real? Is one more real than another? It's hard to say. I'm guessing that in a 3-minute game, you have 3 minutes of thinking time on your own clock, that it feels longer for your opponent, and the server adjusts the clocks to make it all look (mostly) consistent. > Because that seems like it means the three-minute limit can be meaningless. Hardly meaningless; just a little soft.

@sushiman1111 said in #5:

Lag compensation gives extra time to the game. To you, it looks like extra time on his clock, but to him, it looks like extra time on your clock. The premoves have nothing to do with it, except that it makes the lag compensation very noticeable on the clock.

First I've ever heard of this, but okay. So with "lag compensation", your games will actually last longer than three minutes a side if someone's premoving? Do I have it right? Because that seems like it means the three-minute limit can be meaningless.

pre-moves have nothing to do it. It lag compensation and it takes whenever lag is being detected which is almost always. You gained into your clock about as much as you opponent.

@sushiman1111 said in #5: > > Lag compensation gives extra time to the game. To you, it looks like extra time on his clock, but to him, it looks like extra time on your clock. The premoves have nothing to do with it, except that it makes the lag compensation very noticeable on the clock. > > First I've ever heard of this, but okay. So with "lag compensation", your games will actually last longer than three minutes a side if someone's premoving? Do I have it right? Because that seems like it means the three-minute limit can be meaningless. pre-moves have nothing to do it. It lag compensation and it takes whenever lag is being detected which is almost always. You gained into your clock about as much as you opponent.

@mcgoves said in #8:

First I've ever heard of this, but okay. So with "lag compensation", your games will actually last longer than three minutes a side if someone's premoving?

Watch a few games on Lichess TV with a stopwatch. You'll routinely see 1+0 bullet games go past two minutes if it gets down to the wire. I just watched one that took 2:12, and ended with 5 seconds still on the clock. Premoves don't have much to do with it, except you can fit more moves into a fast game when the moves are fast, and nothing is faster than premoving. Each move exhibits lag, and so each move is an opportunity for lichess to compensate.

With distributed computing, your "three minutes a side" gets complicated. If you take 5 seconds to make a move, the server will observe you taking a little longer than 5 seconds, and your opponent will observe even longer than that. Which time is real? Is one more real than another? It's hard to say. I'm guessing that in a 3-minute game, you have 3 minutes of thinking time on your own clock, that it feels longer for your opponent, and the server adjusts the clocks to make it all look (mostly) consistent.

Because that seems like it means the three-minute limit can be meaningless.

Hardly meaningless; just a little soft.

So if I'm understanding you correctly, if someone makes premoves when they're down to only a second or two on the clock, they can theoretically keep playing forever? Because if the move takes less than half a second, and they get reset to 0.5 seconds for each move, it seems to me that it could in theory be endless.

@mcgoves said in #8: > > First I've ever heard of this, but okay. So with "lag compensation", your games will actually last longer than three minutes a side if someone's premoving? > > Watch a few games on Lichess TV with a stopwatch. You'll routinely see 1+0 bullet games go past two minutes if it gets down to the wire. I just watched one that took 2:12, and ended with 5 seconds still on the clock. Premoves don't have much to do with it, except you can fit more moves into a fast game when the moves are fast, and nothing is faster than premoving. Each move exhibits lag, and so each move is an opportunity for lichess to compensate. > > With distributed computing, your "three minutes a side" gets complicated. If you take 5 seconds to make a move, the server will observe you taking a little longer than 5 seconds, and your opponent will observe even longer than that. Which time is real? Is one more real than another? It's hard to say. I'm guessing that in a 3-minute game, you have 3 minutes of thinking time on your own clock, that it feels longer for your opponent, and the server adjusts the clocks to make it all look (mostly) consistent. > > > Because that seems like it means the three-minute limit can be meaningless. > > Hardly meaningless; just a little soft. So if I'm understanding you correctly, if someone makes premoves when they're down to only a second or two on the clock, they can theoretically keep playing forever? Because if the move takes less than half a second, and they get reset to 0.5 seconds for each move, it seems to me that it could in theory be endless.