Digital chess clock displaying calculated playing speed
10540827 ยท 2020-01-21
Inventors
Cpc classification
G04F10/00
PHYSICS
International classification
Abstract
A game timer, suited in some embodiments as a chess clock, designed to calculate and display minimum average playing speed in moves per unit time over a sequence of one or more time controls based on input for number of moves in each time control, time allotted at the start of each time control, whether or not a delay applies to the moves of a particular time control, and time of the delay. In addition to these inputs, calculation of minimum average playing speed takes into consideration whether a delay comes before or after a move, whether or not a delay constitutes time available in the current time control, shortening of delays by players in the course of a game, and time remaining at the end of a time control. One embodiment estimates playing speed for sudden death over an entire game.
Claims
1. An electronic timer for calculating from inputs, displaying, and enforcing minimum average playing speed for each of two alternating sequences of events, including: (a) a pair of clock means for displaying the starting time for each of said sequences, (b) a pair of switches coupled to said clock means, each of which starts one of said clock means and simultaneously stops the other of said clock means, whereby the time remaining for each of said sequences is recorded and displayed, (c) a sequence of one or more event handlers, coupled to said switches and to said clock means, for input, storage, and display of a variable number of events assigned respectively to said event handlers and representing the number of events in a subsequence of said alternating sequences of events, (d) a sequence of one or more delay handlers, coupled respectively to said event handlers, for input, storage, and display of a variable delay associated with each of said subsequences, whereby said delay may be added to time taken by each of said events in said subsequence, (e) a speed handler, connected to said delay handlers, for calculating and displaying said minimum average playing speed over the first of said subsequences as number of events per unit time, taking into account the number of said events in said subsequence, said starting time, and said delay.
2. The electronic timer of claim 1 further including a time handler, coupled to said speed handler, for calculating and displaying an initial period of time consistent with said minimum average playing speed for each nonterminal subsequence of said subsequences after the first of said subsequences, whereby said minimum average playing speed is the same for each of said nonterminal subsequences.
3. The time handler of claim 2 further including means for adding to the initial time of each of said subsequences time remaining from the previous subsequence of said subsequences, whereby said minimum average playing speed applies over all completed nonterminal subsequences.
4. The electronic timer of claim 1 further including a terminal subsequence handler for input, storage, and display of a period of time assigned to a terminal subsequence in each of said alternating sequences, whereby the initial time for said terminal sequence can be determined from said period of time, delays applied by said delay handlers, and time remaining from previous subsequences.
5. The event handlers of claim 1 further including means for repeating the number of events, delay, and calculated time of the last nonterminal subsequence in each of said alternating sequences in the absence of a terminal subsequence, whereby said minimum average playing speed can be applied over said alternating sequences indefinitely.
6. The delay handlers of claim 1 including means for input, storage, and display of a marker for each of said subsequences respectively, denoting whether to add said delay to the time taken by each event of said subsequence, whereby the total time allowed for each of said subsequences and said minimum average playing speed may be calculated.
7. The electronic timer of claim 1 in which said speed handler applies to each of said alternating sequences as a single terminal subsequence and in which said speed handler estimates and displays minimum average playing speed over said terminal subsequence, taking into account a typical number of said events for an entire game, said starting time, and said delay.
8. An electronic timer for timing two alternating sequences of events, including: (a) a pair of clock means for displaying the starting time for each of said sequences, (b) a pair of switches coupled to said clock means, each of which starts one of said clock means and simultaneously stops the other of said clock means, whereby the time remaining for each of said sequences is recorded and displayed, (c) a sequence of one or more event handlers, coupled to said switches and to said clock means, for input, storage, and display of a variable number of events assigned respectively to said event handlers and representing the number of events in a subsequence of said alternating sequences of events, (d) a sequence of one or more delay handlers, coupled respectively to said event handlers, for input, storage, and display of a variable delay associated with each of said subsequences, whereby said delay may be added to time taken by each of said events in said subsequence, further including means for selecting by input a type of said delay from a displayed plurality of delay types, including Bronstein, Fischer, and simple delays, whereby said delay can be uniformly treated as coming before the event of said subsequence to which it applies, thereby avoiding loss of said delay at the end of said subsequence in the case of a Bronstein or Fischer delay; (e) a speed handler, connected to said delay handlers, for calculating and displaying minimum average playing speed over the first of said subsequences as number of events per unit time, taking into account the number of said events in said subsequence, said starting time, and said delay.
9. An electronic timer for timing two alternating sequences of events, including: (a) a pair of clock means for displaying the starting time for each of said sequences, (b) a pair of switches coupled to said clock means, each of which starts one of said clock means and simultaneously stops the other of said clock means, whereby the time remaining for each of said sequences is recorded and displayed, (c) a sequence of one or more event handlers, coupled to said switches and to said clock means, for input, storage, and display of a variable number of events assigned respectively to said event handlers and representing the number of events in a subsequence of said alternating sequences of events, (d) a sequence of one or more delay handlers, coupled respectively to said event handlers, for input, storage, and display of a variable delay associated with each of said subsequences, whereby said delay may be added to time taken by each of said events in said subsequence, (e) a speed handler, connected to said delay handlers, for calculating and displaying minimum average playing speed over the first of said subsequences as number of events per unit time, taking into account the number of said events in said subsequence, said starting time, and said delay, (f) a pause button controlling a pause mechanism, connected to said clock means and to said pair of switches, whereby said pause mechanism (a) causes said clock means to pause if said pause button is turned on while a game is in progress, allowing adjustment of the timer; (b) causes input on the front of the timer to be enabled if said pause mechanism is activated while a game is not in progress; (c) causes input values to be fixed in preparation for calculation of minimum average playing speed if said pause mechanism is deactivated while a game is not in progress.
10. An electronic timer for timing two alternating sequences of events, including: (a) a pair of clock means for displaying the starting time for each of said sequences, (b) a pair of switches coupled to said clock means, each of which starts one of said clock means and simultaneously stops the other of said clock means, whereby the time remaining for each of said sequences is recorded and displayed, (c) a sequence of one or more event handlers, coupled to said switches and to said clock means, for input, storage, and display of a variable number of events assigned respectively to said event handlers and representing the number of events in a subsequence of said alternating sequences of events, (d) a sequence of one or more delay handlers, coupled respectively to said event handlers, for input, storage, and display of a variable delay associated with each of said subsequences, whereby said delay may be added to time taken by each of said events in said subsequence, (e) a speed handler, connected to said delay handlers, for calculating and displaying minimum average playing speed over the first of said subsequences as number of events per unit time, taking into account the number of said events in said subsequence, said starting time, and said delay, (f) a set/reset mechanism coupled to a toggle button for enabling and disabling input, whereby said set/reset mechanism (a) displays preset input values when said electronic timer is turned on; (b) enables input and resets said input values in the course of play to their last set values when said toggle button is turned on; (c) disables input and fixes said input values for calculation when said toggle button is turned off.
11. An electronic timer for timing two alternating sequences of events, including: (a) a pair of clock means for displaying the starting time for each of said sequences, (b) a pair of switches coupled to said clock means, each of which starts one of said clock means and simultaneously stops the other of said clock means, whereby the time remaining for each of said sequences is recorded and displayed, (c) a sequence of one or more event handlers, coupled to said switches and to said clock means, for input, storage, and display of a variable number of events assigned respectively to said event handlers and representing the number of events in a subsequence of said alternating sequences of events, (d) a sequence of one or more delay handlers, coupled respectively to said event handlers, for input, storage, and display of a variable delay associated with each of said subsequences, whereby said delay may be added to time taken by each of said events in said subsequence, (e) a speed handler, connected to said delay handlers, for calculating and displaying minimum average playing speed over the first of said subsequences as number of events per unit time, taking into account the number of said events in said subsequence, said starting time, and said delay, (f) a set/reset mechanism coupled to a toggle button for enabling and disabling input, including means whereby starting time in the first of said subsequences is automatically adjusted if preliminary calculation from said input when said toggle button is turned off causes starting time in any of said subsequences to go negative, whereby said set/reset mechanism (a) displays preset input values when said electronic timer is turned on; (b) enables input and resets said input values in the course of play to their last set values when said toggle button is turned on; (c) disables input and fixes said input values for calculation when said toggle button is turned off.
12. An electronic timer for timing two alternating sequences of events, including: (a) a pair of clock means for displaying the starting time for each of said sequences, (b) a pair of switches coupled to said clock means, each of which starts one of said clock means and simultaneously stops the other of said clock means, whereby the time remaining for each of said sequences is recorded and displayed, (c) a sequence of one or more event handlers, coupled to said switches and to said clock means, for input, storage, and display of a variable number of events assigned respectively to said event handlers and representing the number of events in a subsequence of said alternating sequences of events, (d) a sequence of one or more delay handlers, coupled respectively to said event handlers, for input, storage, and display of a variable delay associated with each of said subsequences, whereby said delay may be added to time taken by each of said events in said subsequence, (e) a speed handler, connected to said delay handlers, for calculating and displaying minimum average playing speed over the first of said subsequences as number of events per unit time, taking into account the number of said events in said subsequence, said starting time, and said delay, (g) a set/reset mechanism coupled to a toggle button for enabling and disabling input, including means whereby starting time in the first of said subsequences is automatically adjusted if preliminary calculation from said input when said toggle button is turned off causes minimum average playing speed to fall below a preset minimum parameter or to exceed a preset maximum parameter, whereby said set/reset mechanism (a) displays preset input values when said electronic timer is turned on; (b) enables input and resets said input values in the course of play to their last set values when said toggle button is turned on, (c) disables input and fixes said input values for calculation when said toggle button is turned off.
Description
DRAWINGSFIGURES
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CONCLUSION, RAMIFICATIONS, AND SCOPE
(36) Accordingly, it will be seen that the calculation and display of minimum average playing speed provides not only a valuable service to users of game timers, but a service that goes to the essential purpose of a game timer, that is, to enforce reasonable playing speeds in competition. The various delays that have come into use with modern digital chess clocks are generally viewed as means of overcoming the restrictions of time limits and avoiding time scrambles. It has not been recognized that timing delays actually represent a modification of time limits that can be mathematically represented. The various embodiments of the game timer herein described provide an accurate representation of playing speed that would be useful to players, game officials, and enthusiasts in gauging quality of play and stresses imposed by competitive conditions.
(37) In addition to accurate calculation of minimum average playing speed, the description above includes most of the features found in modern digital chess clocks. These should not be construed as limiting the scope of the embodiment but merely as providing illustrations of its possibilities. For example: (1) Some chess clocks do not have the option of choosing which time controls include a delay for each of their moves; a delay applies either to all the time controls or to none. This would not affect the calculation of minimum average playing speed, as the variable d in the above formulas would simply become constant over a time limit. (2) A chess clock can be fashioned to implement only one type of delay, for example, a Fischer Clock that applies the Fischer delay in a sudden-death time limit. The estimate of playing speed would be essentially no different from the treatment in the embodiment described above; all of the variables required for such an estimate are available. (3) Similarly, time controls can be added or omitted without changing the principles of operation. As in the embodiments described, the minimum average playing speed for any number of time controls would be the same (with the exception of a sudden-death time control); without a sudden-death time control the final time control in the series would similarly be repeated.
(38) (4) In the embodiment described above, error conditions (i. e., impractical configurations, such as negative starting time) are dealt with by an automatic adjustment of starting time. Other embodiments may take other measures, for example, adjustment of other variables or display of a warning. (5) The precision of minimum average playing speed as displayed is another aspect that may vary from one embodiment to another. A reasonable precision for purposes of comparison is in hundredths of a move per unit time, but this does not preclude other expressions of playing speed. (6) Embodiments may reasonably vary in their display of the number of moves remaining in a time control, even to the extent of not displaying the number at all since keeping track of the number of moves remaining has traditionally been the responsibility of players. (7) The ability to adjust values after the configuration of a time limit, particularly clock time and number of moves remaining, is convenient for arbitration or emergencies but is not an essential aspect of these embodiments.
(39) Although the description above contains many specificities, these should not be construed as limiting the scope of the embodiment but merely providing illustrations of some of the presently preferred embodiments. For example, the switches that control stopping and starting of the clocks may be of various kinds, such as membrane switches, toggle switches, lever switches, touch sensors, etc. The switches may control the clocks by various means, such as by mechanical action, electronic circuits, optical beams, or remote control signals. A single switch may control both stopping and starting a single clock, or two clocks in alternation. The time displays may be in various configurations of hours, minutes, and seconds, which may vary in the course of a game, and the speed of the countdown may be in seconds, tenths of a second, hundredths of a second, etc. The input mechanisms may be of various sorts, including buttons, knobs, sliders, voice activation, etc.
(40) Thus the scope of the embodiment should be determined by the appended claims and legal equivalents, rather than by the examples given.