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Clock bug in a 10+0 game

Hello all,

I played a rapid last week but I encounter a weird issue.

I was loosing the game but I had more time than my oppenent thats's why I decided to play for the draw.
However when my opponent was under 4 secondes, his clock instantly returns to 4 secondes after his move. I was really surprised because it was a 10+0 game.

I don't know if it was a bug or a cheat.

It was my last game against ZoroBlack.

Thanks for looking at it.

Hello all, I played a rapid last week but I encounter a weird issue. I was loosing the game but I had more time than my oppenent thats's why I decided to play for the draw. However when my opponent was under 4 secondes, his clock instantly returns to 4 secondes after his move. I was really surprised because it was a 10+0 game. I don't know if it was a bug or a cheat. It was my last game against ZoroBlack. Thanks for looking at it.

This happened because your opponent premoved while having a high ping (ping = the time it takes for your move to reach the Lichess server and be played in the game). Lichess compensated the time lost due to this by giving him back a few miliseconds, however he didn't actually "gain" time.

This happened because your opponent premoved while having a high ping (ping = the time it takes for your move to reach the Lichess server and be played in the game). Lichess compensated the time lost due to this by giving him back a few miliseconds, however he didn't actually "gain" time.

I do find it rather unfair because the premoves he made right before didn't give the impression that he was having a ping issue.
Sometimes he didn't even waste any time by making those premoves...

Anyway thanks a lot for the explanation.

I do find it rather unfair because the premoves he made right before didn't give the impression that he was having a ping issue. Sometimes he didn't even waste any time by making those premoves... Anyway thanks a lot for the explanation.

@bibop24 said ^

I do find it rather unfair because the premoves he made right before didn't give the impression that he was having a ping issue.
Sometimes he didn't even waste any time by making those premoves...

Anyway thanks a lot for the explanation.

Keep in mind that time compensation algorithm compensate lag "claimed" by the user.
I mean lag it's calculated starting from metrics collected from the user and malicious users could manipulate such metrics in order to fake nonexistent lag.

AFAIK it's mathematically impossible to prevent (I mean with current central infrastructure, without having geographic "nodes" to collect move and measure lag with a trusted infrastructure "nearby" the user), and was abused in the past, reason why lichess capped the lag compensation that can be achieved per move.
IMHO it's abused still today, don't know if this is the case with your opponent, but I am highly critical on current implementation and have reported this plenty of time, every time situations like yours are reported.

IMHO current algorithm aim to achieve what is mathematically impossible to do with current infrastructure, opening the door to cheat opportunity from rogue users, a big NO NO in my opinion.
Unfortunately Lichess seems of a different opinion, so as long it will be, deal with it..

Ps: I know that a proper solution would be more expensive and that maybe there are budget issues to take in account, but IMHO there are better alternatives, for example no lag compensation and no zero second premove (IMHO the latter it's the reason behind the need of lag compensation in first place)

@bibop24 said [^](/forum/redirect/post/1BoFcszd) > I do find it rather unfair because the premoves he made right before didn't give the impression that he was having a ping issue. > Sometimes he didn't even waste any time by making those premoves... > > Anyway thanks a lot for the explanation. Keep in mind that time compensation algorithm compensate lag "claimed" by the user. I mean lag it's calculated starting from metrics collected from the user and malicious users could manipulate such metrics in order to fake nonexistent lag. AFAIK it's mathematically impossible to prevent (I mean with current central infrastructure, without having geographic "nodes" to collect move and measure lag with a trusted infrastructure "nearby" the user), and was abused in the past, reason why lichess capped the lag compensation that can be achieved per move. IMHO it's abused still today, don't know if this is the case with your opponent, but I am highly critical on current implementation and have reported this plenty of time, every time situations like yours are reported. IMHO current algorithm aim to achieve what is mathematically impossible to do with current infrastructure, opening the door to cheat opportunity from rogue users, a big NO NO in my opinion. Unfortunately Lichess seems of a different opinion, so as long it will be, deal with it.. Ps: I know that a proper solution would be more expensive and that maybe there are budget issues to take in account, but IMHO there are better alternatives, for example no lag compensation and no zero second premove (IMHO the latter it's the reason behind the need of lag compensation in first place)