The @home systems work great for big problems that do not have time constraints. Game playing is interactive and people expect reasonably quick replies. The problem with @home computational models is that you never know when the user will want their machine back, so you have the problem of deciding if a result is worth waiting for, or if you will send similar requests to multiple machines just to try and be sure that you get at least one reply.

I was contacted by someone in the Govt of Singapore about trying exactly this ([EMAIL PROTECTED]) and while it is interesting, it is not nearly as simple as SETI@ home, where independent problems are being solved on different machines and you do not expect to get the answer back to the primary server on any particular schedule. In Go the answers are interdependent.

I suggested that it was too hard, or at best a research project not nearly ready for prime-time.

Cheers,
David



On 2, Oct 2008, at 10:17 AM, Michael Markefka wrote:

So, when are we going to see distributed computing? [EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED] With Go engines that scale well to increased processing capacity, imagine facilitating a few thousand PCs to do the computing. For good measure, [EMAIL PROTECTED] as about 800,000 nodes online as of now.

What's the approximate increase in playing level per increase in processing power? Any rough law for that?

Best regards,
Mike


Olivier Teytaud wrote:
Mogo was allowed to use 800 cores, not more, and only for games against humans. We have no acces to so many cores for computer-computer games (if there were only three teams involved,
we could :-) ).
For some games Huygens was unaivalable at all, and mogo played with much weaker hardware (some quad-cores,
however, it is not so bad :-) ).
Best regards,
Olivier
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