The fault tolerance is not a serious problem, even
being tolerant against false result reporting isn't
too bad with a decent error-correcting coding
scheme for handing out the work.

The networking issue is somewhat more serious.
Not the actual network delay, but the mechanism
that the boinc client software uses to process work requests
and the interval at which people typically send
back their results is such that you'd be unlikely to
get a single work request back until after you needed
it.

This could work for very long-length (24h-ish) games,
however, if that's the only boinc project that the remote
machines were participating in.

s.

On Thu, Oct 2, 2008 at 3:43 PM, David Doshay <[EMAIL PROTECTED]> wrote:
> Yes, various kinds of off-line (not in-game) processing could be done.
> But nothing in a real-time game.
>
> Cheers,
> David
>
>
>
> On 2, Oct 2008, at 10:48 AM, terry mcintyre wrote:
>
>> An @home network might be better for things such as creating opening
>> books, testing algorithms, etc.
>
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> http://www.computer-go.org/mailman/listinfo/computer-go/
>
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