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. > > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ > _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/