It depends on your definition of real-time. A play-by-email target, such as the 
Dragon Go Server is pretty flexible about scheduling moves. The project could 
do what many people do and play several games in parallel. Each participating 
computer would get a slice of multiple games to process in a batch, instead of 
a slice of one game to process in a hurry. It would have a long but potentially 
very fat pipe. The programing required might be pretty reasonable.

- Dave Hillis


-----Original Message-----
From: David Doshay <[EMAIL PROTECTED]>
To: computer-go <computer-go@computer-go.org>
Sent: Thu, 2 Oct 2008 3:43 pm
Subject: Re: [computer-go] Congratulations to David Fotland!


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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