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Re: computer-go: Authenticating the identity of a remote go-playing computer program
I see two possible problems with this.
The smaller problem is that this method is likely to introduce delay,
on the order of a millisecond on a LAN, or hundreds of milliseconds on
the Internet. Even the LAN delay is a significant nuisance compared to
what you can do with a local real-time clock (polling on every
position you examine, or just arranging for a timer interrupt when
your time runs out). And it's a particularly annoying nuisance for
people who are writing programs primarily to entertain human
customers, because any engineering effort you put into dealing with
the delay of a networked clock is completely useless when playing
against a human customer.
But all you are saying is that this is a nusiance. I don't think
anyone denies this.
I believe there are methods which are good approximations of the
protocol "wait until x amount of time passes, and make the current
best move (or variations of)" that are deterministic, and don't
require a network protocol.
Don