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if you read through the algorand paper a couple of times with a mind to thinking about how it is describing a game environment, you'll see how i saw it. I think algorand is probably a viable improvement over PoW and PoS (and DPoS) - in terms of reduced processing and resource demand, but I don't know why I never thought of the idea of literally using the impossible to predict differences in what one block producer and another are actually going to have in their mempool at any given moment could be a source of entropy to prevent gaming.

When you think about it, it's bleeding obvious.

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