In game development we can abuse this fact with things like client-side prediction in authoritative online environs. The server plays along with the client in a no-graphics mode and plays the inputs from the client, validates said moves on the server, and if all goes well sends back the response allowing for client action all before the blink of an eye. In the case of an invalid move, the server yanks the client back to the state preceeding. Pair that with some lag compensation and you've got yourself a stew.