Interesting stuff, the practical approach as well as the theoretical one!
I'll try to summarize the
Idea for a practical OBI
1. Basic Rule:
Each frame, instead of just scanning tha map, copy the map n² times (where n is odd) and extend it to a nxn "parallel universe" world. Then scan this world in the usual order and take the central map as the resulting map for the next frame. EDIT: Scan the extended map assuming naive open borders!
2. Aims/Advantages:
Normally, the open borders would be discontinuity lines where the cavescanning order is different, so there are unusual/unexpected effects close to the open borders. With our Basic Rule above, these discontinuity lines would be far away from the central map, so in the vast majority of cases, we could expect usual BD behaviour also close to the open borders.
3. n=?
In the vast majority of cases, n=3 should be absolutely sufficient. Counter-examples include dependance chains throughout the whole cave, and these will as good as never occur in "normal" caves (i.e. caves which aren't designed especially to show new strange effects of our new OBI). Of course, there's nothing to say against bigger n, as long as the engine performance isn't affected.
4. What about random effects?
Random effects (amoeba, boulder pushing, slime) should be identic in all of the n² parallel universes. Otherwise, a random effect close to (but outside) the central map could influence the dynamics inside the central map, which obviously makes no sense if the same random event isn't visible inside our central map as well. So all random decisions the engine makes in the top-left parallel universe should be memorized and repeated in all other universes for the same frame.For example, if a certain piece of amoeba grows upwards in the top-left parallel universe, the same piece of amoeba should also (try to) grow up in all other universes. If this is not possible in any universe, the piece of amoeba just doesn't grow at all. This way, we have ensured that all parallel universe truly develop due to the same rules, so that everything that happens in the central map can be explained because of other happenings inside the same map.
And BTW, though this is not a random effect, but the multiple Rockfords should also act all the same way (according to the player's input)!
5. What about happenings that affect the whole cave rather than only close elements?
That's an important question because the main advantage of our Basic Rule was to fix open border effects that occur when two elements touch each other over the open border. Luckily, 90% of Boulder Dash works this way - whenever an element is scanned, its behaviour depends only on what's going on in close proximity. However, there are a few exceptions:
a) If a voodoo is killed, the engine wants to kill Rockford, too (wherever he is).
b) If a MW is activated, it stops the amoeba even if it's far away.
c) Amoeba tuning into diamonds/boulders when trapped/overgrown.
d) Last but not least, sound effects!
To keep all parallel universes "syncronized", such effects should be postponed until the end of the actual frame. This means:
a) If a voodoo is killed, the engine should only start killing Rockfords in the next frame (which it usually does, anyway). AND it should do so only if a voodoo in the CENTRAL MAP was killed! Otherwise, consider the following map with F-ireflies, V-oodoo, D-irt, B-oulder (falling state), R-ockford:
DFFVD
DDDDD
DDDRD
DBDDD
With 3x3 parallel universes, the top-left voodoo is killed but the central one survives, so Rockford should survive as well!
b) If a MW is activated, the engine should also wait with the amoeba-turns-into-diamonds-stuff until the next frame. (Also here, the decisive question must be if a MW in the CENTRAL MAP was activated!)
c) I don't know how exactly this is usually programmed in the engine, but what seems plausible to me for our OBI is the following:
c1) Whenever an amoeba inside the central map is scanned and ABLE to grow, the engine activates an "alive" checkmark for this frame. If, at the end of the frame, this checkmark was not activated, the engine concludes that the amoeba is trapped and, next frame, starts to convert it into diamonds.
c2) After the normal scan, a second cavescan is made only to count the amoeba pieces inside the central map. If it has overgrown, then in the next frame, all amoebas are converted into boulder..
d) Only explosions etc. inside the central map should make any sound effects.
6. Potential weaknesses:
a) Dependance chains throughout the whole cave could cause "magic" effects like increasing the number of fireflies or something. However, this should happen only if there are long dependance chains throughout the whole cave.
b) Also, while writing this, 5. started to seem more problematic to me than I originally thought. But also here, some unusually long dependance chains should be necessary in order to create any problematic effects.
All in all, I think the advantages clearly outvalue the potential problems for normal caves that just want to use open borders without side effects. And the fact that such an OBI might motivate cave creators to show each and every strange side effect with carefully created caves would add to the fun rather than spoil it imo!

On the other hand, it looks like it's a lot of programming work...
