Internet DRAFT - draft-harkins-rochambeau

draft-harkins-rochambeau






Network Working Group                                         D. Harkins
Internet-Draft                                     The Industrial Lounge
Intended status: Informational                                P. Lambert
Expires: October 3, 2013                                   Nymble Design
                                                           April 1, 2013


                 An M-party, N-state Game of Rochambeau
                      draft-harkins-rochambeau-02

Abstract

   A protocol for the fair selection and random distribution of a single
   winner in a game with an arbitrary number of players is described.

Status of This Memo

   This Internet-Draft is submitted in full conformance with the
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   This Internet-Draft will expire on October 3, 2013.

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   the Trust Legal Provisions and are provided without warranty as



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   described in the Simplified BSD License.

Table of Contents

   1.  Introduction . . . . . . . . . . . . . . . . . . . . . . . . .  3
   2.  Requirements Language  . . . . . . . . . . . . . . . . . . . .  4
   3.  Assumptions  . . . . . . . . . . . . . . . . . . . . . . . . .  4
   4.  The Rochambeau Protocol  . . . . . . . . . . . . . . . . . . .  5
     4.1.  The N-state Game of Rochambeau . . . . . . . . . . . . . .  5
     4.2.  Adding M-players to the N-state Game of Rochambeau . . . .  5
     4.3.  Determining A Winner . . . . . . . . . . . . . . . . . . .  6
     4.4.  Construction of a Commit . . . . . . . . . . . . . . . . .  7
     4.5.  Processing of a Commit . . . . . . . . . . . . . . . . . .  8
     4.6.  Construction of a Reveal . . . . . . . . . . . . . . . . .  8
     4.7.  Processing of a Reveal . . . . . . . . . . . . . . . . . .  8
   5.  Security Considerations  . . . . . . . . . . . . . . . . . . .  9
   6.  Informative References . . . . . . . . . . . . . . . . . . . . 10


































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1.  Introduction

   Paper, Rock, Scissors, or the functional equivalent, is a children's
   game played in a wide variety cultures.  It enables 2 people to
   randomly select a winner (equivalently, a loser) by selecting 1 of
   three objects, each of which "wins" against another object and
   "loses" against another.  For example, "paper covers (wins) rock,
   rock crushes (wins) scissors, and scissors cuts (wins) paper."
   Provided the 2 players do not select the same object, a winner
   (loser) is determined.  In the event of a tie where both players
   select the same object, the game is repeated until there is a winner
   (loser).  This game is colloquially referred to as "Rochambeau".

   Popular American culture has expanded this 3-state game into 5 with
   the addition of the objects "Spock" and "lizard" along with the new
   rules that Spock smashes scissors (win) and vaporizes rock (win)
   while he is poisoned by lizard (lose) and disproven by paper (lose),
   and that lizard poisons Spock (win) and eats paper (win) while being
   crushed by rock (lose) and decapitated by scissors (lose).  Other
   obsessives have graphically described 25-state games, and even 101
   state games but these have all been done for illustration only and
   have not been practical as actual games.

   Rochambeau is typically played to determine a winner and loser of a
   situation where an impartial arbiter is not available and agreement
   on winners and losers cannot be agreed to.  For instance, "I buy, you
   fly" may be responded to with "No, I buy and you fly".  To determine
   which party buys and which party flys it is necessary to perform a
   simple game of 2-party, 3-state Rochambeau, the winner buys and the
   loser flys.  By increasing the number of states of Rochambeau the
   probability of a tie is decreased.  In addition, increasing the
   number of states introduces the possibility of having more parties
   play the game.  Five people eating dinner can choose who picks up the
   check by playing a game of 17 state Rochambeau, for instance.

   The utility of arbitrary sized games of Rochambeau played by humans
   is limited.  It also becomes increasingly problematic as the number
   of players and states increases.  But computers can easily handle the
   complexity of an M-party and N-state game of Rochambeau.  The
   proliferation of hand-held computing devices such as mobile phones
   and tablets means that people are increasingly able to engage in
   M-party, N-state games of Rochambeau quite easily using their
   personal and portable computing devices.  In addition, computers have
   many uses for determining winners (losers).  For instance, selection
   of a designated router among a group of candidates; or choosing a
   controller among a set of meshed networking nodes.  Typically this
   arbitrary choice has been decided by something like MAC address or IP
   address (the higher wins, the lower loses) but with this scheme the



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   result ends up skewed-- some party is always going to have a heavy
   bias.  What is needed is a way to have a more uniform distribution of
   winners across distinct games and, since there is no mutually-trusted
   arbiter, a way to randomly select the winner among mutually
   distrustful entities (distrustful from the point of view of picking
   the winner).

   While one could naively decide to play "paper-rock-scissors", or any
   agreed-upon N-state variant, directly over a communications network
   (such as the Internet), there is an obvious advantage gained by being
   the last player to choose a state.  This is similar to the game of
   Mental Poker described by Shamir, Rivest, and Adleman in their paper
   [mentalpoker]:

       "Once there were two 'mental chess' experts who became tired of
       their pasttime.  'Let's play 'Mental Poker' for variety",
       suggested one.  'Sure', said the other, 'Just let me deal!'"

   A protocol is described in this memo that allows for the creation of
   M-party, N-state games of Rochambeau in which a fair winner can be
   determined.  It is not possible for a player to gain an advantage
   over other players and collusion between players is frustrated.
   First, a method of determining the winner between any 2 of the M
   parties in an N-state game is described, and then a technique of
   combining this 2 party determination to all M parties is described.
   The protocol consists of each party committing to a selection of one
   of the N-states before disclosing the chosen state to all other M-1
   parties and then using a deterministic process to arrive at a winner.

2.  Requirements Language

   The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT",
   "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this
   document are to be interpreted as described in [RFC2119].

3.  Assumptions

   The following assumptions MUST hold for every game of M-party,
   N-state Rochambeau:
   o   The size of the game, that is N, and the number of players, M,
       are known to every player prior to the beginning of the game.
   o   The size of the game, N is an odd number.
   o   A hash function, denoted here as H, with strong first pre-image
       resistance (see Section 5) is agreed upon by all M players prior
       to the beginning of the game.
   o   Each player knows how to communicate with every other player in
       the game.  This can be a multicast group or a full-M player mesh
       of pairwise connections or any other technique imaginable.



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4.  The Rochambeau Protocol

4.1.  The N-state Game of Rochambeau

   At the core of the protocol is a single game of N-state Rochambeau
   between two players.  The result of the game is either WIN, LOSE, or
   TIE.  For any two players, i and j, and N-state game of Rochambeau R,
   if R(i,j,N) produces WIN then R(j,i,N) MUST produce LOSE, and if
   R(i,j,N) produces TIE then R(j,i,N) MUST also produce TIE.  To play
   the single game of N-state Rochambeau, the players, i and j, generate
   unsigned integers less than N, called I and J, respectively and play
   the game.

   The determination of the winner for a pair of players in the N-state
   game of Rochambeau is described by this algorithm:

                      Rochambeau (I, J, N) {
                        if (I == J)
                           return TIE;
                        if (is_odd((J - I) modulo N))
                           return WINNER;
                        else
                           return LOSER;
                      }

       where is_odd(x) is true if the low order bit of x is one (1)

                       Figure 1: N-state Rochambeau

4.2.  Adding M-players to the N-state Game of Rochambeau

   The number of states of a game MUST be an odd number and SHOULD be
   large enough so that the probability of multiple players selecting
   the same state is acceptablly small.  The probability that a 2
   players in a game of 2-player, N-state Rochambeau result in a tie is
   1/N.

   The number of players and states for an M-Player, N-State game of
   Rochambeau MUST be fixed before beginning of the game.  The game may
   begin anytime after the fixing of M and N.

   The game consists of each player choosing a state, 0 < q < N,
   generating a Commit and sending it to every other player in the game
   while also receiving Commits from every other player in the game.
   After all Commits have been sent, each player then sends a Reveal to
   every other player in the game while also receiving Reveals from
   every other player in the game.  Each Reveal discloses the state that
   the sender of the Reveal chose.  At this time the game is declared



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   over and (a) winner(s) is (are) determined.

   It MAY be necessary to call a halt to either the Commit phase or the
   Reveal phase of the protocol to prevent one or more players from
   preventing the completion of the game by the other players.  If a
   time limit is employed for one phase, a time limit MUST also be
   employed for the other, although the limits MAY be different.  Any
   player that does not send a Commit prior to expiry of a Commit time
   limit, or any player that does not send a Reveal (after sending a
   Commit) prior to expiry of a Reveal time limit, MUST be excluded from
   the game.

4.3.  Determining A Winner

   A winner is determined by running an iterative process, starting at
   count one (1) and having all M-players.  If a single player emerges
   as the winner of a round the game is over and a winner has been
   selected.  If K players, K > 1, tied for the highest result of a
   round, the counter is incremented and the game is played again with K
   players.  This process is repeated until there is a single winner.

   To prevent collusion between players from influencing the outcome of
   a game, the state that each player selected (as determined by his or
   her Reveal) is tweaked and the tweaked state is used for determining
   winners.  Each player will have a different tweak for his or her
   state for each round.  To determine each players' tweak, the Commits
   from every other player (excluding the player whose tweak is being
   determined) in the round are exclusive-ored with each other and the
   result is hashed with the round counter represented as a single
   octet.  The digest resulting from that hash is taken modulo N to
   determine the player's tweak.

   Each player MUST calculate its own tweak and every other players'
   tweak for each round that a player is in.  For each round, each
   players' tweak is added to their revealed selection modulo N to
   arrive at each players assigned state for that round.

   Winners are determined for a round by each party evaluating how it
   performed in the N-state game of Rochambeau with every other player
   as well as how every other player performed in the N-state game of
   Rochambeau with every other player (including itself).  To do this,
   the players' assigned state (revealed state plus per round tweak) is
   passed to the algorithm in Figure 1 to determine a single instance of
   pairwise Rochambeau.  A value of one (1) is assigned to a WINNER,
   minus one (-1) to a LOSER, and a value of zero (0) to a TIE.  The
   wins, losses and ties that a player has against all other players are
   summed to produce a single score for the player.  This summing and
   scoring is done for all M players.



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   Note: A brute force calculation would be (M-1)^2 separate games of
   Rochambeau, but it should be noted that for any pair of players, i
   and j, if Rochambeau(i,j) produces WINNER then Rochambeau(j,i) will
   produce LOSER.  And if Rochambeau(i,j) produces TIE then
   Rochambeau(j,i) will produce TIE.  Therefore it is possible to only
   calculate (M-1) + (M-2) + ... + 1 total games of Rochambeau to
   determine (a) winner(s) for a given round.

   The player(s) that scored the highest in its (their) sum of games is
   (are) declared "winner(s)".  If there are K winners and K > one (1),
   then the counter in incremented, new tweaks for each of the K winners
   are determined (the Commits of the players who did not make it to the
   round are not used in calculating a round's tweak) and the process is
   repeated until there is a single winner.

4.4.  Construction of a Commit

   To construct a Commit, MUST first convert his chosen state selection,
   q, into an octet string, called M, of length m such that 2^(8m) > N,
   the number of states in the game.  This is done according to the
   Integer-to-Octet-String conversion technique of [RFC6090].  This
   encoding guarantees that all states will be represented in the same
   number of octets, with as many zero octets as needed to pad up to
   length m.

   After converting q into an octet string, M of length m, the player
   chooses a random string which SHOULD be at least 16 octets in length
   and passes the nonce and M to function H to produce output C:

       C = H(nonce, M)

   The nonce and M are stored for use later.  The bitlength of C will be
   known because all parties agreed to use H as the hash algorithm.  A
   Commit is then constructed as:

        0                   1                   2                   3
        0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
       +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
       |     Payload type=Commit       |        C...
       +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

   where the nonce begins at the 5th octet and C immediately follows the
   nonce and is not necessarily left-justified to the 0th bit position.

                              Commit payload






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4.5.  Processing of a Commit

   The recipient of a Commit extracts the C-value from the Commit
   payload and stores it along with any identifying information to
   disambiguate the sender from other players in the game.

4.6.  Construction of a Reveal

   A Reveal informs the recipient of the sender's selection, q, the
   state chosen as part of a corresponding Commit.  Each player in the
   game constructs a reveal using the values it used in construction of
   its own Commit, nonce and M.

   The length of the nonce is indicated in the payload of the Reveal but
   the length of M is implied because it is tied to the value N (see the
   octet string conversion above) which all parties agreed to.

   The state q SHALL be converted into an octet string, M, of length of
   m such that 2^(8m) > N, the number of states in the game-- the same
   as used in construction of the Commit.  Since all players of the game
   know the value N they will all implicitly know the length m and
   therefore it is not necessary to convey the length of the octet
   string representation of q.

        0                   1                   2                   3
        0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
       +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
       |     Payload type=Reveal       |       length of nonce         |
       +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
       |           nonce...                                            ~
       +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
       |           M...                                                ~
       +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

                              Reveal payload

4.7.  Processing of a Reveal

   For every received Reveal, the receipient SHALL look up the C-value
   it obtained in a Commit that is identified with the sender of the
   Reveal-- each Reveal MUST be accompanied with a previous Commit.  If
   a Reveal is received for which there was no corresponding Commit, it
   MUST be discarded.

   The recipient of the Reveal SHALL then produce a verifier for the
   C-value, called C', as follows:





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       C' = H(nonce, M)

   Where nonce and M are from the received Reveal.

   If C' is not equal to the the value C from the corresponding Commit,
   the sender of the Reveal is disqualified from the game from the
   perspective of the receiver of the Commit.  It is assumed every other
   player in the game will disqualify the sender of the Reveal for
   exactly the same reason.  If C' equals C from the corresponding
   Commit then the receipient of the Reveal SHALL convert the octet
   string, M, from the Reveal into an integer according to the Octet-
   String-to-Integer conversion technique of [RFC6090] and denote the
   integer x.

   If the value x is invalid-- if x < 1 or x >= N-- then the sender
   SHALL be disqualified from the game and the game SHALL be run as if
   it is an M-1 game.

   The receipient of the Reveal SHALL then store the received value, x,
   as the selected value for the sender of the Reveal.  When all players
   have sent both a Commit and a Reveal the full M-player, N-state game
   of Rochambeau can be run according to Section 4.2 and a single winner
   can be determined according to Section 4.3.

5.  Security Considerations

   Each party commits to a state selection depending on the size of the
   game.  For an adversary to gain an advantage in this game it would be
   necessary to find more than one M/nonce pair that, when hashed
   together, would produce the same value C. The more more values that
   hash to C the greater the adversarial advantage.

   This difficulty of successful attack is identical to the difficulty
   in finding collisions in the chosen hash algorithm.  It is therefore
   REQUIRED to use a cryptographic hash function with strong collision
   resistance.

   In any N-state game of Rochambeau, for every chosen value q such that
   0 < q > N there will be exactly (N-1)/2 other values that "win"
   against q and (N-1)/2 other values that "lose" against q.  Therefore,
   without knowledge of the choices of any of the other M-1 players in
   the game, there is no advantage that can be gained by choosing a
   particular value.

   Collusion between players is not possible because each player is
   unable to know what tweak will be applied to his or her selection
   until all players, including any players attempting to collude, have
   committed to a selection.  Since it is the tweaked value that is used



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   for each pairwise game of Rochambeau, it is not possible to collude
   in a meaningful way to influence an outcome of the game.

6.  Informative References

   [RFC2119]      Bradner, S., "Key words for use in RFCs to Indicate
                  Requirement Levels", BCP 14, RFC 2119, March 1997.

   [RFC6090]      McGrew, D., Igoe, K., and M. Salter, "Fundamental
                  Elliptic Curve Cryptography Algorithms", RFC 6090,
                  February 2011.

   [mentalpoker]  Shamir, A., Rivest, R., and M. Adleman, "Mental
                  Poker", The Mathematical Gardner, Prindle, Weber and
                  Schmidt, 1981.

Authors' Addresses

   Dan Harkins
   The Industrial Lounge

   EMail: dharkins@lounge.org


   Paul Lambert
   Nymble Design

   EMail: paul@nymbus.net























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