Collaborative Random Event Generation
The collaborative random event generation
process allows the creation of a random event
that cannot be predicted or controlled by any of
the parties within the process. This description
of the process includes a Game Server,
Regulator, and a set of players called Player(1)
through Player(N). The process uses irreversible
transforms, described later.
First, the Game Server creates a random
number:
Random(Game Server)
Next, the Game Server computes an
irreversible transform of the random number and
provides it to players:
Irreversible
Transform(Random(Game Server))
The regulator (an optional independent third
party auditor) and each player also computes a
random number:
Random(Regulator),
Random(Player(1)), Random(Player(2)),
Random(Player(3)), ... Random(Player(N))
The regulator (optional) and players then
provide irreversible transforms of their
respective random numbers to Game Server and to
each other:
Irreversible Transform (Random(Regulator)),
Irreversible Transform
(Random(Player(1))),
Irreversible
Transform(Random(Player(2))),
Irreversible
Transform(Random(Player(3))), …
Irreversible Transform (Random(Player(N))).
Once all parties receive these irreversible
transforms, the players then provide their
random numbers to the Game Server and each
other:
Random(Regulator),
Random(Player(1)), Random(Player(2)),
Random(Player(3)), ... Random(Player(N))
The Game Server then combines the player
random numbers with its own random number to
create the collaborative random key or game key:
Game key = Collaborative
Random key =
Function (Random(Game
Server), Random(Regulator),
Random(Player(1)), Random(Player(2)),
Random(Player(3)), ... Random(Player(N)))
This function could be as simple as an
“exclusive or”.
The Collaborative Random key, or Game key is
used to generate the random events for the game.
Secret or Simultaneous Actions
The protection of secrets starts with the
data (such as the location of the queen in Three
Card Monte) being protected:
Secret
The irreversible transform of the secret is
created and provided to the other party with
whom the secret is supposed to be shared at a
later point:
Irreversible
Transform(Secret)
When the time comes for the secret to be
revealed, an “alleged” secret is provided by the
person who made the secret decision to the party
that wishes to verify the secret:
Alleged Secret
The verifier then computes the irreversible
transform of the alleged secret and compares it
with the previously received irreversible
transform of the secret:
Compare
Irreversible
Transform(Alleged Secret)
with
Irreversible
Transform(Secret) that was previously
received
If they agree, then the actual secret has
been revealed and the honesty of the alleged
secret confirmed. Because of the properties of
irreversible transforms, no other secret could
have created the received secret and the
receiver cannot reconstruct the actual secret
until it is revealed.
For simultaneous actions, the same process is
used, but both parties create and send the
irreversible transform of the proposed
simultaneous action. After each party has
received the irreversible transform of the
other’s secret, they verify the action, as
described for secret decisions.
Game Verification
The verification activities described for
collaborative random event generation and secret
or simultaneous actions are used together to
verify a game.
In the SecurePlay Solutions Patent, this
collaborative random key is rebuilt during the
verification phase. To verify that the Game
Server did not manipulate the game events, the
previously stored:
Irreversible
Transform(Random(Game Server))
Can be compared with the received alleged
random number during game verification:
Alleged Random(Game
Server)
If the Game Server keys match, then the game
can be verified by reconstructing the Game key
and verifying that the observed game events
match with the reconstructed game events (i.e. a
person received a 7 of Spades and not a King of
Clubs to lose at Blackjack). If the Game Server
keys do not match or the reconstructed game does
not match the observed game, then there is a
basis for challenging the game. For honest Game
Servers, this also creates evidence that
cheating did not occur and therefore can protect
against disgruntled players. |