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Subject: question

Author: Sam S

Date: 21:44:57 09/08/04

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>It's a yawn in that the weaknesses have been known for a long time.  There are
>solutions to much of the problem, using the sort of challenge-response stuff
>used in ssh (secure shell) access.  But artificial lag is simply impossible to
>get rid of...

How about this idea: at the beginning of each game, the server generates a
one-time executable code and sends it to the client, and for each move this
executable code would send back to the server a signature created from (current
move, current move number, time spent on making this move) along with the move
and time-spent data, so that the server can authenticate this signature for each
move.
It'd be possible to break each specific one-time executable code that the server
sent by finding out how it encrypts the signatures, but if the server generates
new executable codes that are completely different from one another for each
game before the game starts, it'd be too hard to break in such short amounts of
time...



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