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Subject: Re: question

Author: Keith Evans

Date: 08:37:39 09/10/04

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On September 10, 2004 at 11:19:39, Robert Hyatt wrote:

>On September 10, 2004 at 06:33:16, Sam S wrote:
>
>>On September 09, 2004 at 21:46:56, Robert Hyatt wrote:
>>
>>>On September 09, 2004 at 17:54:45, Sam S wrote:
>>>
>>>>On September 09, 2004 at 10:40:22, Robert Hyatt wrote:
>>>>
>>>>>On September 09, 2004 at 00:44:57, Sam S wrote:
>>>>>
>>>>>>
>>>>>>>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...
>>>>>
>>>>>
>>>>>Not so easy.  How would you generate an executable for a sparc, a cray, a X86,
>>>>>and IA64, a HPPA, a MIPS, etc.  Particularly when you can't easily find out what
>>>>>is on the other end?
>>>>>
>>>>>ssh has solved this problem.  It is open-source.  That challenge-response
>>>>>approach could easily be used to deal with this.
>>>>
>>>>With regard to different CPUs, the server could query the client and see under
>>>>which CPU it is running, and the client would have to answer if it wants to use
>>>>timestamps. But let's assume that there's only one kind of CPU involved, in
>>>>order to simplify.
>>>
>>>What client is it going to query.  You can connect to ICC with xboard. Or a
>>>plain ascii telnet session.  Or with a custom interface you can write (I have
>>>one I wrote in fact). There's no way to be sure the "client" will know how to
>>>respond, much less how to ask it anything not knowing what it is...
>>>
>>>
>>>>
>>>>You said it yourself that ssh doesn't solve the artifical lag issue. It'd be
>>>>possible to hack the client and find out where it calls the OS to get the
>>>>current time, and modify it so it'd report fake timestamps, while using ssh.
>>>
>>>
>>>I can introduce false lag easily without touching the client software.  That is
>>>a TCP/IP issue...
>>>
>>
>>Under this idea of one-time executable codes: when the server sends a new move
>>to the client, it is encrypted so that only the one-time executable code can
>>read it, and record the time when it was received. Therefore, when the client
>>would send a move with a timestamp back to the server, if for example the
>>timestamp says that the client spent 5 seconds on the move, you can be sure that
>>from the moment the client saw his opponent's move that the server sent him,
>>until the moment he chose his move in reply to his opponent's move, exactly 5
>>seconds have passed.
>>I agree that you can introduce false lag that would give the client more time to
>>think e.g. after he made his move and before receiving his opponent's move, but
>>this false lag would be the same as if there was real network lag. There's no
>>difference between this artifical lag that you introduce and a situation where
>>your network really lags. This also means that this kind of false lag would give
>>both players the same amount of time to think on their moves, except that you
>>are the one who controls what would be to extra time with the artifical lag that
>>you'd introduce. On the other hand, currently in ICC the situation is that the
>>client can cheat and give a fake timestamp, so for example when it reports to
>>the server that it spent 5 seconds on a move, and the servers receives this data
>>after 10 seconds, it could be that the client cheated and it actually spent e.g.
>>9 seconds on the move and reported it as 5 seconds, and in this situation it's
>>not true that both players would have the same amount of time to think on their
>>moves.
>>So from what I understand, the articial lag you can introduce with TCP/IP would
>>be just as if you were on a network with a real lag problem, but providing a
>>solution to the problem where the client can cheat and say that he spent less
>>time on a move (from the moment he saw his opponent's move) does have
>>importance.
>>So I'm still interested to know if this one-time executable codes can be a good
>>way to handle this, again if we simplify and assume there's only one CPU
>>involved, e.g. only x86 for the blitzin client.
>
>
>If you want to totally exclude any OS but windows, any CPU but X86, and any
>end-point client but blitzin, then the idea _could_ work.  But they would
>instantly lose a significant part of their customer base, which would make it a
>bad business decision.

How about using a virtual machine language?



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