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Subject: Re: question

Author: Robert Hyatt

Date: 14:10:53 09/10/04

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On September 10, 2004 at 11:37:39, Keith Evans wrote:

>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?

OK.  I am going to connect via telnet.  How is that going to work?





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