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Subject: Re: question

Author: Keith Evans

Date: 19:24:53 09/11/04

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On September 11, 2004 at 10:19:55, Robert Hyatt wrote:

>On September 10, 2004 at 23:58:02, Keith Evans wrote:
>
>>On September 10, 2004 at 17:10:53, Robert Hyatt wrote:
>>
>>>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?
>>
>>I was only addressing the x86 issue. But maybe something could be done with Java
>>that would be more portable. I think that people would be most concerned with
>>security, portability, and of course ease of setup and use. If you choose telnet
>>then you give up security (referring to eavesdropping and taking over
>>connections, not executing arbitrary code on your computer) and probably ease of
>>use, but you sure get portability.
>
>
>You are not completely addressing the X86 issue.  I run linux.  Your windows
>executable will not work here.  My linux executable will not work there.  Even
>different versions of the O/S don't "share" executables completely.  It is a
>_huge_ problem..

I said a virtual machine like Java, not x86 code.



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