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I would love to hear an idea for how this could be used in an online gaming situation.

1. Imagine a simple turn based rpg combat system where each side rolls a hit die and the other side a block die and then they compare. given this premise, what needs to be modified to prevent cheating?

2. Once 1 is solved, how much does a fps situation where network lag effects player's perception of each others location complicate the procedure?




You might want to check out Applied Cryptography by Bruce Schneier. It explains how to dice as well as cards over a network without being able to cheat. It also goes into many other areas in great detail.


I just checked the book using Amazon's "look inside" feature. It appears that his example is how to use cryptography to hide what cards you have from the other player until it is time to reveal them. I am more interested in how to apply the ideas from this article to involve an open, self enforcing protocol rather than data hiding.


http://en.wikipedia.org/wiki/Coin_flipping

See the section "Coin flipping in telecommunications" for a cryptographic scheme for verifiable coin flipping across the internet. This is a specific example from the category of commitment schemes.




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