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seen May 25 at 15:10

Jan
15
awarded  Scholar
Jan
15
revised A proof-of-work random number generation system for Pokémon
added 175 characters in body
Jan
6
comment A proof-of-work random number generation system for Pokémon
[Hmm, so you can create a chatroom for an answer thread.]
Jan
6
comment A proof-of-work random number generation system for Pokémon
let us continue this discussion in chat
Jan
6
comment A proof-of-work random number generation system for Pokémon
(Given how many comments I'm giving, I'd propose we move this to chat, but Crypto has no chatroom. :( )
Jan
6
comment A proof-of-work random number generation system for Pokémon
Secondly, if the PRNG is a seeded generator as you say (instead of a cipher in counter mode like I initially proposed), how would you prove to the server that the values were generated with that seed?
Jan
6
comment A proof-of-work random number generation system for Pokémon
As for breeding requiring special handling, it's because of this: When a Pokémon is bred, it is supposed to inherit three of the randomly generated values from the parents. See here: bulbapedia.bulbagarden.net/wiki/Breeding#Inheriting_stats So even if you use a different PRNG for each offspring, some of the generated values have to match.
Jan
6
comment A proof-of-work random number generation system for Pokémon
@D.W. [continued] It's okay, though; trying to resolve this misunderstanding would give me more knowledge of the topic as well.
Jan
6
comment A proof-of-work random number generation system for Pokémon
@D.W. The problem with that is that they're still very easy to brute-force. Remember that only about 36.6 bits of data are needed (in some cases even less), which is about 107 billion values on average, which would take perhaps about a day or two at most unless your algorithm is inherently really slow like Blum Blum Shub. And it might not be your density, but our mutual misunderstanding of what we're trying to accomplish (or maybe even my misunderstanding of the cryptographic concepts I'm talking about).
Jan
6
comment A proof-of-work random number generation system for Pokémon
Okay, so, I'm not sure quite what you mean by using $S$ as the "seed" of the PRNG. Do you mean that it's sort of a global prefix to any pre-image for a CPRNG in counter mode? If so, yes, that would work, and it also has the added benefit of allowing timestamps to further reduce the attack space. If not, I'd need clarification on what sort of PRNG you're talking about, and how you'd be able to prove that they were generated from the PRNG in the first place.
Jan
6
comment A proof-of-work random number generation system for Pokémon
The reason breeding needs special handling is because some of the generated values must match the parents' generated values - it can't be just the pre-images that match, which means that there needs to be some extra proof-of-work on the offspring.
Jan
6
revised A proof-of-work random number generation system for Pokémon
I don't think the white-box label really fits.
Jan
6
awarded  Commentator
Jan
6
comment A proof-of-work random number generation system for Pokémon
I want to say yes, but I'll have to think it through for a while. If it does go through, this answer will probably be accepted. I'll keep you posted with any things I've thought up with comments to this answer.
Jan
5
comment A proof-of-work random number generation system for Pokémon
I've attempted to provide the threat model, although I have no experience in formally doing these things. Is that good enough?
Jan
5
revised A proof-of-work random number generation system for Pokémon
Added the threat model.
Jan
3
comment A proof-of-work random number generation system for Pokémon
You're right, I do need to clarify my threat model. I'll do that as soon as I figure exactly what it is myself (I only have a vague idea for now, as this was an idea that was casually thrown around from time to time).
Jan
3
comment A proof-of-work random number generation system for Pokémon
The trusted server would be, for example, a tournament server. The trusted server being involved in verification is okay; only it shouldn't be involved in generation.
Jan
3
comment A proof-of-work random number generation system for Pokémon
Basically, I don't actually care that the random numbers generated are trustworthy. All I want to do is to make people who want favourable results have to mine for them in a random, Bitcoin-like process.
Jan
3
comment A proof-of-work random number generation system for Pokémon
I realized a long time ago that the user could modify the software's RNG to bias its output. Basically, what I want to do is to use some sort of predetermined algorithm that generates "random" numbers, and have people mine for pre-images if they want favourable results.