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A client-server based system for collusion resistant, verifiable and provably fair token based games and methods employed thereof

A game server and token technology, applied in the field of multi-player game systems, can solve problems such as collusion and leakage

Active Publication Date: 2019-11-15
S 库马尔
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Players cannot be sure that their cards are not known to their opponents as the server makes transactions and may leak this information
another problem is collusion

Method used

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  • A client-server based system for collusion resistant, verifiable and provably fair token based games and methods employed thereof
  • A client-server based system for collusion resistant, verifiable and provably fair token based games and methods employed thereof
  • A client-server based system for collusion resistant, verifiable and provably fair token based games and methods employed thereof

Examples

Experimental program
Comparison scheme
Effect test

example 1

[0047] Example 1 (Consider an instance of a sub-protocol for shuffling a virtual deck): The purpose of this sub-protocol is to produce a shuffled deck, called a main deck, starting from an initial deck configuration defined by the IDC. This sub-agreement shuffles in ways that cannot be predetermined or predicted by any of the colluding parties. The steps involved are: Given a deck of size D (usually 52) in the IDC, all client terminals-104n independently generate a random permutation of the first D natural numbers. Client terminals 104a-104n create encrypted commitments to their arrangements. The client terminals 104a-104n send their commitments to the game-based server system 102. When a commitment to a lineup is received from all players, the game-based server system 102 broadcasts it to all players 104a-104n. The players 104a-104n then send (publish) their respective permutations to the game-based server system 102. The game-based server system 102 checks the validity of...

example 2

[0049]Example 2 (Consider the instance of a sub-protocol where a player selects H hole cards from a player's deck with D cards and offers a showdown): Sub-protocol for doing this in a verifiably and provably fair manner, as described below The player's hole cards are only revealed at the player's showdown, preventing exposure of the player's strategy if the player chooses to fold during the game. The steps included are: select H hole cards, and at the same time or before making a shuffling arrangement commitment (as example 1), each of the players 104a-104n makes an encrypted commitment to H unique natural numbers that are respectively less than or equal to D, and send it to the game-based server system 102. Once the master deck MD is determined (as in Example 1), each player 104a-104n independently creates a replica player deck PD from the MD. Each player 104a-104n determines their hole card to be the corresponding position card in the PD as specified by their previously ple...

example 3

[0052] Example 3 (Consider an example of a subprotocol for a player to select H hole cards from a player's deck with D cards in a game with P players, offering a card exchange and subsequent showdown): some game, such as Draw In Poker, 5 cards need to be dealt to the player. The player then chooses the set of cards he wants to keep, and the remaining cards are exchanged for new ones. As described below, the sub-protocol for doing this in a verifiable and provably fair manner ensures that no player or any colluding party can predict or predetermine any player's hole cards or replacement cards, and is only made public when players showdown The player's hole cards, thus preventing the player's strategy from being revealed if the player chooses to fold during the game. The steps involved are: each player 104a-104n commits to H unique natural numbers, each natural number less than or equal to D (typically 52), at or before committing to the shuffled arrangement (eg, Example 1). E...

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PUM

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Abstract

Exemplary embodiments of the present disclosure are directed towards a client server based system for online token based games. The system comprises a plurality of game client computing devices configured to play an online token based game, and a game based server system comprising central game server configured to connect the players and a protocol manager to provide a plurality of protocols forproviding a token based game in a collusion resistant, verifiable and provably fair manner over a network.

Description

technical field [0001] The present invention relates generally to the field of online gaming systems. More specifically, the present invention relates to a multiplayer gaming system. Background technique [0002] In existing token-based games of luck and skill, such as Rummy, Poker, Dominoes, etc., the random distribution of game tokens, such as the random distribution of playing cards , has been known for many centuries. Before the introduction of digital computer games, the most common method of randomly distributing game tokens included the step of physically shuffling the tokens before distributing them. Typically, while these games are hosted and played by people using digital computers connected to a network, a central host called a server shuffles and distributes game tokens. The server may do so using random numbers generated from software known as a random number generator (RNG). This creates trust issues for players, as they cannot be sure that the random token...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F21/62A63F13/30
CPCA63F13/75A63F13/352A63F13/71G06F21/602G07F17/3225G07F17/3241A63F13/30H04L9/50H04L9/0637H04L9/30H04L9/3213H04L9/3242
Inventor S·库马尔
Owner S 库马尔
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