Editing Multiplayer RNG
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For a while now my friend Koz has been throwing around the idea of a peer-to-peer multiplayer card game. These games rely heavily on random numbers for things like drawing from card decks. Here's my idea for a protocol to accomplish that. | For a while now my friend Koz has been throwing around the idea of a peer-to-peer multiplayer card game. These games rely heavily on random numbers for things like drawing from card decks. Here's my idea for a protocol to accomplish that. | ||
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This is a large number intended for seeding some per-turn number generator, such as picking multiple cards from a deck or calculating damage. | This is a large number intended for seeding some per-turn number generator, such as picking multiple cards from a deck or calculating damage. | ||
== Prior work == | == Prior work == | ||
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Instead of generating a large random number that's easy to pass from some source of entropy (like random bytes), it generates a smaller number. This requires using a random number generator to get a small number, salting the number to avoid guessing the hash (by generating a larger random number like we do), and then use addition as the mixing agent. | Instead of generating a large random number that's easy to pass from some source of entropy (like random bytes), it generates a smaller number. This requires using a random number generator to get a small number, salting the number to avoid guessing the hash (by generating a larger random number like we do), and then use addition as the mixing agent. | ||
This seems trickier to implement. |