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Creating randomness with games

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Creating randomness with games. / Henno, Jaak; Jaakkola, Hannu; Mäkelä, Jukka.

In: Acta Polytechnica Hungarica, Vol. 16, No. 9, 2019, p. 193-212.

Research output: Contribution to journalArticleScientificpeer-review

Harvard

Henno, J, Jaakkola, H & Mäkelä, J 2019, 'Creating randomness with games', Acta Polytechnica Hungarica, vol. 16, no. 9, pp. 193-212. https://doi.org/10.12700/APH.16.9.2019.9.11

APA

Henno, J., Jaakkola, H., & Mäkelä, J. (2019). Creating randomness with games. Acta Polytechnica Hungarica, 16(9), 193-212. https://doi.org/10.12700/APH.16.9.2019.9.11

Vancouver

Henno J, Jaakkola H, Mäkelä J. Creating randomness with games. Acta Polytechnica Hungarica. 2019;16(9):193-212. https://doi.org/10.12700/APH.16.9.2019.9.11

Author

Henno, Jaak ; Jaakkola, Hannu ; Mäkelä, Jukka. / Creating randomness with games. In: Acta Polytechnica Hungarica. 2019 ; Vol. 16, No. 9. pp. 193-212.

Bibtex - Download

@article{0bdea283e1d1454a83b115170f547610,
title = "Creating randomness with games",
abstract = "In our increasingly connected and open World, randomness has become an endangered species. We may soon not have anything private, all out communication, interaction with others becomes publicly available. The only method to secure (temporarily) communication is mixing it with randomness – encoding it with random keys. But massive reuse of the same sources of randomness and rapid development of technology often reveals that used sources were not perfectly random. The Internet security is topdown, based on higher-level certificates, but we can never be quite certain with 'given from above' products in their quality – in order to beat each other producers are 'cutting corners' and even the high-level security certificates are available on Internet dark markets. This clearly shows in tremendous increase of all kind of security accidents, so there is an urgent need for new, independent sources of randomness. Mathematical treatment of randomness is based on infinite concepts, thus useless in practice with devices with finite memory (humans, computers, Internet Of Things). Here is introduced a definition for randomness based on devices with finite memory – k-randomness; it is shown, how this allows to create new randomness in computer games; numerous tests show, that this source is quite on par with established sources of randomness. Besides algorithmically-generated randomness is in computer games present also human-generated randomness-when competing players try to beat each other they invent new moves and tactics, i.e. introduce new randomness. This randomness appears in the sequence of players moves and when combined with the sequences of moves of other players can be used for generating secret keys for symmetric encryption in multi-player game communication system. The method does not use public-key step for creation of shared secret (the key), thus the encryption system does not need any upper-level security authorities.",
keywords = "Cyclic order, Digital games, Encryption, Entropy, Finite-state machines, Human behavior, K-random sequences, Player’s actions combination, Randomness",
author = "Jaak Henno and Hannu Jaakkola and Jukka M{\"a}kel{\"a}",
year = "2019",
doi = "10.12700/APH.16.9.2019.9.11",
language = "English",
volume = "16",
pages = "193--212",
journal = "Acta Polytechnica Hungarica",
issn = "1785-8860",
publisher = "Obuda University",
number = "9",

}

RIS (suitable for import to EndNote) - Download

TY - JOUR

T1 - Creating randomness with games

AU - Henno, Jaak

AU - Jaakkola, Hannu

AU - Mäkelä, Jukka

PY - 2019

Y1 - 2019

N2 - In our increasingly connected and open World, randomness has become an endangered species. We may soon not have anything private, all out communication, interaction with others becomes publicly available. The only method to secure (temporarily) communication is mixing it with randomness – encoding it with random keys. But massive reuse of the same sources of randomness and rapid development of technology often reveals that used sources were not perfectly random. The Internet security is topdown, based on higher-level certificates, but we can never be quite certain with 'given from above' products in their quality – in order to beat each other producers are 'cutting corners' and even the high-level security certificates are available on Internet dark markets. This clearly shows in tremendous increase of all kind of security accidents, so there is an urgent need for new, independent sources of randomness. Mathematical treatment of randomness is based on infinite concepts, thus useless in practice with devices with finite memory (humans, computers, Internet Of Things). Here is introduced a definition for randomness based on devices with finite memory – k-randomness; it is shown, how this allows to create new randomness in computer games; numerous tests show, that this source is quite on par with established sources of randomness. Besides algorithmically-generated randomness is in computer games present also human-generated randomness-when competing players try to beat each other they invent new moves and tactics, i.e. introduce new randomness. This randomness appears in the sequence of players moves and when combined with the sequences of moves of other players can be used for generating secret keys for symmetric encryption in multi-player game communication system. The method does not use public-key step for creation of shared secret (the key), thus the encryption system does not need any upper-level security authorities.

AB - In our increasingly connected and open World, randomness has become an endangered species. We may soon not have anything private, all out communication, interaction with others becomes publicly available. The only method to secure (temporarily) communication is mixing it with randomness – encoding it with random keys. But massive reuse of the same sources of randomness and rapid development of technology often reveals that used sources were not perfectly random. The Internet security is topdown, based on higher-level certificates, but we can never be quite certain with 'given from above' products in their quality – in order to beat each other producers are 'cutting corners' and even the high-level security certificates are available on Internet dark markets. This clearly shows in tremendous increase of all kind of security accidents, so there is an urgent need for new, independent sources of randomness. Mathematical treatment of randomness is based on infinite concepts, thus useless in practice with devices with finite memory (humans, computers, Internet Of Things). Here is introduced a definition for randomness based on devices with finite memory – k-randomness; it is shown, how this allows to create new randomness in computer games; numerous tests show, that this source is quite on par with established sources of randomness. Besides algorithmically-generated randomness is in computer games present also human-generated randomness-when competing players try to beat each other they invent new moves and tactics, i.e. introduce new randomness. This randomness appears in the sequence of players moves and when combined with the sequences of moves of other players can be used for generating secret keys for symmetric encryption in multi-player game communication system. The method does not use public-key step for creation of shared secret (the key), thus the encryption system does not need any upper-level security authorities.

KW - Cyclic order

KW - Digital games

KW - Encryption

KW - Entropy

KW - Finite-state machines

KW - Human behavior

KW - K-random sequences

KW - Player’s actions combination

KW - Randomness

U2 - 10.12700/APH.16.9.2019.9.11

DO - 10.12700/APH.16.9.2019.9.11

M3 - Article

VL - 16

SP - 193

EP - 212

JO - Acta Polytechnica Hungarica

JF - Acta Polytechnica Hungarica

SN - 1785-8860

IS - 9

ER -