Creating Randomness with games
Research output: Chapter in Book/Report/Conference proceeding › Chapter › Scientific › peer-review
|Title of host publication||Proceedings of the INES 2019 - IEEE 23rd International Conference on Intelligent Engineering Systems |
|Publication status||Published - Apr 2019|
|Publication type||A3 Part of a book or another research book|
|Event||IEEE International Conference on Intelligent Engineering Systems - Gödöllö, Hungary|
Duration: 25 Apr 2019 → 27 Apr 2019
In our more and more 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 use of the same sources of randomness often reveals that used sources were not perfectly random, rapid achievements of technology renders often some previously secure sources un-secure. And in our competition-based world we can never be quite certain with 'given from above' products in their quality - in order to beat each other all producers are 'cutting corners' and this clearly shows in tremendous increase of all kind of security accidents. Thus there is an urgent need for new, independent sources of randomness. The common area where we constantly encounter randomness are computer games. When players try to beat others they invent new moves and tactics, i.e. introduce new randomness, which can be captured and used e.g. for generating secret keys in multi-player game communication. Here is presented a method to produce with games of chance m-ary (m>2) random integer sequences utilizing a finite automaton; for assessment of random sequences is introduced a notion of k-randomness. The obtained randomness can be used e.g. for creating secure communication/chat systems in massively multiplayer games.