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Using games to understand and create randomness

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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Using games to understand and create randomness. / Henno, Jaak; Jaakkola, Hannu; Mäkelä, Jukka.

SQAMIA 2018 - Proceedings of the 7th Workshop on Software Quality Analysis, Monitoring, Improvement, and Applications. Vol. 2217 CEUR-WS, 2018. (CEUR workshop proceedings).

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Harvard

Henno, J, Jaakkola, H & Mäkelä, J 2018, Using games to understand and create randomness. in SQAMIA 2018 - Proceedings of the 7th Workshop on Software Quality Analysis, Monitoring, Improvement, and Applications. vol. 2217, CEUR workshop proceedings, CEUR-WS, Workshop on Software Quality Analysis, Monitoring, Improvement, and Applications, Novi Sad, Serbia, 27/08/18.

APA

Henno, J., Jaakkola, H., & Mäkelä, J. (2018). Using games to understand and create randomness. In SQAMIA 2018 - Proceedings of the 7th Workshop on Software Quality Analysis, Monitoring, Improvement, and Applications (Vol. 2217). (CEUR workshop proceedings). CEUR-WS.

Vancouver

Henno J, Jaakkola H, Mäkelä J. Using games to understand and create randomness. In SQAMIA 2018 - Proceedings of the 7th Workshop on Software Quality Analysis, Monitoring, Improvement, and Applications. Vol. 2217. CEUR-WS. 2018. (CEUR workshop proceedings).

Author

Henno, Jaak ; Jaakkola, Hannu ; Mäkelä, Jukka. / Using games to understand and create randomness. SQAMIA 2018 - Proceedings of the 7th Workshop on Software Quality Analysis, Monitoring, Improvement, and Applications. Vol. 2217 CEUR-WS, 2018. (CEUR workshop proceedings).

Bibtex - Download

@inproceedings{26225bda75774b1a8a00155dcec73986,
title = "Using games to understand and create randomness",
abstract = "Massive growth of data and communication encryption has created growing need for non-predictable, random data, needed for encryption keys creation. Need for randomness grows (nearly) linearly with growth of encryption, but randomness is very important ingredient also e.g. in quickly growing industry of game programming. Computers are deterministic devices and cannot create random results, computer procedures can generate only pseudo-random (looking random) data. For true randomness is needed some outside information - time and placement of user's keystrokes, fluctuations of current, interrupt requests in computer processor etc. But even those sources can often not comply with requests from our increasingly randomness-hunger environment of ciphered communications and data. Growing need for randomness has created a market of randomness sources; new sources are proposed constantly. These sources differ in their properties (ease of access, size of required software etc.) and in ease of estimating their quality. However, there is an easily available good source for comparing quality of randomness and also creating new randomness - computer games. The growing affectionateness of users to play digital games makes this activity very attractive for comparing quality of randomness sources and using as a source of new randomness. In the following are analyzed possibilities for investigating and extracting randomness from digital gameplay and demonstrated some experiments with simple stateless games which allow to compare existing sources of (pseudo) randomness and generate new randomness, which can be used e.g. to create cyphering keys in mobile and Internet of Things devices.",
author = "Jaak Henno and Hannu Jaakkola and Jukka M{\"a}kel{\"a}",
year = "2018",
month = "1",
day = "1",
language = "English",
isbn = "9788670314733",
volume = "2217",
series = "CEUR workshop proceedings",
publisher = "CEUR-WS",
booktitle = "SQAMIA 2018 - Proceedings of the 7th Workshop on Software Quality Analysis, Monitoring, Improvement, and Applications",

}

RIS (suitable for import to EndNote) - Download

TY - GEN

T1 - Using games to understand and create randomness

AU - Henno, Jaak

AU - Jaakkola, Hannu

AU - Mäkelä, Jukka

PY - 2018/1/1

Y1 - 2018/1/1

N2 - Massive growth of data and communication encryption has created growing need for non-predictable, random data, needed for encryption keys creation. Need for randomness grows (nearly) linearly with growth of encryption, but randomness is very important ingredient also e.g. in quickly growing industry of game programming. Computers are deterministic devices and cannot create random results, computer procedures can generate only pseudo-random (looking random) data. For true randomness is needed some outside information - time and placement of user's keystrokes, fluctuations of current, interrupt requests in computer processor etc. But even those sources can often not comply with requests from our increasingly randomness-hunger environment of ciphered communications and data. Growing need for randomness has created a market of randomness sources; new sources are proposed constantly. These sources differ in their properties (ease of access, size of required software etc.) and in ease of estimating their quality. However, there is an easily available good source for comparing quality of randomness and also creating new randomness - computer games. The growing affectionateness of users to play digital games makes this activity very attractive for comparing quality of randomness sources and using as a source of new randomness. In the following are analyzed possibilities for investigating and extracting randomness from digital gameplay and demonstrated some experiments with simple stateless games which allow to compare existing sources of (pseudo) randomness and generate new randomness, which can be used e.g. to create cyphering keys in mobile and Internet of Things devices.

AB - Massive growth of data and communication encryption has created growing need for non-predictable, random data, needed for encryption keys creation. Need for randomness grows (nearly) linearly with growth of encryption, but randomness is very important ingredient also e.g. in quickly growing industry of game programming. Computers are deterministic devices and cannot create random results, computer procedures can generate only pseudo-random (looking random) data. For true randomness is needed some outside information - time and placement of user's keystrokes, fluctuations of current, interrupt requests in computer processor etc. But even those sources can often not comply with requests from our increasingly randomness-hunger environment of ciphered communications and data. Growing need for randomness has created a market of randomness sources; new sources are proposed constantly. These sources differ in their properties (ease of access, size of required software etc.) and in ease of estimating their quality. However, there is an easily available good source for comparing quality of randomness and also creating new randomness - computer games. The growing affectionateness of users to play digital games makes this activity very attractive for comparing quality of randomness sources and using as a source of new randomness. In the following are analyzed possibilities for investigating and extracting randomness from digital gameplay and demonstrated some experiments with simple stateless games which allow to compare existing sources of (pseudo) randomness and generate new randomness, which can be used e.g. to create cyphering keys in mobile and Internet of Things devices.

M3 - Conference contribution

SN - 9788670314733

VL - 2217

T3 - CEUR workshop proceedings

BT - SQAMIA 2018 - Proceedings of the 7th Workshop on Software Quality Analysis, Monitoring, Improvement, and Applications

PB - CEUR-WS

ER -