How to play ANY mental game

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Presentation transcript:

How to play ANY mental game A Completeness Theorem for Protocols with Honest Majority

Overview Introduction 2. Solution for TM-Games 2.1. for passive adversaries 2.2. for malicious adversaries 3. General games Summary

1. Introduction Motivation: n Players want to compute Problem: each is a private input of the player i Question: Is it possible to run M so that The output is correct No additional information of the is leaked

1. Introduction Adversaries: - passive Adversaries: Run the protocol correct but run „on the side“ other efficient algorithmns - malicious Adversaries: Replace the algorithm by any efficient algorithm

1. Introduction First Observation: „Purely playable games“ Easy to solve with an extra trusted party In most situations there is no trusted party -> This notation wouldn‘t be useful „Purely playable games“ No extra party which is trusted by everyone

Overview Introduction 2. Solution for TM-Games 2.1. for passive adversaries 2.2. for malicious adversaries 3. General games Summary

2.1. Solution for TM-Games Motivation: Restricting the scenario to: A special case of games (Turing-machine games) Passive adversaries -> Easier to prove, yet useful for further proofs

2.1. Solution for TM-Games General Definitions: Random Variable (RV) R: (assigns a probability to each value ) PA = probablistic poly-time algorithm Efficient ≙ element of PA

2.1. Solution for TM-Games Game network of size n: n Turing machines with (for each TM): 1 read-only private input tape 1 write only private output tape 1 read/write private work tape n-1 special public communication tapes 1 common read-only input and 1 common write only output tape

2.1. Solution for TM-Games A probablistic distributed algorithm S in a game network of size n is a sequence of programs Denote the class of all such algorithms by PDA

2.1. Solution for TM-Games Let S∈PDA run in a network of size n with common input CI and private inputs Definition: denotes the RV of the public history denotes the RV of the private history of machine i

2.1. Solution for TM-Games Let S∈PDA run in a network of size n with common input CI and private inputs Definition: denotes the RV of the private output of machine i For T⊆{1,…n} let denote the vector of private histories of the members of T

2.1. Solution for TM-Games Indistinguishability of RV‘s: Poly-bounded RV‘s: c constant, k∈ℕ the security parameter Circuit is a „judge“ for two families of RV‘s U,V X a RV from U or V: Denote by P(U,C,k) the probability that outputs 1 on a random sample of

2.1. Solution for TM-Games Definition: (Indistinguishability of RV‘s) U and V are computationally indistinguishable if for all C, for all f∈ℕ and „sufficiently large“ k∈ℕ :

2.1. Solution for TM-Games Solution for a TM-Game: An algorithm in PDA with input s.t. the following conditions are satisfied: Agreement: for all i,j output i equals output j Correctness:

2.1. Solution for TM-Games Solution for a TM-Game: An algorithm in PDA with input s.t. the following conditions are satisfied: Privacy:

2.1. Solution for TM-Games Familiy of trap-door permutations: Easy to select an f for a k∈ℕ and some extra trap-door information Easy to compute f(x) Hard to compute , if one doesn‘t know the trap-door information One-way permutation: Same as above, but trap-door information must not exist

2.1. Solution for TM-Games Theorem: Proof sketch: If a trapdoor function exists, there exists a TM-game solver for passive adversaries Proof sketch: We use a lemma by Barrington‘s that simulates computation by composing elements in > Transform our TM in a circuit and further into a straight-line program

2.1. Solution for TM-Games This straight-line program contains: 0 and 1 as specially selected 5-permutations Variables in the range of Instructions consist of multiplying two 5-permutations  and  which can be: constant a variable the inverse (in ) of a variable

2.1. Solution for TM-Games Initialization: Each party encodes his private input by a 5-permutation  He selects random 5-permutations and gives the pair to player i He then sets and gives to player n

2.1. Solution for TM-Games Computation with  variable and: 1. case: ,c constant. Then set 2. case: , c constant. Then each player sets

2.1. Solution for TM-Games Computation with  variable and: 3. case: ⋅ ,  a variable. Then assume we can‘t just multiply as is not commutative

2.1. Solution for TM-Games Idea to solve the problem in case 3: „swap“ pieces until each player can compute his share first step: run this for all players resulting in O(n²) swaps Problem: privacy constraint would be violated Solution?

2.1. Solution for TM-Games Random bits: A random bit of f is: Given a trap-door permutation f A random bit of f is: - A poly-time computable function - Computing on f(x) is essentialy “as hard as inverting f” -> Blackboard

2.1. Solution for TM-Games Oblivious transfer (OT): -> Blackboard Sending information to the receiver, but it’s oblivious (“not clear”) what he received Rabin’s OT: A sends B an encrypted message E(m) and B can decrypt it with 50% probability -> Blackboard

2.1. Solution for TM-Games 1-2 oblivious transfer: A∈PA with input bits B∈PA with input bit  A sends B one out of two messages, s.t.: 1. B will read , but can’t predict 2. A cannot predict 

2.1. Solution for TM-Games Implementation of 1-2 OT in 4 steps: A selects a trapdoor permutation of size having a random bit A sends f to B and keeps secret B selects at random and sends A:

2.1. Solution for TM-Games Implementation of 1-2 OT in 4 steps: A computes: and sends B 4. B computes

2.1. Solution for TM-Games Why does it work? -> Blackboard

2.1. Solution for TM-Games Combined Oblivious Transfer (COT): A and B owning some inputs a and b In the end of the protocol, A has computed g(a,b), while B doesn‘t know what A has computed When a and b are secrets, it seems that B transfered a combination of his and A‘s secret to A

2.1. Solution for TM-Games Example: COT AND-gate A B This labels are secret!

2.1. Solution for TM-Games Combined Oblivious Transfer (COT): We‘ve seen the COT-AND gate The COT-NOT gate is trivial -> Therefor we can compute any 2-gates function

2.1. Solution for TM-Games Applying the COT to our problem: Player 1 and n use the following function for COT: g(x,(y,z) = w , where w⋅z=y⋅x Player 1 is A with input Player n is B with input Then set -> Notice that g(x,(y,⋅)) is injective on

Overview Introduction 2. Solution for TM-Games 2.1. for passive adversaries 2.2. for malicious adversaries 3. General games Summary

2.2. Solution for TM-Games Motivation: Theorem: With malicious adversaries we must clarify how to handle private inputs Say if one player stops computing or tries to pretend his private input is different from what it actually is, how can we handle this? Theorem: Given n players „willing to play“, less then half of which malicious, all TM-games are playable

2.2. Solution for TM-Games Zero-knowledge proof: Prove that you know a secret without revealing it. must satisfy 3 properties: Completeness: honest prover can convince honest verifier Soundness: cheating prover can’t convince honest verifier, except with small probability Zero-knowledge: no cheating verifier learns any other information

2.2. Solution for TM-Games What means „willing to play“? Successfully completing a protocol s.t. : For all players i, no minority can predict a bit of player i‘s input with prob. > ½ but it is guaranteed that a majority of players can efficiently compute i‘s input Each player i has a sequence of random encrypted bits s.t.: He knows the decryption No minority can predict them A majority can easily compute them

2.2. Solution for TM-Games How can we use this to „play“ the game? For any randomness, players must use the bits they received Each player proves - in zero-knowledge - that each message is what he should have send If any player should stop at this phase then: The others can reconstruct his random bits and private input Compute his further messages when necessary

Overview Introduction 2. Solution for TM-Games 2.1. for passive adversaries 2.2. for malicious adversaries 3. General games Summary

3. General games Game theory: Definition of a general game: A set S of possible states A set M of possible moves A set of knowledge functions of each state : A payoff function p evaluating the final state

3. General games Game theory: Given a description of a game, how can we find some strategy satisfying some property? Problem: given a description of a game, how can we actually PLAY the game? For a general n-player game, we need n+1 players to play it ( which is unfortunate as we need another trusted party, which we normally don‘t have )

3. General games Game Theory Example: The game „poker“ is clearly playable (e.g. in our physical world) Let NEWPOKER be the same as normal poker, but in addition you have the information, whether all hands combined form a royal flush Is this game playable, too?

3. General games Questions that arise: Is there a model which makes all games playable, or at least Does every game have a model in which it is playable? Should we restrict us to the class of playable games?

3. General games Theorem: Idea to prove this: If any trap-door function exists, any game is playable if more than half of the players are honest Idea to prove this: Simulate a trusting party in an ideal game

Overview Introduction 2. Solution for TM-Games 2.1. for passive adversaries 2.2. for malicious adversaries 3. General games Summary

4. Summary Theorem: Under the assumption that any trap-door permutation exists: We can tolerate any number of passive adversaries We can tolerate up to ½ ⋅n malicious adversaries If there are more than ½ ⋅n malicious adversaries then some protocols have no efficient solution

4. Summary Why is this useful? > Because every protocol can be formalized to a game with incomplete information > We can even find a solution uniformly: We can use an efficient algoritm, that, on input a protocol problem, outputs an efficient, distributed protocol for solving it

Thank you for your attention! Any questions?