15 comments

  • rishi_blockrand 11 minutes ago ago

    The reason for having a deliberate delay (10 sec here in the demo) is that I think 'the next round' (of drand for example) is a security anti-pattern.

    If a server sees the Drand beacon just a few milliseconds before the user's commit is finalized, they can 'veto' a winning roll by dropping the packet.

    Is 10s of UX friction a fair price for a Time-Lock that ensures the result literally doesn't exist anywhere in the world at the moment of commitment?

  • hackingonempty 9 hours ago ago

    > The only way to get a trust-less random value is to have it distributed and time-locked three ways, player, server and a future-entropy.

    Are you sure? The protocol described in Chuck Norris book Applied Cryptography seems to work fine without a randomness beacon. Once you get the commitments from all parties they reveal the nonces and everyone verifies they match the commitments and extracts the same random bits.

    • rishi_blockrand 9 hours ago ago

      Great point—Schneier’s two-party protocol is the foundation... However, it suffers from the 'Last-Actor/Last-Look' problem in a client-server environment.

      In a standard 2-party commit-reveal, one party always learns the result first. (Mostly servers in current setups).

      By adding a Randomness Beacon (Drand) as a third entropy source, we solve two things: No Last-Look: Neither the player nor the server knows the outcome until a specific future timestamp (the Drand round). Forced Resolution: Since the Drand signature is public, once that round passes, the result is 'locked' by math. The server can't hold the result hostage because anyone can pull the Drand signature and verify the result themselves.

      • CGMthrowaway 8 hours ago ago

        Right. In a strict two‑party client‑server provably fair system without economic penalties or extra trust assumptions, eliminating last‑actor bias requires external future entropy (or an equivalent third uncontrollable source)

        • rishi_blockrand 8 hours ago ago

          Exactly. For a web app where you can't easily "slash" a server for disappearing, you need that "uncontrollable third source" to force the game to finish.

          I looked at VDFs and custom MPCs, but they felt like overkill for a dice roll. Drand is basically a "pre-computed" MPC that anyone can verify with a simple curl. It hits that pragmatic sweet spot for a trustless audit without the "math homework" for the user...

          • hackingonempty 6 hours ago ago

            For others learning about this, the attack this project addresses is someone (maybe the web server) waits until everyone else reveals their committed bits then they alone know the outcome and if it is unfavorable they don't reveal and possibly repeat the game until they get the result they want.

            • rishi_blockrand 6 hours ago ago

              Spot on. By using Drand, we move from Optional Reveal to Deterministic Resolution — the result exists publicly the moment the round closes.

              It turns the server from a "Judge" into a "Timestamped Vault" that can't hold the outcome hostage if it's unfavourable, giving the player a winning ticket they can verify independently.

  • WatchDog 10 hours ago ago

    Clicking the button sometimes displays an error:

        Error: JSON.parse: unexpected character at line 1 column 1 of the JSON data
    
    
    Looking at the network tab, the POST request to the commit API returns a 409 error with the message:

        Commitment already pending for Round 26020619. Please wait for settlement before starting a new round.
    • rishi_blockrand 10 hours ago ago

      Oh yes, its only one commitment per call... this is a UI handling issue, will resolve it... the backend by design only takes one commitment per player, till it is resolved/revealed... Thanks

      • WatchDog 10 hours ago ago

        This happened on the first click opening the page, no other commit request in progress from myself, although maybe it's conflicting with other users.

        • rishi_blockrand 10 hours ago ago

          Oh ok... so then thats definitely a bug then... actually drand issues randomness every 3 seconds... so may be multiple on the same drand round has a bug... will correct that... Thanks

          • rishi_blockrand 5 hours ago ago

            I just checked the code and it was a small demo/front-end issue of assigning the player_id (in javascript)... have corrected it now : )

            The logic of back end api (written in go, commitment stored in firestore), is intact, the 409 will come only if the same user tries to commit again before the reveal, this is by design.

  • rishi_blockrand 9 hours ago ago

    The current time (in the demo) is fixed around 10 secs, but it can be anything, minimum being 6 secs (as the fastest) Drand pulse is 3 second, and some latency buffer...

  • charv 10 hours ago ago

    Cool stuff! I seem to have found a bug — often when I roll, I get this error and no roll happens:

      Error: The string did not match the expected pattern.
    • rishi_blockrand 10 hours ago ago

      Hmm... I have not been able to replicate that... Can u screenshot it ? Thanks for trying it out : )