Abstract

Trading card games (TCG) distinguish from traditional card games mainly because the cards are not shared between players in a match. Instead, users play with the cards they own (e.g., purchased or traded with other players), which corresponds to a subset of all cards produced by the game provider. Even though most computer-based TCGs rely on a trusted third-party (TTP) for preventing cheating during trades, allowing them to securely do so without such entity remains a challenging task. Actually, potential solutions are related to e-cash protocols, but, unlike the latter, TCGs require users to play with the cards under their possession, not only to be able to pass those cards over. In this work, we present the security requirements of TCGs and how they relate to e-cash. We then propose a concrete, TTP-free protocol for anonymously trading cards, using as basis a secure transferable e-cash protocol.

Highlights

  • A trading card game (TCG) is a type of card game in which, instead of using a fixed deck, each player creates his/her own deck from a subset of all cards made available by the game provider [1]

  • If the game protocols are designed so it does not depend on a trusted third party (TTP) to prevent cheating, on the other hand, a local connection would be enough, bringing convenience to users

  • The game server acts as a card market, being responsible for selling and digitally signing cards, so the buyer can prove that a card is valid as well as its ownership

Read more

Summary

INTRODUCTION

A trading card game (TCG) is a type of card game in which, instead of using a fixed deck, each player creates his/her own deck from a subset of all cards made available by the game provider [1]. Playing traditional card games in a P2P model was firstly proposed in mental poker [3] and different solutions were proposed since them (for a survey, see [4]) These works served as basis for TTP-free solutions for TCGs, such as Match+Guardian [2] and SecureTCG [1], which allow the detection of cheating attempts during a match with two or more players.

Architecture
Representation of cards
Comparison with e-cash
System requirements
BUILDING BLOCKS
Preliminaries and Notation
Groth-Sahai proofs
Verifiable random function
Structure-preserving blind signature
Compact e-cash
G G R skU
PROPOSED PROTOCOL
PRELIMINARY EFFICIENCY ANALYSIS
CONCLUSIONS
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call