Tohoku University · 컴퓨터과학
다이키 미야하라 교수의 연구실은 물리적 카드 기반의 암호학적 프로토콜을 중심으로, 퍼즐 기반의 신뢰할 수 있는 비밀 유지 증명(Zero-Knowledge Proof, ZKP) 기법을 개발하고 있습니다. 주로 스도쿠, 카쿠로, 스리터링크, 무사유 등 니코리 퍼즐을 대상으로 하며, 단순한 카드 조작을 통해 정보 유출 없이도 솔루션을 증명할 수 있는 혁신적인 방법을 제안합니다. 연구는 인간이 직접 참여할 수 있는 보안 프로토콜 설계에 초점을 맞추어, 컴퓨터 의존도를 줄이고 보다 직관적이고 안전한 정보 보호 기법을 개발하고 있습니다.
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
In 2009, Gradwohl, Naor, Pinkas, and Rothblum proposed physical zero-knowledge proof protocols for Sudoku. That is, for a puzzle instance of Sudoku, their excellent protocols allow a prover to convince a verifier that there is a solution to the Sudoku puzzle and the prover knows it, without revealing any information about the solution. The possible drawback is that the existing protocols have an extractability error with a non-zero probability, or need special cards (such as scratch-off cards).
Kakuro is a popular logic puzzle, in which a player fills in all empty squares with digits from 1 to 9 so that the sum of digits in each (horizontal or vertical) line is equal to a given number, called a clue, and digits in each line are all different. In 2016, Bultel, Dreier, Dumas, and Lafourcade proposed a physical zero-knowledge proof protocol for Kakuro using a deck of cards; their proposed protocol enables a prover to convince a verifier that the prover knows the solution of a Kakuro puzzl
We propose a technique to construct physical Zero-Knowledge Proof (ZKP) protocols for puzzles that require a single loop draw feature. Our approach is based on the observation that a loop has only one hole and this property remains stable by some simple transformations. Using this trick, we can transform a simple big loop, which is visible to anyone, into the solution loop by using transformations that do not disclose any information about the solution. We illustrate our technique by applying it
Suguru is a paper and pencil puzzle invented by Naoki Inaba. The goal of the game is to fill a grid with numbers between 1 and 5 while respecting three simple constraints. We first prove the NP-completeness of Suguru puzzle. For this we design gadgets to encode the PLANAR-CIRCUIT-SAT in a Suguru grid. We then design a physical Zero-Knowledge Proof (ZKP) protocol for Suguru. This ZKP protocol allows a prover to prove that he knows a solution of a Suguru grid to a verifier without leaking any info
Abstract During the last years, several card-based Zero-Knowledge Proof (ZKP) protocols for Nikoli’s puzzles have been designed. Although there are relatively simple card-based ZKP protocols for a number of puzzles, such as Sudoku and Kakuro, some puzzles face difficulties in designing simple protocols. For example, Slitherlink requires novel and elaborate techniques to construct a protocol. In this study, we focus on three Nikoli puzzles: Nurikabe, Hitori, and Heyawake. To date, no card-based Z
Consider a group of people who want to know the “rich list” among them, namely the ranking in terms of their total assets, without revealing any information about the actual value of their assets. This can be achieved by a “secure ranking computation,” which was first considered by Jiang and Gong (2006) [2]; they constructed a secure ranking computation protocol based on a public-key cryptosystem. In this paper, instead of using a public-key cryptosystem, we use a deck of physical cards to provi
Takuzu and Juosan are logical Nikoli games in the spirit of Sudoku. In Takuzu, a grid must be filled with 0’s and 1’s under specific constraints. In Juosan, the grid must be filled with vertical and horizontal dashes with specific constraints. We give physical algorithms using cards to realize zero-knowledge proofs for those games. The goal is to allow a player to show that he/she has the solution without revealing it. Previous work on Takuzu showed a protocol with multiple instances needed. We
Abstract Card-based cryptography started with the “five-card trick” designed by Den Boer (EUROCRYPT 1989); it enables Alice and Bob to securely evaluate the AND value of their private bits using a physical deck of five cards. It was then shown that the same task can be done with only four cards, i.e., Mizuki et al. proposed a four-card AND protocol (ASIACRYPT 2012). These two AND protocols are simple and easy even for non-experts, such as high school students, to execute. Their only common drawb