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eddythompson80 9 hours ago

I agree, but that’s precisely the interesting ‘technical’ problem. Like bitcoins “proof of work” in 2011 (it took me few years to comprehend) was an eye opening moment for me. While I do believe that it firmly failed to achieve its lofty goals, the idea of “proof of work” was a really captivating and interring technical idea. Can a video game client have a similar zero-trust proof of their authenticity? I personally can’t think of one. I can’t think of a way to have remote random agents (authenticates or not) to proof they are not cheating in a “game”, and like you, I suspect it’s not really possible. But what does that mean?

I grew up with star trek and star wars wondering what a “I’ll transfer 20 units to you” meant. Bitcoin was an eye opener in the idea of “maybe this is possible” to me. But it shortly became true to me that it’s not the case. There is no way still for random agents to prove they are not malicious. It’s easier in a network within the confines of Bitcoin network. But maybe I’m not smart enough to come up with a more generalized concept. After all, I was one of the people who read the initial bitcoin white paper on HN and didn’t understand it back then and dismissed it.

charcircuit 6 hours ago | parent [-]

You could have replays where all player inputs are signed by the individual players. This replay file could be used as proof to report a cheater. Analysis tools can be developed later to identify what packets are only possible from cheaters. For example you could prove that a player was sending packets that they were flying around.