CRFeb 20, 2022
How to Physically Verify a Rectangle in a Grid: A Physical ZKP for ShikakuSuthee Ruangwises, Toshiya Itoh
Shikaku is a pencil puzzle consisting of a rectangular grid, with some cells containing a number. The player has to partition the grid into rectangles such that each rectangle contains exactly one number equal to the area of that rectangle. In this paper, we propose two physical zero-knowledge proof protocols for Shikaku using a deck of playing cards, which allow a prover to physically show that he/she knows a solution of the puzzle without revealing it. Most importantly, in our second protocol we develop a general technique to physically verify a rectangle-shaped area with a certain size in a rectangular grid, which can be used to verify other problems with similar constraints.
CRDec 22, 2021
Physical ZKP for Makaro Using a Standard Deck of CardsSuthee Ruangwises, Toshiya Itoh
Makaro is a logic puzzle with an objective to fill numbers into a rectangular grid to satisfy certain conditions. In 2018, Bultel et al. developed a physical zero-knowledge proof (ZKP) protocol for Makaro using a deck of cards, which allows a prover to physically convince a verifier that he/she knows a solution of the puzzle without revealing it. However, their protocol requires several identical copies of some cards, making it impractical as a deck of playing cards found in everyday life typically consists of all different cards. In this paper, we propose a new ZKP protocol for Makaro that can be implemented using a standard deck (a deck consisting of all different cards). Our protocol also uses asymptotically less cards than the protocol of Bultel et al. Most importantly, we develop a general method to encode a number with a sequence of all different cards. This allows us to securely compute several numerical functions using a standard deck, such as verifying that two given numbers are different and verifying that a number is the largest one among the given numbers.
CRNov 3, 2020
Physical ZKP for Connected Spanning Subgraph: Applications to Bridges Puzzle and Other ProblemsSuthee Ruangwises, Toshiya Itoh
An undirected graph $G$ is known to both the prover $P$ and the verifier $V$, but only $P$ knows a subgraph $H$ of $G$. Without revealing any information about $H$, $P$ wants to convince $V$ that $H$ is a connected spanning subgraph of $G$, i.e. $H$ is connected and contains all vertices of $G$. In this paper, we propose an unconventional zero-knowledge proof protocol using a physical deck of cards, which enables $P$ to physically show that $H$ satisfies the condition without revealing it. We also show applications of this protocol to verify solutions of three well-known NP-complete problems: the Hamiltonian cycle problem, the maximum leaf spanning tree problem, and a popular logic puzzle called Bridges.
CRSep 21, 2020
Physical Zero-Knowledge Proof for Ripple EffectSuthee Ruangwises, Toshiya Itoh
Ripple Effect is a logic puzzle where the player has to fill numbers into empty cells in a rectangular grid. The grid is divided into rooms, and each room must contain consecutive integers starting from 1 to its size. Also, if two cells in the same row or column contain the same number $x$, there must be a space of at least $x$ cells separating the two cells. In this paper, we develop a physical zero-knowledge proof for the Ripple Effect puzzle using a deck of cards, which allows a prover to convince a verifier that he/she knows a solution without revealing it. In particular, given a secret number $x$ and a list of numbers, our protocol can physically verify that $x$ does not appear among the first $x$ numbers in the list without revealing $x$ or any number in the list.
CRFeb 4, 2020
Physical Zero-Knowledge Proof for Numberlink Puzzle and $k$ Vertex-Disjoint Paths ProblemSuthee Ruangwises, Toshiya Itoh
Numberlink is a logic puzzle with an objective to connect all pairs of cells with the same number by non-crossing paths in a rectangular grid. In this paper, we propose a physical protocol of zero-knowledge proof for Numberlink using a deck of cards, which allows a prover to convince a verifier that he/she knows a solution without revealing it. In particular, the protocol shows how to physically count the number of elements in a list that are equal to a given secret value without revealing that value, the positions of elements in the list that are equal to it, or the value of any other element in the list. Finally, we show that our protocol can be modified to verify a solution of the well-known $k$ vertex-disjoint paths problem, both the undirected and directed settings.
CRNov 14, 2019
Securely Computing the $n$-Variable Equality Function with $2n$ CardsSuthee Ruangwises, Toshiya Itoh
Research in the area of secure multi-party computation using a deck of playing cards, often called card-based cryptography, started from the introduction of the five-card trick protocol to compute the logical AND function by den Boer in 1989. Since then, many card-based protocols to compute various functions have been developed. In this paper, we propose two new protocols that securely compute the $n$-variable equality function (determining whether all inputs are equal) $E: \{0,1\}^n \rightarrow \{0,1\}$ using $2n$ cards. The first protocol can be generalized to compute any doubly symmetric function $f: \{0,1\}^n \rightarrow \mathbb{Z}$ using $2n$ cards, and any symmetric function $f: \{0,1\}^n \rightarrow \mathbb{Z}$ using $2n+2$ cards. The second protocol can be generalized to compute the $k$-candidate $n$-variable equality function $E: (\mathbb{Z}/k\mathbb{Z})^n \rightarrow \{0,1\}$ using $2 \lceil \lg k \rceil n$ cards.
CROct 1, 2018
AND Protocols Using Only Uniform ShufflesSuthee Ruangwises, Toshiya Itoh
Secure multi-party computation using a deck of playing cards has been a subject of research since the "five-card trick" introduced by den Boer in 1989. One of the main problems in card-based cryptography is to design committed-format protocols to compute a Boolean AND operation subject to different runtime and shuffle restrictions by using as few cards as possible. In this paper, we introduce two AND protocols that use only uniform shuffles. The first one requires four cards and is a restart-free Las Vegas protocol with finite expected runtime. The second one requires five cards and always terminates in finite time.