February 18, 2023

Mental Poker Part 0: An Overview

I wrote previously about Mental Poker, how one can set up a game in a zero trust environment, and how this could be implemented using Fluid Framework.

Since the previous post, I spent some more time prototyping an implementation with a colleague and did a tech talk about it.

If you haven't read the previous post and are not familiar with Mental Poker, the following won't make much sense. Please start there or by watching the tech talk video.

The implementation consists of a few components:

At the time of writing, the append-only list distributed data structure is ready, available on my GitHub as fluid-ledger and published on npm.

The other components will all eventually end up in the mental-poker-toolkit repo.

Some parts, like cryptography and the game client, I cleaned up and moved from a private hackathon repo. Other parts, like the state machine, require major rework, which I haven't gotten around to yet.

The plan is to provide a quality implementation with good documentation and samples. A major difference between the hackathon proof of concept and this is that the proof of concept implements a simple discard game while I'm hoping the toolkit can support games with more than two players.

Discard game

Modeling a game like Poker is non-trivial. That said, a big part of the complexity comes from the rules of the game itself. For a proof of concept of Mental Poker, we didn't want to get in the weeds of Poker rules, rather showcase the key ideas of how two players can shuffle a deck of cards, agree on what order the cards end up in, while at the same time each being able to maintain some private state (cards in hand). All of this done over a public channel (Fluid Framework).

The game we modeled was simple: players draw a hand of cards, then take turns discarding by number or suit. If a player can't discard (no matching number or suit), they draw cards until they can discard. The player who discards their whole hand first wins.

This prototype informed the components we had to build.

A new distributed data structure

Framework does not offer out of the box a data structure like the one needed to model a sequence of moves. We ended up using SharedObjectSequence, a data structure that was marked as deprecated and since removed from Fluid. In general, the Fluid data structures that support lists are overkill for Mental Poker as they support insertion and deletion of sequences of items at arbitrary positions. For modeling a game, we just need an append only list - players take turns and each move means appending something to the end of the list.

In fact, having an append-only list ensures that we don't run into issues like a client unexpectedly inserting something in the middle of the list, which doesn't make sense if we're modeling a sequence of moves in a game.

Cryptography

I was also not able to find a package providing commutative encryption. This is a key requirement for the Mental Poker protocol but industry standard cryptography algorithms do not have this property. I ended up implementing the SRA algorithm from scratch, including a bunch of BigInt math. I still strongly believe in the don't roll your own crypto rule, so please do not use my implementation to play Poker for real money.

Besides encryption, we also need digital signatures. When a player joins a game, they generate a public/private key pair and their first action is to post their public key. All subsequent moves from that player are signed with the private key, so other players can ensure the action is taken by the player claiming to take that action, eliminating spoofing. Fortunately we were able to use Crypto.subtle for this (see Crypto Web API).

State machine

Another interesting discovery was the state machine. A high-level game move, like I'm drawing a card from the top of the pile translates into a message exchange between the players:

Shuffling cards, as described in the previous blog post, includes a longer sequence of steps. We needed a way to express I do this, then I expect the other player to reply with that. We can use such a state machine to express sequences of multiple moves to implement things like card shuffling.

The proof of concept state machine uses a queue of expected moves from the other player to implement the game mechanics and Mental Poker protocol. For example, for the Discard game, if it is the other player's turn, we expect two things can happen: they either discard a card or draw a card.

If they discard a card, then they publish their encryption key for the card which we can use to see the card (again, please refer to the previous Mental Poker post for details on the protocol). Alternately, if they can't discard a card, they need to draw a card, in which case we have to hand over our encryption key for the card on top of the deck.

Recipes

Some of the rules captured in this state machine are specific to each game implemented. Others though are simply steps in the Mental Poker protocol: things like shuffling, drawing cards etc. are all modeled as actions I take and actions I expect the other player to follow up with. I envision expressing such known sequences as recipes, building blocks for games.

As I mentioned before, the proof of concept state machine implementation requires some major rework. It needs to scale from two players to an arbitrary number of players, and needs to support recipes, which it currently doesn't. At the time of writing, this is one of the biggest chunks of pending work, and considering this is a hobby project I work on when time permits, I currently don't have a good sense of when I'll finish this. That said, a bunch of pieces are already in decent shape and public, so I plan to write about them while I continue working on finishing the toolkit.

Mental Poker series

In upcoming blog posts, I plan to cover the various pieces discussed above. The components address different problems, and I find all of them quite interesting. The problem space includes understanding how Fluid Framework distributed data structures work internally, how to generate large prime numbers, and how to model expected sequences of moves in a game among other things.

This post outlines the high level framing of the project. Following posts will dive deep into specific aspects.

In terms of applications, as I mention in the tech talk, the term games is pretty broad - we're not talking only about card games, but things like auctions, lotteries, blind voting etc. All of these can be implemented using Mental Poker as decentralized, zero-trust games.