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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊網路與多媒體研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/87867
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dc.contributor.advisor蕭旭君zh_TW
dc.contributor.advisorHsu-Chun Hsiaoen
dc.contributor.author王靖傑zh_TW
dc.contributor.authorJing-Jie Wangen
dc.date.accessioned2023-07-24T16:11:12Z-
dc.date.available2023-11-09-
dc.date.copyright2023-07-24-
dc.date.issued2023-
dc.date.submitted2023-06-19-
dc.identifier.citation[1] Anny. Understand in one article the legal battle between dinter, gamania, and the enactment of gacha regulation. https://www.inside.com.tw/article/30725-DinTer-Gamania-Lineage-M-Lawfare, 2023.
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[5] D. Boneh, J. Bonneau, B. Bünz, and B. Fisch. Verifiable delay functions. In Advances in Cryptology–CRYPTO 2018: 38th Annual International Cryptology Conference, Santa Barbara, CA, USA, August 19–23, 2018, Proceedings, Part I, pages 757–788. Springer, 2018.
[6] D. Boneh, B. Bünz, and B. Fisch. Batching techniques for accumulators with applications to iops and stateless blockchains. In Advances in Cryptology–CRYPTO2019: 39th Annual International Cryptology Conference, Santa Barbara, CA, USA, August 18–22, 2019, Proceedings, Part I 39, pages 561–586. Springer, 2019.
[7] D. Boneh, W. Nguyen, and A. Ozdemir. Efficient functional commitments: How to commit to a private function. Cryptology ePrint Archive, 2021.
[8] G. A. Brooks and L. Clark. Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions. Addictive behaviors, 96:26–34, 2019.
[9] A. Carvalho. Bringing transparency and trustworthiness to loot boxes with blockchain and smart contracts. Decision Support Systems, 144:113508, 2021.
[10] I. Cascudo and B. David. Scrape: Scalable randomness attested by public entities. In Applied Cryptography and Network Security: 15th International Conference, ACNS 2017, Kanazawa, Japan, July 10-12, 2017, Proceedings 15, pages 537–556. Springer, 2017.
[11] I. Cascudo, B. David, O. Shlomovits, and D. Varlakov. Mt. random: Multi-tiered randomness beacons. Cryptology ePrint Archive, 2021.
[12] A.Cherniaeva, I.Shirobokov, and O.Shlomovits. Homomorphic encryption random beacon. Cryptology ePrint Archive, 2019.
[13] A. Chiesa, Y. Hu, M. Maller, P. Mishra, N. Vesely, and N. Ward. Marlin: Preprocessing zksnarks with universal and updatable srs. In Advances in Cryptology–EUROCRYPT 2020: 39th Annual International Conference on the Theory and Applications of Cryptographic Techniques, Zagreb, Croatia, May 10–14, 2020, Proceedings, Part I 39, pages 738–768. Springer, 2020.
[14] T. E. Y. Department of Consumer Protection. Disclosing loot box odds to protect gamers' interests. https://cpc.ey.gov.tw/en/4212D8C5A29ACA5F/61e3c731-23e9-41af-abd0-d12f2912e31c, 2022.
[15] A. Drummond and J. D. Sauer. Video game loot boxes are psychologically akin to gambling. Nature human behaviour, 2(8):530–532, 2018.
[16] Ethereum. Elliptic curve crypto in python. https://github.com/ethereum/py_ecc/, 2023.
[17] A. Gabizon, Z. J. Williamson, and O. Ciobotaru. Plonk: Permutations over lagrange bases for oecumenical noninteractive arguments of knowledge. Cryptology ePrint Archive, 2019.
[18] D. Galindo, J. Liu, M. Ordean, and J.-M. Wong. Fully distributed verifiable random functions and their application to decentralised random beacons. In 2021 IEEE European Symposium on Security and Privacy (EuroS&P), pages 88–102. IEEE, 2021.
[19] N. T. U. o. S. Gamelab and Technology. Third-party probability verification platform. https://gacha.gamelab.com.tw/, 2023.
[20] Google. Policy center. https://support.google.com/googleplay/ android-developer/topic/9858052?hl=en, 2023.
[21] A. Hiramatsu. A research of social game users’ attitude to“ gacha” probability announcement. In 2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI), pages 115–120. IEEE, 2019.
[22] A. Kate, G. M. Zaverucha, and I. Goldberg. Constant-size commitments to polynomials and their applications. In Advances in Cryptology-ASIACRYPT 2010: 16th International Conference on the Theory and Application of Cryptology and Information Security, Singapore, December 5-9, 2010. Proceedings 16, pages 177–194. Springer, 2010.
[23] S. Kristiansen and M. C. Severin. Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey. Addictive Behaviors, 103:106254, 2020.
[24] H. Lee, Y. Hsu, J.-J. Wang, H. C. Yang, Y.-H. Chen, Y.-C. Hu, and H.-C. Hsiao. Headstart: Efficiently verifiable and low-latency participatory randomness generation at scale. Network and Distributed System Security Symposium (NDSS), 2022.
[25] W. Li, D. Mills, and L. Nower. The relationship of loot box purchases to problem video gaming and problem gambling. Addictive behaviors, 97:27–34, 2019.
[26] LiLi0719. Internal news - the real situation about gacha probability.“. https:// forum.gamer.com.tw/C.php?bsn=30518&snA=47974, 2021.
[27] R. C. Merkle. A digital signature based on a conventional encryption function. In Advances in Cryptology—CRYPTO'87: Proceedings 7, pages 369–378. Springer, 1988.
[28] E. Obedkov. South Korea passes new amendment on loot box probability disclosure. https://gameworldobserver.com/2023/02/28/south-korea-loot-boxes-probability-disclosure-law, 2023.
[29] Paul. Promotion of Taiwan's online game gacha regulation. https://join.gov. tw/idea/detail/ee5dd8b8-bdeb-4d5e-8315-bb0601169d68, 2021.
[30] P. Schindler, A. Judmayer, M. Hittmeir, N. Stifter, and E. Weippl. Randrunner: Distributed randomness from trapdoor vdfs with strong uniqueness. 2021.
[31] P. Schindler, A. Judmayer, N. Stifter, and E. Weippl. Hydrand: Efficient continuous distributed randomness. In 2020 IEEE Symposium on Security and Privacy (SP), pages 73–89. IEEE, 2020.
[32] R. Valentine. Digital games spending reached $127 billion in 2020. https://www.gamesindustry.biz/digital-games-spending-reached-usd127-billion-in-2020/, 2020.
[33] M. von Meduna, F. Steinmetz, L. Ante, J. Reynolds, and I. Fiedler. Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey. Technology in Society, 63:101395, 2020.
[34] J. J. Wang. Loot box verification protocols implemented in python. https: //github.com/WangJ509/LootBoxVerification, 2023.
[35] B. Wesolowski. Efficient verifiable delay functions. In Advances in Cryptology–EUROCRYPT 2019: 38th Annual International Conference on the Theory and Applications of Cryptographic Techniques, Darmstadt, Germany, May 19–23, 2019, Proceedings, Part III 38, pages 379–407. Springer, 2019.
[36] L. Y. Xiao. Regulating loot boxes as gambling? towards a combined legal and self-regulatory consumer protection approach. Interactive Entertainment Law Review, 4(1):27–47, 2021.
[37] L. Y. Xiao. Breaking ban: Belgium's ineffective gambling law regulation of video game loot boxes. Collabra: Psychology, 9(1), 2023.
[38] L. Y. Xiao, L. L. Henderson, R. K. Nielsen, and P. W. Newall. Regulating gambling-like video game loot boxes: A public health framework comparing industry self-regulation, existing national legal approaches, and other potential approaches. Current Addiction Reports, 9(3):163–178, 2022.
[39] L. Y. Xiao, L. L. Henderson, Y. Yang, and P. W. Newall. Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China. Behavioural Public Policy, pages 1–27, 2021.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/87867-
dc.description.abstract虛擬轉蛋是一種隨機獲取獎勵的機制,並且已經是近期遊戲產業主要的盈利模式。然而,世界各地發生過許多起針對虛擬轉蛋消費糾紛事件,例如近期台灣發生的「丁特 v.s. 天堂 M」事件,玩家實測出的掉寶機率與遊戲公告的機率明顯不符,後續公平交易委員會也證實遊戲公司確實有廣告不實。面對這些事件,許多國家制定法律,要求遊戲公司需明確揭露虛擬轉蛋中獎機率。然而,目前並沒有一個公認可行的方式來驗證虛擬轉蛋的實際中獎機率,其中一些方法並無法完整驗證資料,一些方法要求將程式碼開源。但考量到現實情況,要求遊戲公司開源是不實際的,因為轉蛋演算法往往是重要的商業機密。於是本篇研究提出在不洩漏原始碼的前提下驗證虛擬轉蛋中獎機率的方法。我們提出的方法包括兩種協定:機率驗證協定以及轉蛋抽獎協定。機率驗證協定使用隨機信標及函數承諾等密碼學工具,提供不可預測的隨機源及執行正確性的驗證,以此獲得測試資料進行機率驗證;轉蛋抽獎協定讓讓玩家及遊戲伺服器共同產生一個隨機參數,使得雙方都不能預測或控制轉蛋的機率,保障玩家在抽獎過程並沒有被降低機率。此外,我們也實作提出的兩種協定,並對於不同參數進行實驗比較。結果顯示我們的系統擁有良好的效能及實用性。zh_TW
dc.description.abstractLoot boxes, which have become a predominant revenue model in contemporary mobile games, offer players the opportunity to acquire random rewards. However, there have been numerous incidents of disputes related to loot box consumption around the world. For example, in the recent "Dinter v.s. Lineage M" incident in Taiwan, where players conducted tests and found that the winning probability did not align with the probability stated by the game company. The Fair Trade Commission later confirmed that the game company had engaged in false advertising. Faced with these incidents, some countries have adopted laws mandating the explicit disclosure of probabilities. However, currently, there is no practical method to verify the probability statements. As a result, in this work, we propose an efficient approach for verifying the probability of loot boxes without disclosing the source code. In particular, we propose two protocols: a probability verification protocol and a loot box opening protocol. The probability verification protocol allows players to verify the winning probability of loot boxes using publicly verifiable random sources. On the other hand, the loot box opening protocol establishes a mechanism for the game servers and players to agree on a random input, ensuring that neither party can manipulate the outcome. We also implemented our protocols and conducted experiments to evaluate their performance. The results demonstrate that these protocols are efficient and practical.en
dc.description.provenanceSubmitted by admin ntu (admin@lib.ntu.edu.tw) on 2023-07-24T16:11:12Z
No. of bitstreams: 0
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dc.description.provenanceMade available in DSpace on 2023-07-24T16:11:12Z (GMT). No. of bitstreams: 0en
dc.description.tableofcontents口試委員審定書 ii
摘要 iii
Abstract v
Contents vii
Chapter 1 Introduction 1
Chapter 1.1 What is loot box 1
Chapter 1.2 Current verification of loot box probability statement 2
Chapter 2 Background 5
Chapter 2.1 Regulations on loot box around the world 5
Chapter 2.2 Regulation on loot box in Taiwan 7
Chapter 2.3 Public randomness beacon (PRB) 9
Chapter 2.4 Functional Commitment 10
Chapter 3 Preliminaries 11
Chapter 3.1 Verifiable Delay Function 11
Chapter 3.2 Cryptographic Accumulator 12
Chapter 3.3 Public Randomness Beacon 14
Chapter 3.4 Functional Commitment 15
Chapter 4 Problem Formulation 19
Chapter 4.1 Assumptions 20
Chapter 4.2 Threat Model 21
Chapter 4.3 Objectives 21
Chapter 5 Proposed Protocols 23
Chapter 5.1 Probability Verification Protocol 23
Chapter 5.1.1 Probability Verification Through Public Randomness Beacon 23
Chapter 5.1.2 Probability Verification Through Dry-Run API 27
Chapter 5.1.3 Probability Verification Through Public Bulletin Board 29
Chapter 5.1.4 Probability Verification Through Third-Party Auditing 30
Chapter 5.2 Loot Box Opening Protocol 31
Chapter 6 Discussion 35
Chapter 6.1 Hypothesis test 35
Chapter 6.2 Determine the number of test inputs 36
Chapter 7 Security Analysis 39
Chapter 7.1 Correctness & Soundness 39
Chapter 7.2 Public Verifiability 39
Chapter 7.3 Individual Verifiability 40
Chapter 7.4 Input Transparency 40
Chapter 7.5 Algorithmic Hiding 40
Chapter 8 Evaluation 43
Chapter 8.1 Implementation 43
Chapter 8.2 Complexity Analysis 44
Chapter 8.3 Execution Time Analysis 44
Chapter 9 Conclusion 47
References 49
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dc.language.isoen-
dc.subject密碼學zh_TW
dc.subject資訊安全zh_TW
dc.subject虛擬轉蛋zh_TW
dc.subjectsecurityen
dc.subjectcryptographyen
dc.subjectloot boxen
dc.title打造公平的遊戲轉蛋:在不洩漏原始碼的前提下驗證虛擬轉蛋的機率zh_TW
dc.titleSecuring Fair Loot Box Games: An Efficient Approach to Verifying Loot Box Probability Statement Without Source Code Disclosureen
dc.typeThesis-
dc.date.schoolyear111-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee吳家麟;游家牧zh_TW
dc.contributor.oralexamcommitteeJa-Ling Wu ;Chia-Mu Yuen
dc.subject.keyword資訊安全,密碼學,虛擬轉蛋,zh_TW
dc.subject.keywordsecurity,cryptography,loot box,en
dc.relation.page54-
dc.identifier.doi10.6342/NTU202301027-
dc.rights.note同意授權(全球公開)-
dc.date.accepted2023-06-20-
dc.contributor.author-college電機資訊學院-
dc.contributor.author-dept資訊網路與多媒體研究所-
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