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IEICE Transactions on Fundamentals of Electronics Communications and Computer Sciences

Card-Based Physical Zero-Knowledge Proof for Kakuro

Daiki Miyahara, Tatsuya Sasaki, Takaaki Mizuki, Hideaki Sone

Published Aug 31, 2019• 47 citations
Publisher

Abstract

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 puzzle without revealing any information about the solution. One possible drawback of their protocol would be that the protocol is not perfectly extractable, implying that a prover who does not know the solution can convince a verifier with a small probability; therefore, one has to repeat the protocol to make such an error become negligible. In this paper, to overcome this, we design zero-knowledge proof protocols for Kakuro having perfect extractability property. Our improvement relies on the ideas behind the copy protocols in the field of card-based cryptography. By executing our protocols with a real deck of physical playing cards, humans can practically perform an efficient zero-knowledge proof of knowledge for Kakuro.

DOI
10.1587/transfun.e102.a.1072

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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 puzzle without revealing any information about the solution. One possible drawback of their protocol would be that the protocol is not perfectly extractable, implying that a prover who does not know the solution can convince a verifier with a small probability; therefore, one has to repeat the protocol to make such an error become negligible. In this paper, to overcome this, we design zero-knowledge proof protocols for Kakuro having perfect extractability property. Our improvement relies on the ideas behind the copy protocols in the field of card-based cryptography. By executing our protocols with a real deck of physical playing cards, humans can practically perform an efficient zero-knowledge proof of knowledge for Kakuro.
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). Thus, in this study, we propose new protocols to perform zero-knowledge proof of knowledge for Sudoku using a normal deck of playing cards with no extractability error. Our protocols can be easily implemented by humans with a reasonable number of playing cards.
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 that he/she knows it, without revealing any information about the solution. The possible drawback is that the existing protocols have a soundness error with a non-zero probability or need special cards (such as scratch-off cards). Thus, in this study, we propose new protocols to perform zero-knowledge proof for Sudoku that use a normal deck of playing cards and have no soundness error. Our protocols can be easily implemented by humans with a reasonable number of playing cards.
Abstract A zero-knowledge proof protocol is a cryptographic protocol in which a prover, who knows the witness to a statement, can convince a verifier that the statement is true without revealing any information about the witness. Although zero-knowledge proof protocols are typically executed on electronic computers, there is a line of research to design zero-knowledge proof protocols based on physical objects (e.g., a deck of cards). This is called physical zero-knowledge proof. In this paper, we construct a physical zero-knowledge proof protocol for a logical puzzle called Sukoro. Sukoro has many cells on the puzzle board, like Sudoku, where each cell must be empty or filled with a number from one to four, and each number must match the number of adjacent filled cells, and the same numbers must not be adjacent to each other. In addition, it has a rule that all filled cells must be connected, which is called the connectivity condition. Although some existing protocols deal with the connectivity condition, all existing methods are interactive, which requires the prover’s knowledge to determine how the cards are manipulated during the execution of the protocols. In this paper, we give a new method for verifying the connectivity condition in the non-interactive setting, which means that the protocol can be executed without the prover’s knowledge, and construct a physical zero-knowledge proof protocol for Sukoro.
Abstract A zero-knowledge proof (ZKP) allows a prover to prove to a verifier that it knows some secret, such as a solution to a difficult puzzle, without revealing any information about it. In recent years, ZKP protocols using only a deck of playing cards for solutions to various pencil puzzles have been proposed. The previous work of Lafourcade et al. deals with a famous puzzle called Slitherlink. Their proposed protocol can verify that a solution forms a single loop without revealing anything about the solution, except this fact. Their protocol guarantees that the solution satisfies the single-loop condition, by interactively constructing a solution starting from a state that holds a simple single loop, and proceeding via steps that preserve the invariant of encoding a single loop, until the proper solution is reached. A drawback of their protocol is that it requires additional verifications to guarantee a single loop. In this study, we propose a more efficient ZKP protocol for such a puzzle with fewer additional verifications. For this, we employ the previous work of Robert et al., which addressed the connectivity property in a puzzle. That is, we verify that a solution is connected but not split, to be a single loop. Applying our proposal, we construct a card-based ZKP protocol for Moon-or-Sun, which has its specific rule of alternating pattern in addition to the single-loop condition.
The 15-puzzle is a puzzle game played with 15 square tiles numbered from 1 to 15 on a 4 × 4 board. It has been popular for generations because of its simplicity and challenge. The (w × h)-puzzle is a generalization of the 15-puzzle, which is played with wh − 1 square tiles numbered from 1 to wh − 1 on a w × h board. Solving the (w × h)-puzzle is NP-hard, and hence it is valuable to know its solution. In this paper, we apply the concept of zero-knowledge proof to the (w × h)-puzzle. We propose a physical zero-knowledge proof protocol, in which a prover who knows a solution to the (w × h)-puzzle can convince a verifier that the prover knows the solution without revealing any information about it. We also design physical zero-knowledge proof protocols of two token swapping problems closely related to the (w × h)-puzzle.
Akari, Takuzu, Kakuro and KenKen are logic games similar to Sudoku. In Akari, a labyrinth on a grid has to be lit by placing lanterns, respecting various constraints. In Takuzu a grid has to be filled with 0's and 1's, while respecting certain constraints. In Kakuro a grid has to be filled with numbers such that the sums per row and column match given values; similarly in KenKen a grid has to be filled with numbers such that in given areas the product, sum, difference or quotient equals a given value. We give physical algorithms to realize zero-knowledge proofs for these games which allow a player to show that he knows a solution without revealing it. These interactive proofs can be realized with simple office material as they only rely on cards and envelopes. Moreover, we formalize our algorithms and prove their security.