Challenges
Datasets
Workspaces
Papers
Discussions
Leaderboard
Log inSign up
Challenges
Datasets
Workspaces
Papers
Discussions
Leaderboard
Blog
Job Board
Q3AS

© 2026 Aqora Quantum S.A.S.

TermsPrivacyLegal Notice

Lecture notes in computer science

Physical Zero-Knowledge Proofs of Physical Properties

Ben Fisch, Daniel Freund, Moni Naor

Published Jan 1, 2014• 26 citations
Publisher
DOI
10.1007/978-3-662-44381-1_18

Related papers

Physical Zero-Knowledge Proof for Ripple Effect

Suthee Ruangwises, Toshiya Itoh

Lecture notes in computer science•Jan 1, 2021•16 citations

General Properties of Quantum Zero-Knowledge Proofs

Hirotada Kobayashi

arXiv:0705.1129•Springer eBooks•Feb 25, 2008•35 citations

Interactive Physical Zero-Knowledge Proof for Norinori

Jean‐Guillaume Dumas, Pascal Lafourcade, Daiki Miyahara +3 more

Lecture notes in computer science•Jan 1, 2019•53 citations

Physical Zero-Knowledge Proof for Suguru Puzzle

Léo Robert, Daiki Miyahara, Pascal Lafourcade +1 more

Lecture notes in computer science•Jan 1, 2020•25 citations

Physical Zero-Knowledge Proof for Ball Sort Puzzle

Suthee Ruangwises

arXiv:2302.07251•Lecture notes in computer science•Jan 1, 2023•14 citations

ZKP Protocols for Usowan, Herugolf, and Five Cells

Daiki Miyahara, Léo Robert, Pascal Lafourcade +1 more

A Zero-Knowledge Proof (ZKP) protocol allows a participant to prove the knowledge of some secret without revealing any information about it. While such protocols are typically executed by computers, there exists a line of research proposing physical instances of ZKP protocols. Up to now, many card-based ZKP protocols for pen-and-pencil puzzles, like Sudoku, have been designed. Those games, mostly edited by Nikoli, have simple rules, yet designing them in card-based ZKP protocols is non-trivial. In this work, we propose a card-based ZKP protocol for Usowan, a Nikoli game. In Usowan, for each room of a puzzle instance, there is exactly one piece of false information. The goal of the game is to detect this wrong data amongst the correct data and also to satisfy the other rules. Designing a card-based ZKP protocol to deal with the property of detecting a liar has never been done. In some sense, we propose a physical ZKP for hiding of a liar. This work extends a previous paper appearing in Ref. [1]. In this extension, we propose two other protocols, for Herugolf and Five Cells. The puzzles are specifically chosen because each of those three puzzles shares a common constraint, connectivity. However, showing the connected configuration cannot be done with generic approach and brings new construction to the existing connectivity ZKP protocol. Indeed, in Herugolf, the connectivity is handled with a given length of cell which is decremental (i.e., the length of each connected cell decreases by one at each step). For Five Cells, there is an additional step in the setup allowing to encode all the information needed to ensure a valid ZKP protocol.

Tsinghua Science & Technology•Jun 20, 2024•9 citations
A Zero-Knowledge Proof (ZKP) protocol allows a participant to prove the knowledge of some secret without revealing any information about it. While such protocols are typically executed by computers, there exists a line of research proposing physical instances of ZKP protocols. Up to now, many card-based ZKP protocols for pen-and-pencil puzzles, like Sudoku, have been designed. Those games, mostly edited by Nikoli, have simple rules, yet designing them in card-based ZKP protocols is non-trivial. In this work, we propose a card-based ZKP protocol for Usowan, a Nikoli game. In Usowan, for each room of a puzzle instance, there is exactly one piece of false information. The goal of the game is to detect this wrong data amongst the correct data and also to satisfy the other rules. Designing a card-based ZKP protocol to deal with the property of detecting a liar has never been done. In some sense, we propose a physical ZKP for hiding of a liar. This work extends a previous paper appearing in Ref. [1]. In this extension, we propose two other protocols, for Herugolf and Five Cells. The puzzles are specifically chosen because each of those three puzzles shares a common constraint, connectivity. However, showing the connected configuration cannot be done with generic approach and brings new construction to the existing connectivity ZKP protocol. Indeed, in Herugolf, the connectivity is handled with a given length of cell which is decremental (i.e., the length of each connected cell decreases by one at each step). For Five Cells, there is an additional step in the setup allowing to encode all the information needed to ensure a valid ZKP protocol.