mirror of
https://github.com/arnaucube/phantom-zone.git
synced 2026-01-09 23:51:30 +01:00
implement min, max, mux
This commit is contained in:
@@ -34,6 +34,8 @@ fn coordinates_is_equal(a: &Coordinates<FheUint8>, b: &Coordinates<FheUint8>) ->
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&(a.x().eq(b.x())) & &(a.y().eq(b.y()))
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}
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/// Traverse the map with `p0` moves and check whether any of the moves equal
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/// bomb coordinates (in encrypted domain)
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fn traverse_map(p0: &[Coordinates<FheUint8>], bomb_coords: &[Coordinates<FheUint8>]) -> FheBool {
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// First move
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let mut out = coordinates_is_equal(&p0[0], &bomb_coords[0]);
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@@ -52,23 +54,23 @@ fn traverse_map(p0: &[Coordinates<FheUint8>], bomb_coords: &[Coordinates<FheUint
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}
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// Do you recall bomberman? It's an interesting game where the bomberman has to
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// cross the map without stepping on strategically placed bombs all across the
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// cross the map without stepping on strategically placed bombs all over the
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// map. Below we implement a very basic prototype of bomberman with 4 players.
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//
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// The map has 256 tiles with bottom left-most tile labelled with coordinate
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// (0,0) and top right-most tile labelled with coordinate (255, 255). There are
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// The map has 256 tiles with bottom left-most tile labelled with coordinates
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// (0,0) and top right-most tile labelled with coordinates (255, 255). There are
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// 4 players: Player 0, Player 1, Player 2, Player 3. Player 0's task is to walk
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// across the map with fixed no. of moves while preventing itself from stepping
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// on any of the bombs placed across the map by Player 1, 2, and 3.
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// on any of the bombs placed on the map by Player 1, 2, and 3.
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//
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// The twist is that Player 0's moves and the locations of bombs placed by other
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// players are encrypted. Player 0 moves across the map in encrypted domain.
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// Only a boolean output indicating whether player 0 survived after all the
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// moves or killed itself by stepping onto a bomb is revealed at the end. If
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// player 0 survives, Player 1, 2, 3 never learn what moves did it make. If
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// player 0 kills itself by stepping onto a bomb, it only learns that bomb was
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// placed on one coordinates it moved to. Moreover, Player 1, 2, 3 never learn
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// about locations of each other bombs or even whose bomb killed Player 1.
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// player 0 survives, Player 1, 2, 3 never learn what moves did Player 0 make.
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// If Player 0 kills itself by stepping onto a bomb, it only learns that bomb
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// was placed on one of the coordinates it moved to. Moreover, Player 1, 2, 3
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// never learn locations of each other bombs or whose bomb killed Player 0.
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fn main() {
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set_parameter_set(ParameterSelector::NonInteractiveLTE4Party);
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@@ -81,29 +83,34 @@ fn main() {
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// Client side //
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// Players generate client keys
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let cks = (0..no_of_parties).map(|_| gen_client_key()).collect_vec();
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// Players generate server keys
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let server_key_shares = cks
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.iter()
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.enumerate()
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.map(|(index, k)| gen_server_key_share(index, no_of_parties, k))
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.collect_vec();
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// encrypt inputs
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// Player 0 describes its moves as sequence of coordinates on the map
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let no_of_moves = 10;
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let player_0_moves = (0..no_of_moves)
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.map(|_| Coordinates::new(thread_rng().gen::<u8>(), thread_rng().gen()))
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.collect_vec();
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// Coordinates of bomb placed by Player 1
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let player_1_bomb = Coordinates::new(thread_rng().gen::<u8>(), thread_rng().gen());
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// Coordinates of bomb placed by Player 2
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let player_2_bomb = Coordinates::new(thread_rng().gen::<u8>(), thread_rng().gen());
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// Coordinates of bomb placed by Player 3
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let player_3_bomb = Coordinates::new(thread_rng().gen::<u8>(), thread_rng().gen());
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println!("P0 moves coordinates: {:?}", &player_0_moves);
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println!("P1 bomb coordinate : {:?}", &player_1_bomb);
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println!("P2 bomb coordinate : {:?}", &player_2_bomb);
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println!("P3 bomb coordinate : {:?}", &player_3_bomb);
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println!("P1 bomb coordinates : {:?}", &player_1_bomb);
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println!("P2 bomb coordinates : {:?}", &player_2_bomb);
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println!("P3 bomb coordinates : {:?}", &player_3_bomb);
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// Al players encrypt their private inputs
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// Players encrypt their private inputs
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let player_0_enc = cks[0].encrypt(
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player_0_moves
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.iter()
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@@ -115,14 +122,14 @@ fn main() {
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let player_2_enc = cks[2].encrypt(vec![*player_2_bomb.x(), *player_2_bomb.y()].as_slice());
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let player_3_enc = cks[3].encrypt(vec![*player_3_bomb.x(), *player_3_bomb.y()].as_slice());
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// All player upload the encrypted inputs and server key shates to the server
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// Players upload the encrypted inputs and server key shares to the server
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// Server side //
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let server_key = aggregate_server_key_shares(&server_key_shares);
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server_key.set_server_key();
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// server parses all player inputs
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// server parses Player inputs
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let player_0_moves_enc = {
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let c = player_0_enc
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.unseed::<Vec<Vec<u64>>>()
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@@ -147,17 +154,20 @@ fn main() {
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Coordinates::new(c.extract_at(0), c.extract_at(1))
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};
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// run the game
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// Server runs the game
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let player_0_dead_ct = traverse_map(
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&player_0_moves_enc,
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&vec![player_1_bomb_enc, player_2_bomb_enc, player_3_bomb_enc],
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);
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// All players generate decryption shares
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// Client side //
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// Players generate decryption shares and send them to each other
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let decryption_shares = cks
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.iter()
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.map(|k| k.gen_decryption_share(&player_0_dead_ct))
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.collect_vec();
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// Players decrypt to find whether Player 0 survived
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let player_0_dead = cks[0].aggregate_decryption_shares(&player_0_dead_ct, &decryption_shares);
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if player_0_dead {
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@@ -1,6 +1,6 @@
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use bin_rs::*;
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use itertools::Itertools;
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use rand::{thread_rng, RngCore};
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use rand::{thread_rng, Rng, RngCore};
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struct Location<T>(T, T);
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@@ -47,17 +47,19 @@ fn should_meet_fhe(
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// Here we write a simple application with two users `a` and `b`. User `a` wants
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// to find (long distance) friends that live in their neighbourhood. User `b` is
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// open to meeting new friends within some distance of their location. Both user
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// `a` and `b` encrypt their location and upload to the server. User `b` also
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// encrypts the distance square threshold within which they are interested in
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// meeting new friends. The server calculates the square of the distance between
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// user a's location and user b's location and returns encrypted boolean output
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// indicating whether square of distance is <= user b's supplied distance square
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// threshold. User `a` then comes online, downloads output ciphertext, produces
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// their decryption share for user `b`, and uploads the decryption share to the
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// `a` and `b` encrypt their locations and upload their encrypted locations to
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// the server. User `b` also encrypts the distance square threshold within which
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// they are interested in meeting new friends. and send encrypted distance
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// square threshold to the server.
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// The server calculates the square of the distance between user a's location
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// and user b's location and produces encrypted boolean output indicating
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// whether square of distance is <= user b's supplied distance square threshold.
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// User `a` then comes online, downloads output ciphertext, produces their
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// decryption share for user `b`, and uploads the decryption share to the
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// server. User `b` comes online, downloads output ciphertext and user a's
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// decryption share, produces their own decryption share, and then decrypts the
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// encrypted boolean output. If the output is `True`, it indicates
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// user `a` is within the distance square threshold defined by user `b`.
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// encrypted boolean output. If the output is `True`, it indicates user `a` is
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// within the distance square threshold defined by user `b`.
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fn main() {
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set_parameter_set(ParameterSelector::NonInteractiveLTE2Party);
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@@ -73,7 +75,7 @@ fn main() {
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// Generate client keys
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let cks = (0..no_of_parties).map(|_| gen_client_key()).collect_vec();
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// We assign id 0 to client 0 and id 1 to client 1
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// We assign user_id 0 to client 0 and user_id 1 to client 1
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let a_id = 0;
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let b_id = 1;
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let user_a_secret = &cks[0];
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@@ -85,30 +87,30 @@ fn main() {
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// User a and b encrypt their locations
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let user_a_secret = &cks[0];
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let user_a_location = Location::new(50, 60);
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let user_a_location = Location::new(thread_rng().gen::<u8>(), thread_rng().gen::<u8>());
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let user_a_enc =
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user_a_secret.encrypt(vec![*user_a_location.x(), *user_a_location.y()].as_slice());
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let user_b_location = Location::new(50, 60);
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// User b also encrypts the distance sq threshold
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let user_b_threshold = 20;
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let user_b_location = Location::new(thread_rng().gen::<u8>(), thread_rng().gen::<u8>());
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// User b also encrypts the distance square threshold
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let user_b_threshold = 40;
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let user_b_enc = user_b_secret
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.encrypt(vec![*user_b_location.x(), *user_b_location.y(), user_b_threshold].as_slice());
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// Server Side //
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// Both user a and b upload their private inputs and server key shares to
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// the server in one shot message
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// the server in single shot message
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let server_key = aggregate_server_key_shares(&vec![a_server_key_share, b_server_key_share]);
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server_key.set_server_key();
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// Server parses private inputs from user a and b
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let user_a_location_enc = {
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let c = user_a_enc.unseed::<Vec<Vec<u64>>>().key_switch(0);
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let c = user_a_enc.unseed::<Vec<Vec<u64>>>().key_switch(a_id);
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Location::new(c.extract_at(0), c.extract_at(1))
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};
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let (user_b_location_enc, user_b_threshold_enc) = {
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let c = user_b_enc.unseed::<Vec<Vec<u64>>>().key_switch(1);
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let c = user_b_enc.unseed::<Vec<Vec<u64>>>().key_switch(b_id);
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(
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Location::new(c.extract_at(0), c.extract_at(1)),
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c.extract_at(2),
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@@ -124,13 +126,13 @@ fn main() {
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// Client Side //
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// user a comes online, downloads out_c, produces a decryption share, and
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// user `a` comes online, downloads `out_c`, produces a decryption share, and
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// uploads the decryption share to the server.
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let a_dec_share = user_a_secret.gen_decryption_share(&out_c);
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// user b comes online downloads user a's decryption share, generates their
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// user `b` comes online downloads user `a`'s decryption share, generates their
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// own decryption share, decrypts the output ciphertext. If the output is
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// True, they contact user a to meet.
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// True, they contact user `a` to meet.
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let b_dec_share = user_b_secret.gen_decryption_share(&out_c);
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let out_bool =
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user_b_secret.aggregate_decryption_shares(&out_c, &vec![b_dec_share, a_dec_share]);
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@@ -46,7 +46,7 @@ fn main() {
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let c2_a = thread_rng().gen::<u8>();
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let c2_enc = cks[2].encrypt(vec![c2_a].as_slice());
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// client 1 encrypts its private inputs
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// client 3 encrypts its private inputs
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let c3_a = thread_rng().gen::<u8>();
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let c3_enc = cks[3].encrypt(vec![c3_a].as_slice());
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@@ -66,26 +66,26 @@ fn main() {
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// Server side //
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// Server receives server key shares from each client and proceeds to aggregate
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// them to produce server key. After this point, server can use server key share
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// to evaluate any arbitrary function on encrypted private inputs from the fixed
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// set of clients
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// them to produce the server key. After this point, server can use the server
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// key to evaluate any arbitrary function on encrypted private inputs from
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// the fixed set of clients
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// aggregate shares and generates server key
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// aggregate server shares and generate the server key
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let server_key = aggregate_server_key_shares(&server_key_shares);
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server_key.set_server_key();
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// Server proceeds to extract private inputs sent by clients
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//
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// To extract client 0's (with user_id=0) private inputs we first key switch
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// client 0's private inputs from thei secret to ideal secret of the mpc
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// client 0's private inputs from theit secret to ideal secret of the mpc
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// protocol. To indicate we're key switching client 0's private input we
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// supply client 0's user_id i.e. we call `key_switch(0)`. Then we extract
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// supply client 0's `user_id` i.e. we call `key_switch(0)`. Then we extract
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// the first ciphertext by calling `extract_at(0)`.
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//
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// Since client 0 only encrypted 1 input in batched ciphertext calling
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// Since client 0 only encrypts 1 input in batched ciphertext, calling
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// extract_at(index) for `index` > 0 will panic. If client 0 had more private
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// inputs then we can either extract them all at once by `extract_all` or first
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// `many` of them by `extract_many(many)`
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// inputs then we can either extract them all at once with `extract_all` or
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// first `many` of them with `extract_many(many)`
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let ct_c0_a = c0_enc.unseed::<Vec<Vec<u64>>>().key_switch(0).extract_at(0);
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let ct_c1_a = c1_enc.unseed::<Vec<Vec<u64>>>().key_switch(1).extract_at(0);
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@@ -93,7 +93,7 @@ fn main() {
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let ct_c3_a = c3_enc.unseed::<Vec<Vec<u64>>>().key_switch(3).extract_at(0);
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// After extracting each client's private inputs, server proceeds to evaluate
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// the function1
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// function1
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let now = std::time::Instant::now();
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let ct_out_f1 = function1_fhe(&ct_c0_a, &ct_c1_a, &ct_c2_a, &ct_c3_a);
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println!("Function1 FHE evaluation time: {:?}", now.elapsed());
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@@ -104,10 +104,10 @@ fn main() {
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// Client side //
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// In multi-party decryption, each client needs to come online, download output
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// ciphertext from the server, produce decryption share, and send to other
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// parties (either via p2p or via server). After receving decryption shares
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// for output ciphertext from other parties, client can independently decrypt
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// output ciphertext.
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// ciphertext from the server, produce "output ciphertext" dependent decryption
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// share, and send it to other parties (either via p2p or via server). After
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// receving decryption shares from other parties, clients can independently
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// decrypt output ciphertext.
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// each client produces decryption share
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let decryption_shares = cks
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@@ -115,19 +115,19 @@ fn main() {
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.map(|k| k.gen_decryption_share(&ct_out_f1))
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.collect_vec();
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// With all decrytpion shares, client can aggregate the shares and decrypt the
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// With all decrytpion shares, clients can aggregate the shares and decrypt the
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// ciphertext
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let out_f1 = cks[0].aggregate_decryption_shares(&ct_out_f1, &decryption_shares);
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// we check that output is correct
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// we check correctness of function1
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let want_out_f1 = function1(c0_a, c1_a, c2_a, c3_a);
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assert_eq!(out_f1, want_out_f1);
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// -----------
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// Server key can be re-used for different function with different private
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// client inputs for same set of clients. Here we run `function2_fhe` for
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// the same set of client but with new inputs. Client only have to upload their
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// Server key can be re-used for different functions with different private
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// client inputs for the same set of clients. Here we run `function2_fhe` for
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// the same set of client but with new inputs. Clients only have to upload their
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// private inputs to the server this time.
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// Each client encrypts their private input
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@@ -140,7 +140,7 @@ fn main() {
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let c3_a = thread_rng().gen::<u8>();
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let c3_enc = cks[3].encrypt(vec![c3_a].as_slice());
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// Client upload their private inputs to the server
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// Clients upload their private inputs to the server
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// Server side //
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@@ -163,7 +163,7 @@ fn main() {
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.map(|k| k.gen_decryption_share(&ct_out_f2))
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.collect_vec();
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// Client independently aggregate the shares and decrypt
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// Clients independently aggregate the shares and decrypt
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let out_f2 = cks[0].aggregate_decryption_shares(&ct_out_f2, &decryption_shares);
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// We check correctness of function2
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