phantom-zone/examples/bomberman.rs
examples/bomberman.rsRaw
1use std::fmt::Debug;
2
3use bin_rs::*;
4use itertools::Itertools;
5use rand::{thread_rng, Rng, RngCore};
6
7struct Coordinates<T>(T, T);
8impl<T> Coordinates<T> {
9 fn new(x: T, y: T) -> Self {
10 Coordinates(x, y)
11 }
12 fn x(&self) -> &T {
13 &self.0
14 }
15
16 fn y(&self) -> &T {
17 &self.1
18 }
19}
20
21impl<T> Debug for Coordinates<T>
22where
23 T: Debug,
24{
25 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
26 f.debug_struct("Coordinates")
27 .field("x", self.x())
28 .field("y", self.y())
29 .finish()
30 }
31}
32
33fn coordinates_is_equal(a: &Coordinates<FheUint8>, b: &Coordinates<FheUint8>) -> FheBool {
34 &(a.x().eq(b.x())) & &(a.y().eq(b.y()))
35}
36
37/// Traverse the map with `p0` moves and check whether any of the moves equal
38/// bomb coordinates (in encrypted domain)
39fn traverse_map(p0: &[Coordinates<FheUint8>], bomb_coords: &[Coordinates<FheUint8>]) -> FheBool {
40 // First move
41 let mut out = coordinates_is_equal(&p0[0], &bomb_coords[0]);
42 bomb_coords.iter().skip(1).for_each(|b_coord| {
43 out |= coordinates_is_equal(&p0[0], &b_coord);
44 });
45
46 // rest of the moves
47 p0.iter().skip(1).for_each(|m_coord| {
48 bomb_coords.iter().for_each(|b_coord| {
49 out |= coordinates_is_equal(m_coord, b_coord);
50 });
51 });
52
53 out
54}
55
56// Do you recall bomberman? It's an interesting game where the bomberman has to
57// cross the map without stepping on strategically placed bombs all over the
58// map. Below we implement a very basic prototype of bomberman with 4 players.
59//
60// The map has 256 tiles with bottom left-most tile labelled with coordinates
61// (0,0) and top right-most tile labelled with coordinates (255, 255). There are
62// 4 players: Player 0, Player 1, Player 2, Player 3. Player 0's task is to walk
63// across the map with fixed no. of moves while preventing itself from stepping
64// on any of the bombs placed on the map by Player 1, 2, and 3.
65//
66// The twist is that Player 0's moves and the locations of bombs placed by other
67// players are encrypted. Player 0 moves across the map in encrypted domain.
68// Only a boolean output indicating whether player 0 survived after all the
69// moves or killed itself by stepping onto a bomb is revealed at the end. If
70// player 0 survives, Player 1, 2, 3 never learn what moves did Player 0 make.
71// If Player 0 kills itself by stepping onto a bomb, it only learns that bomb
72// was placed on one of the coordinates it moved to. Moreover, Player 1, 2, 3
73// never learn locations of each other bombs or whose bomb killed Player 0.
74fn main() {
75 set_parameter_set(ParameterSelector::NonInteractiveLTE4Party);
76
77 // set application's common reference seed
78 let mut seed = [0; 32];
79 thread_rng().fill_bytes(&mut seed);
80 set_common_reference_seed(seed);
81
82 let no_of_parties = 4;
83
84 // Client side //
85
86 // Players generate client keys
87 let cks = (0..no_of_parties).map(|_| gen_client_key()).collect_vec();
88
89 // Players generate server keys
90 let server_key_shares = cks
91 .iter()
92 .enumerate()
93 .map(|(index, k)| gen_server_key_share(index, no_of_parties, k))
94 .collect_vec();
95
96 // Player 0 describes its moves as sequence of coordinates on the map
97 let no_of_moves = 10;
98 let player_0_moves = (0..no_of_moves)
99 .map(|_| Coordinates::new(thread_rng().gen::<u8>(), thread_rng().gen()))
100 .collect_vec();
101 // Coordinates of bomb placed by Player 1
102 let player_1_bomb = Coordinates::new(thread_rng().gen::<u8>(), thread_rng().gen());
103 // Coordinates of bomb placed by Player 2
104 let player_2_bomb = Coordinates::new(thread_rng().gen::<u8>(), thread_rng().gen());
105 // Coordinates of bomb placed by Player 3
106 let player_3_bomb = Coordinates::new(thread_rng().gen::<u8>(), thread_rng().gen());
107
108 println!("P0 moves coordinates: {:?}", &player_0_moves);
109 println!("P1 bomb coordinates : {:?}", &player_1_bomb);
110 println!("P2 bomb coordinates : {:?}", &player_2_bomb);
111 println!("P3 bomb coordinates : {:?}", &player_3_bomb);
112
113 // Players encrypt their private inputs
114 let player_0_enc = cks[0].encrypt(
115 player_0_moves
116 .iter()
117 .flat_map(|c| vec![*c.x(), *c.y()])
118 .collect_vec()
119 .as_slice(),
120 );
121 let player_1_enc = cks[1].encrypt(vec![*player_1_bomb.x(), *player_1_bomb.y()].as_slice());
122 let player_2_enc = cks[2].encrypt(vec![*player_2_bomb.x(), *player_2_bomb.y()].as_slice());
123 let player_3_enc = cks[3].encrypt(vec![*player_3_bomb.x(), *player_3_bomb.y()].as_slice());
124
125 // Players upload the encrypted inputs and server key shares to the server
126
127 // Server side //
128
129 let server_key = aggregate_server_key_shares(&server_key_shares);
130 server_key.set_server_key();
131
132 // server parses Player inputs
133 let player_0_moves_enc = {
134 let c = player_0_enc
135 .unseed::<Vec<Vec<u64>>>()
136 .key_switch(0)
137 .extract_all();
138 c.into_iter()
139 .chunks(2)
140 .into_iter()
141 .map(|mut x_y| Coordinates::new(x_y.next().unwrap(), x_y.next().unwrap()))
142 .collect_vec()
143 };
144 let player_1_bomb_enc = {
145 let c = player_1_enc.unseed::<Vec<Vec<u64>>>().key_switch(1);
146 Coordinates::new(c.extract_at(0), c.extract_at(1))
147 };
148 let player_2_bomb_enc = {
149 let c = player_2_enc.unseed::<Vec<Vec<u64>>>().key_switch(2);
150 Coordinates::new(c.extract_at(0), c.extract_at(1))
151 };
152 let player_3_bomb_enc = {
153 let c = player_3_enc.unseed::<Vec<Vec<u64>>>().key_switch(3);
154 Coordinates::new(c.extract_at(0), c.extract_at(1))
155 };
156
157 // Server runs the game
158 let player_0_dead_ct = traverse_map(
159 &player_0_moves_enc,
160 &vec![player_1_bomb_enc, player_2_bomb_enc, player_3_bomb_enc],
161 );
162
163 // Client side //
164
165 // Players generate decryption shares and send them to each other
166 let decryption_shares = cks
167 .iter()
168 .map(|k| k.gen_decryption_share(&player_0_dead_ct))
169 .collect_vec();
170 // Players decrypt to find whether Player 0 survived
171 let player_0_dead = cks[0].aggregate_decryption_shares(&player_0_dead_ct, &decryption_shares);
172
173 if player_0_dead {
174 println!("Oops! Player 0 dead");
175 } else {
176 println!("Wohoo! Player 0 survived");
177 }
178}