Results are actually way better, with the 4X changed into 2X. However it
seems to me that Scott's proposal is better - slightly more complex but
certainly more deterministic.
Thanks,
Yaron
On 02/02/2015 08:31 AM, Yoav Nir wrote:
The three-sigma rule applies even with a non-normal distribution.
Anyway, I tried the 64-key sample. Results are slightly better.
Yoav
On Feb 1, 2015, at 7:36 PM, Yaron Sheffer <[email protected]> wrote:
Hi Yoav,
This is good, but I'm not sure if it's good enough. The ratio between min and max (which
I trust more than the "mean +/- 3s" rule, because this is not a normal
distribution) is consistently around 4. So if you have to design your timeouts on a
particular machine, you would still have a lot of uncertainty. For comparison, could you
try again with 64 replacing the 16 tries, and with lower bit lengths?
Thanks,
Yaron
On 02/01/2015 11:46 AM, Yoav Nir wrote:
And now it’s really attached.
On Feb 1, 2015, at 11:45 AM, Yoav Nir <[email protected]> wrote:
On Jan 31, 2015, at 12:35 AM, Yoav Nir <[email protected]> wrote:
On Jan 30, 2015, at 3:37 PM, Yaron Sheffer <[email protected]> wrote:
What I would suggest is: we give the client a single puzzle, and ask it to
return 16 different solutions. Indeed each puzzle then should be 16X easier.
The nice thing is, the server should only check *one* of them, at random. The
client would still need to solve all of them because it doesn't want to risk
the exchange being rejected because some solutions are invalid (the game theory
is probably more complex than that, but I think what I'm saying is still close
to the truth).
So: the client does the same amount of work, the server does the same amount of
work, but the client run-time is still much more deterministic.
<snip />
Note that these are still single core results, and most laptops can do twice or
four times as much. Now, I know that what I SHOULD be doing is to randomly
generate 100 “cookies” and then calculate the times for different bit lengths
for each of them, and then calculate mean and standard deviation. But just by
looking, it looks like it’s much closer to what we want. 16 bits would be a
fine puzzle level for my laptop. No idea about a phone, although I could try to
compile this and run it on an ARM-based appliance, which should match phones.
OK. Now I have done it right. See attached. The data suggests that 15 or 16
bits is the level of puzzle that for this kind of hardware is challenging but
not too onerous. Add another bit if we assume (probably correctly) that the
vast majority of laptops have dual cores at least.
I would like to run a similar test on an ARM processor, though. The
capabilities of phones and tablets are all over the place, what with different
versions of ARM processors and devices having anything from dual to octo-core,
but it would be nice to get ballpark figures.
Yoav
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