Moving from a centralized gaming industry to a decentralized future in which individuals can shape the roadmap games are taking. "Pepe's Party Computation" uses zk-SNARKS and two-party computation to solve trustless self-policing and decentralized fog-of-war.
The ultimate goal of this project is to give power back to the gaming community by building a fully decentralized game server. Due to the cost of building games and maintaining the expensive infrastructure necessary for running them, the game market has been aggregated into a few big game studios. The users are at the wits of the game studios when changes are made to games and they have no control over the roadmap the game will take. Pepe’s Party Computation addresses this problem by creating a fully decentralized game, which will eventually allow users to fork the game, creating their own versions and running it without any infrastructure required, as all the gaming logic is computed and verified by the clients participating in the game without any need for central servers.
Technically, this is not a trivial problem. In centralized games, the game server is responsible for verifying that each player is following the rules of the game by taking the role of an all-knowing supervisor. In addition, the game server plays a crucial role in creating a fog-of-war, passing information only to players with the required access privileges. Most notably, this applies to the player's location on the map. Both of these functions seem difficult, if not impossible, to perform on the client side. The reason for this is that the clients cannot be trusted to self-police themselves to adhere to the game rules and also, by definition, cannot have all the information for creating and distributing information for a fog-of-war. However, it turns out that both of these problems are solvable from an information-theoretic point of view, using modern advanced cryptographic primitives. This is exactly what Pepe’s Party Computation archives in a basic form. More detailed information follows in the next section.
Pepe’s Party Computation uses a combination of zk-SNARKS and Two-Party Computation to create a sequence of game states that can afterward be proven to have been correct and fair. For this prototype, the game works in coordinated rounds where the