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Suthee Ruangwises

Publications and source records attributed to Suthee Ruangwises.

At least 19 recordsLinked to original sources

Card-Based Computation in the Virtual Player Simulation Model

Player simulation has recently emerged as a new direction in card-based cryptography, with protocols developed for simulating virtual players in physical card games such as Old Maid, UNO, and President. Unlike conventional card-based secure computation, player simulation imposes additional constraints: the cards represent a persistent game state, the remaining cards in a virtual player's hand must be preserved after each action, and it is desirable to represent each card in the game by a single physical card. In this paper, we study generic card-based computation in the virtual player simulation model. We focus on games whose cards admit a publicly known ranking and propose two fundamental protocols. First, we present the Play-Minimum protocol, which securely selects and plays the minimum-value card from a virtual player's hand when all cards in the deck have distinct values. By symmetry, the protocol can also be used to play the maximum-value card. Second, we present the Sorting protocol, which securely arranges a virtual player's hand in nondecreasing order and remains applicable when multiple cards have the same value. These protocols provide generic computational primitives independent of any particular card game and constitute a step toward understanding the computational capabilities of the virtual player simulation model.

cs.CR

Cyclic Equalizability Characterized by Parikh Vectors

Cyclic equalizability is a notion introduced by Shinagawa and Nuida in 2025, in the study of card-based cryptography. Informally, a collection of words is cyclically equalizable if, by inserting the same letters at the same positions in all words, they can be transformed into words that are cyclic shifts of one another. Shinagawa and Nuida showed that two binary words of equal length are cyclically equalizable if and only if they have the same Hamming weight. They also posed the problem of characterizing cyclic equalizability over larger alphabets. In this paper, we completely characterize cyclic equalizability for two words over an arbitrary finite alphabet by proving that two words are cyclically equalizable if and only if they have the same Parikh vector.

math.CO

A Complexity Hierarchy of Shuffles in Card-Based Protocols

Card-based cryptography uses physical playing cards to construct protocols for secure multi-party computation. Existing card-based protocols employ various types of shuffles, some of which are easy to implement in practice while others are considerably more complex. In this paper, we classify shuffle operations into several levels according to their implementation complexity. We motivate this hierarchy from both practical and theoretical perspectives, and prove separation results between several levels by showing that certain shuffles cannot be realized using only operations from lower levels. Finally, we propose a new complexity measure for evaluating card-based protocols based on this hierarchy.

cs.CR

Wataridori is NP-Complete

Wataridori is a pencil puzzle that involves drawing paths in a rectangular grid to connect circles into pairs while satisfying several constraints. In this paper, we prove that deciding whether a given Wataridori puzzle has a solution is NP-complete via a reduction from Numberlink, another pencil puzzle that has previously been proved NP-complete.

cs.CC

NP-Completeness Proofs of All or Nothing, Water Walk, and Remembered Length Using the T-Metacell Framework

All or Nothing, Water Walk, and Remembered Length are pencil puzzles that involve constructing a continuous loop on a rectangular grid under specific constraints. In this paper, we analyze their computational complexity using the T-metacell framework developed by Tang and MIT Hardness Group. We establish that the puzzles are NP-complete by providing reductions; the first two puzzles, from the problem of finding a Hamiltonian cycle in a maximum-degree-3 spanning subgraph of a rectangular grid graph, and the last, from the problem of finding a Hamiltonian cycle in a required-edge directed rectangular grid graph.

cs.CC

NP-Completeness Proofs of Puzzles using the T-Metacell Framework

Pencil puzzles are puzzles that can be solved by writing down solutions on a paper, using only logical reasoning. In this paper, we utilize the "T-metacell" framework developed by Tang and the MIT Hardness Group to prove the NP-completeness of four new pencil puzzles: Grand Tour, Entry Exit, Zahlenschlange, and Yagit. Additionally, the first three are also proven to be ASP-complete. The results demonstrate how versatile the framework is, offering new insights into the computational complexity of problems with various constraints.

cs.CC

Simulating Virtual Players for UNO without Computers

UNO is a popular multiplayer card game. In each turn, a player has to play a card in their hand having the same number or color as the most recently played card. When having few people, adding virtual players to play the game can easily be done in UNO video games. However, this is a challenging task for physical UNO without computers. In this paper, we propose an unconventional protocol that can simulate virtual players using nothing but physical UNO cards. In particular, our protocol can uniformly select a valid card to play from each virtual player's hand at random, or report that none exists, without revealing the rest of its hand. The protocol can also be applied to simulate virtual players in other turn-based card or tile games where each player has to select a valid card or tile to play in each turn.

cs.CR

Balance-Based Cryptography: Physically Computing Any Boolean Function

Secure multi-party computation is an area in cryptography which studies how multiple parties can compare their private information without revealing it. Besides digital protocols, many unconventional protocols for secure multi-party computation using physical objects have also been developed. The vast majority of them use playing cards as the main tools. In 2024, Kaneko et al. introduced the use of a balance scale and coins in zero-knowledge proof protocols for pencil puzzles. In this paper, we extend the use of these tools to secure multi-party computation. In particular, we develop four protocols that can securely compute any $n$-variable Boolean function using a balance scale and coins.

cs.CR

NP-Completeness and Physical Zero-Knowledge Proofs for Zeiger

Zeiger is a pencil puzzle consisting of a rectangular grid, with each cell having an arrow pointing in horizontal or vertical direction. Some cells also contain a positive integer. The objective of this puzzle is to fill a positive integer into every unnumbered cell such that the integer in each cell is equal to the number of different integers in all cells along the direction an arrow in that cell points to. In this paper, we prove that deciding solvability of a given Zeiger puzzle is NP-complete via a reduction from the not-all-equal positive 3SAT (NAE3SAT+) problem. We also construct a card-based physical zero-knowledge proof protocol for Zeiger, which enables a prover to physically show a verifier the existence of the puzzle's solution without revealing it.

cs.CC

Tatami Printer: Physical ZKPs for Tatami Puzzles

Tatami puzzles are pencil puzzles with an objective to partition a rectangular grid into rectangular regions such that no four regions share a corner point, as well as satisfying other constraints. In this paper, we develop a physical card-based protocol called Tatami printer that can help verify solutions of Tatami puzzles. We then use the Tatami printer to construct zero-knowledge proof protocols for two such puzzles: Tatamibari and Square Jam. These protocols enable a prover to show a verifier the existence of the puzzles' solutions without revealing them.

cs.CR

Card-Based Overwriting Protocol for Equality Function and Applications

Research in the area of secure multi-party computation with an unconventional method of using a physical deck of playing cards began in 1989 when den Boer proposed a protocol to compute the logical AND function using five cards. Since then, the area has gained interest from many researchers and several card-based protocols to compute various functions have been developed. In this paper, we propose a card-based protocol called the overwriting protocol that can securely compute the $k$-candidate $n$-variable equality function $f: \{0,1,\ldots ,k-1\}^n \rightarrow \{0,1\}$. We also apply the technique used in this protocol to compute other similar functions.

cs.CR

Nondango is NP-Complete

Nondango is a pencil puzzle consisting of a rectangular grid partitioned into regions, with some cells containing a white circle. The player has to color some circles black such that every region contains exactly one black circle, and there are no three consecutive circles (horizontally, vertically, or diagonally) having the same color. In this paper, we prove that deciding solvability of a given Nondango puzzle is NP-complete.

cs.CC

Sumplete is Hard, Even with Two Different Numbers

Sumplete is a logic puzzle famous for being developed by ChatGPT. The puzzle consists of a rectangular grid, with each cell containing a number. The player has to cross out some numbers such that the sum of uncrossed numbers in each row and column is equal to a given integer assigned to that row or column. In this paper, we prove that deciding solvability of a given Sumplete puzzle is NP-complete, even if the grid contains only two different numbers.

cs.CC

The Landscape of Computing Symmetric $n$-Variable Functions with $2n$ Cards

Secure multi-party computation using a physical deck of cards, often called card-based cryptography, has been extensively studied during the past decade. Card-based protocols to compute various Boolean functions have been developed. As each input bit is typically encoded by two cards, computing an $n$-variable Boolean function requires at least $2n$ cards. We are interested in optimal protocols that use exactly $2n$ cards. In particular, we focus on symmetric functions. In this paper, we formulate the problem of developing $2n$-card protocols to compute $n$-variable symmetric Boolean functions by classifying all such functions into several NPN-equivalence classes. We then summarize existing protocols that can compute some representative functions from these classes, and also solve some open problems in the cases $n=4$, 5, 6, and 7. In particular, we develop a protocol to compute a function $k$Mod3, which determines whether the sum of all inputs is congruent to $k$ modulo 3 ($k \in \{0,1,2\}$).

cs.CR

Verifying the First Nonzero Term: Physical ZKPs for ABC End View, Goishi Hiroi, and Toichika

In this paper, we propose a physical protocol to verify the first nonzero term of a sequence using a deck of cards. The protocol lets a prover show the value of the first nonzero term of a given sequence to a verifier without revealing which term it is. Our protocol uses $\Theta(1)$ shuffles, which is asymptotically lower than that of an existing protocol of Fukusawa and Manabe which uses $\Theta(n)$ shuffles, where $n$ is the length of the sequence. We also apply our protocol to construct zero-knowledge proof protocols for three well-known logic puzzles: ABC End View, Goishi Hiroi, and Toichika. These protocols enables a prover to physically show that he/she know solutions of the puzzles without revealing them.

cs.CR

Physical Zero-Knowledge Proof for Ball Sort Puzzle

Ball sort puzzle is a popular logic puzzle consisting of several bins containing balls of multiple colors. Each bin works like a stack; a ball has to follow the last-in first-out order. The player has to sort the balls by color such that each bin contains only balls of a single color. In this paper, we propose a physical zero-knowledge proof protocol for the ball sort puzzle using a deck of playing cards, which enables a prover to physically show that he/she knows a solution with $t$ moves of the ball sort puzzle without revealing it. Our protocol is the first zero-knowledge proof protocol for an interactive puzzle involving moving objects.

cs.CR

Printing Protocol: Physical ZKPs for Decomposition Puzzles

Decomposition puzzles are pencil-and-paper logic puzzles that involve partitioning a rectangular grid into several regions to satisfy certain rules. In this paper, we construct a generic card-based protocol called printing protocol, which can be used to physically verify solutions of decompositon puzzles. We apply the printing protocol to develop card-based zero-knowledge proof protocols for two such puzzles: Five Cells and Meadows. These protocols allow a prover to physically show that he/she knows solutions of the puzzles without revealing them.

cs.CR

How to Physically Verify a Rectangle in a Grid: A Physical ZKP for Shikaku

Shikaku is a pencil puzzle consisting of a rectangular grid, with some cells containing a number. The player has to partition the grid into rectangles such that each rectangle contains exactly one number equal to the area of that rectangle. In this paper, we propose two physical zero-knowledge proof protocols for Shikaku using a deck of playing cards, which allow a prover to physically show that he/she knows a solution of the puzzle without revealing it. Most importantly, in our second protocol we develop a general technique to physically verify a rectangle-shaped area with a certain size in a rectangular grid, which can be used to verify other problems with similar constraints.

cs.CR