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Re:Programming Zero Knowledge Proofs: From Zero to Hero by p1necone on Sunday September 01, 2024 @11:43PM (#41422406)
I can see applications in multiplayer gamedev - imagine being able to run the whole game simulation on a clients machine and have them assert back to you that they killed 7 goblins, looted a rare sword from a chest, and died 3 times - and you could just trust them.

Your server costs would only need to be for the metaprogression/persistence related stuff that could be done relatively infrequently based on updates from the client.

Re:Programming Zero Knowledge Proofs: From Zero to Hero by k__ on Monday September 02, 2024 @12:15AM (#41422526)
In theory that sounds awesome and I love the idea of ZKP. However, they have quite some overhead that defeats such applications, I think.
Re:Programming Zero Knowledge Proofs: From Zero to Hero by _alex_ on Monday September 02, 2024 @10:42AM (#41425733)
Yeah prover time is the big challenge rn
Re:Programming Zero Knowledge Proofs: From Zero to Hero by jlokier on Monday September 02, 2024 @12:38AM (#41422620)
I agree. Exploring this in game worlds came up in a job interview a few years ago :)

ZK proofs are potentially a transformative tool for real-tine distributed systems in general, not just games. They potentially improve laency ("ping"), by changing the communication patterns in a distributed consensus system. That's great for games and other real-time systems.

Re:Programming Zero Knowledge Proofs: From Zero to Hero by p1necone on Monday September 02, 2024 @05:47AM (#41424024)
It would be amazing to have a single authoritative server in an mmo for the EU, USA, Asia, Oceania etc regions and only have bad latency if you were actually directly interacting with people from far away.