Abstract
Joe Halpern: Distributed Computing Meets Game Theory: Robust Mechanisms for Rational Secret Sharing and Multiparty Computation
Traditionally, work on secret sharing and multiparty function computation in
the cryptography community, just like work in distributed computation, has divided
the agents into "good guys" and "bad guys". The good
guys follow the protocol; the bad guys do everything in their power to make
sure it does not work. By way of contrast, game theory has focused on ``rational''
agents, who try to maximize their utilities. Here I try to combine these
viewpoints, focusing on two key problems in cyrptography: secret sharing and multiparty
computation.
Roughly speaking, m out of n secret sharing allows someone to give "shares"
of a secret to n other players so that any m of them can reconstruct the
secret. Implicitly, we are assuming that there are m "good"
agents, who will cooperate, and n-m "bad" agents who may not. But what
if instead we assume that all agents are rational: they prefer getting the
secret to not getting the secret but, secondarily, prefer
that as few as possible of the other agents get it. Vanessa
Teague and I showed that (1) there is no fixed-length secret-sharing protocol for
rational agents that survives iterated deletion of
weakly dominated strategies, and (2) there is a randomized protocol for secret
sharing that survives iterated deletion, and runs in expected constant number
of rounds. We then proved analogous results for multiparty computation:
the problem of computing some function of individual agents' inputs without revealing
any information about the inputs. More recently, Ittai Abraham, Danny
Dolev, and Rica Gonen, and I considered what happens if we allow not just one
agent to defect (as is the case in Nash equilibrium) but we allow up to k agents
to defect. We showed that such k-resilient Nash equilibria exist for
secret sharing and multiparty computation. We further extended these results
so that they hold even in the presence for up to t players with
"unexpected" utilities, who might not act the way you expect. (These
players can be viewed as "faulty".) Finally, we show that our
techniques can be used to simulate games with mediators by games without
mediators.
The talk is self-contained. No background in game theory or distributed computing
will be assumed.