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How do you prevent a player from manipulating game state outside of the app view? There is a subgroup in the Atmo working on games, have you found them yet?
by verdverm 3mo ago
How do you prevent a player from manipulating game state outside of the app view?
There is a subgroup in the Atmo working on games, have you found them yet?
- MarceColl 3mo agoI have a referee server handling that. I haven't! I don't even know what Atmo is, tbh.
- verdverm 3mo ago"Atmosphere" (atmo) is the self-given name for the broader developer community around atprotocol https://discourse.atmosphere.community/ https://discourse.atmosphere.community/ has game specific discussions to help you find the people to connect with.
- jauntywundrkind 3mo agoThere's a variety of different attestation strategies folks have cooked up! For example this crate has some tools, https://tangled.org/ngerakines.me/atproto-crates/tree/main/crates/atproto-attestation https://tangled.org/ngerakines.me/atproto-crates/tree/main/c... So far they are mostly trusted authority rather than peer systems. But, since each player owns their own PDS state, one could perhaps just hash the previous state they are working off of. That can at least detect if a game is consistent/agreed to by both sides, allow one player to detect the other's tampering.
- inigyou 3mo agoPublish the moves, not the game state?
- verdverm 3mo agoThis would imply the game state is stored in a centralized app view, at which point the general atproto ethos that you can move your data if an app becomes bad is up to the app. I believe the viable solution in a rich permission system is one where the user cannot directly modify a record (as defined by a permission schema for a specific app/type) and can only call methods.