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Topic: Pollard's kangaroo ECDLP solver - page 6. (Read 60037 times)

member
Activity: 165
Merit: 26
March 30, 2024, 03:41:09 PM
First thing, I would not be using RAM. All DP info stored in files.

You still think it would require exabytes? To store all of those DPs?
Glad to see some progress. Did you factor in the entire overhead of using a non-O(1) lookup and item storage for DP? Or are you talking in abstract?

You have only 2 options:
a. Insist on a constant time factor to solve the puzzle, with all the assumptions factored in. One of those requirements is a O(1) DP lookup / storage. You will need a few TB of random access memory at a physical level, not in "files".
b. Actually understand how real-life limitations kick in.

Since the DP points are impossible to predict or compute them in "ranges", actual overheads like disk page reads / writes kick in.
Reading to a SSD is thousands of times slower than reading from physical RAM.
Writing to files involves reading entire pages of data, combining it, and writing it back.

Since DP values are uniformly spread out across the entire range, so say goodbye to "fast" SSD speeds when reading and writing even a single DP entry, since it is not sequential, and you have almost 0% chance to even have two same DP points in a close range.

But sure, if you wait like 5 seconds to compute a DP, store it to a file, and using this as your base, sure, it's a 2**65.5 + DP overhead total time. But you'll end up at the end with a broken SSD with an exceeded write failures count.
full member
Activity: 1232
Merit: 242
Shooters Shoot...
March 30, 2024, 10:36:38 AM
I had zero overflow during tests.

And for 130, I am using the average case scenario and numbers. No exabytes needed. And it’s obvious you don’t understand the difference between a kangaroo and a stored DP.

You do the math yourself, take a DP, we will say DP 32, and you tell me, in your expert opinion, how much storage space is needed, roughly, for solving 130.  

I would reference you to OPs GitHub to read on time/memory tradeoff but you’ve already stated you don’t agree with much of what he has said or programmed.

Anyway, let me know storage space required, avg run case, for 130, using DP32
I think you are forgetting something about real-life constraints. Let's go by your example.
I will use log2 (bits) as a base to simplify calculations.

Puzzle #130 - keyspace = N = 129 bits.

We have two sets: T (tame) and W (wild), each having sqrt(N) elements (64.5 bits).

At this point probability of a collision (T and W intersection is not empty) is:
P(success) = 1 - P(failure) = 1 - (1 - 2**(-64.5)) ** (2 ** 64.5) = 63%

Total operations so far: 2 * 2**64.5 = 2 ** 65.5

Adding DP = 32 into the mix. So we store on average every T point out of every other 2 ** 32 and every W point out of every 2 ** 32.

So size of T = 2 ** (64.5 - 32) = 2 ** 32.5
Size of W = 2 ** (64.5 - 32) = 2 ** 32.5

Remember we didn't change nothing about probability, so these numbers are still for a 63% success probability.

Now, since DP only reduces storage by a factor of 2**DP, then the number of operations until T and W collide increases by:
2 * 2**DP / 2 on average (operations between real collision and reaching the DP point, on average for T and W) = 2 ** DP

So total ops for a 63% chance of success = 2 ** 65.5 + 2 ** DP

Now, you may say: oh, so I should apologize because I stated we need much more storage. Well, let's go back to real-life:

- set of size T with DP 32 = 2**32.5 elements
- set of size W with DP 32 = 2**32.5 elements
- P(success) = 63%

Now, how many kangaroos do we use? The naive answer is, it doesn't matter, because we are counting OPERATIONS total.

But it does matter when having to think how to store the traveled distances.
Let's see what distance a single kangaroo would travel, on average.

Jump distances = [2**0, 2**1, 2**2, ... 2**128]
Avg(jump dist) = (2**129 - 1) / 129 which almost equals 2**(129 - 7) = 2 ** 122

Number of jumps performed by the kangaroo to fill the T or W set is NOT 2**32.5, but 2**64.5 (because we still jumped even if not reaching a DP)

So total traveled distance = 2**64.5 * avgJumpSize = 2 ** (122 + 64.5) = 186.5 bits = 24 bytes

So storing a jump requires:
- jump position / key, let's say 33 bytes (X + Y sign)
- distance traveled (24 bytes) + kang type

Just by doing some simple estimations this would require a lot of TB (terabytes) of RAM.
You will need to increase the number of kangaroos by a factor of 256 to get rid of one byte in the stored DP.
65536 kangaroos to get rid of two bytes. Etc...

So to conclude:

- you need 2**32.5 tames DP, each around 60+ bytes
- you need 2**32.5 wilds DP, each around 60+ bytes
- your chances after 2**65.5 operations are around 63%
- the more kangaroos you have, the more DP overhead increases: 2**32 * numKangaroos
- the kangaroo jumps and the lookup for stored jumps needs to be in the complexity range of O(1) - e.g. RAM, not some swap file

If you can prove me that you can fit in real-life the two T and W sets without having to rely on memory swap to a storage device, then yes, you were right.

So, it goes without saying that maybe a real-life approach would not even get anywhere near storing the DP points, in our lifetime. Simply due to resource constraints.

Why did I say we need exabytes of data? Well, sir, I will let this as an exercise for the reader.
A lot to unpack here.

First thing, I would not be using RAM. All DP info stored in files.

You still think it would require exabytes? To store all of those DPs?

Before more deep diving, riddle me this, based on your calculations for 130 bit range and DP 32 (which you say would require exabytes), how much would 115 bit range at DP 25 need, according to your calculations?
member
Activity: 165
Merit: 26
March 30, 2024, 09:10:21 AM
I had zero overflow during tests.

And for 130, I am using the average case scenario and numbers. No exabytes needed. And it’s obvious you don’t understand the difference between a kangaroo and a stored DP.

You do the math yourself, take a DP, we will say DP 32, and you tell me, in your expert opinion, how much storage space is needed, roughly, for solving 130.  

I would reference you to OPs GitHub to read on time/memory tradeoff but you’ve already stated you don’t agree with much of what he has said or programmed.

Anyway, let me know storage space required, avg run case, for 130, using DP32
I think you are forgetting something about real-life constraints. Let's go by your example.
I will use log2 (bits) as a base to simplify calculations.

Puzzle #130 - keyspace = N = 129 bits.

We have two sets: T (tame) and W (wild), each having sqrt(N) elements (64.5 bits).

At this point probability of a collision (T and W intersection is not empty) is:
P(success) = 1 - P(failure) = 1 - (1 - 2**(-64.5)) ** (2 ** 64.5) = 63%

Total operations so far: 2 * 2**64.5 = 2 ** 65.5

Adding DP = 32 into the mix. So we store on average every T point out of every other 2 ** 32 and every W point out of every 2 ** 32.

So size of T = 2 ** (64.5 - 32) = 2 ** 32.5
Size of W = 2 ** (64.5 - 32) = 2 ** 32.5

Remember we didn't change nothing about probability, so these numbers are still for a 63% success probability.

Now, since DP only reduces storage by a factor of 2**DP, then the number of operations until T and W collide increases by:
2 * 2**DP / 2 on average (operations between real collision and reaching the DP point, on average for T and W) = 2 ** DP

So total ops for a 63% chance of success = 2 ** 65.5 + 2 ** DP

Now, you may say: oh, so I should apologize because I stated we need much more storage. Well, let's go back to real-life:

- set of size T with DP 32 = 2**32.5 elements
- set of size W with DP 32 = 2**32.5 elements
- P(success) = 63%

Now, how many kangaroos do we use? The naive answer is, it doesn't matter, because we are counting OPERATIONS total.

But it does matter when having to think how to store the traveled distances.
Let's see what distance a single kangaroo would travel, on average.

Jump distances = [2**0, 2**1, 2**2, ... 2**128]
Avg(jump dist) = (2**129 - 1) / 129 which almost equals 2**(129 - 7) = 2 ** 122

Number of jumps performed by the kangaroo to fill the T or W set is NOT 2**32.5, but 2**64.5 (because we still jumped even if not reaching a DP)

So total traveled distance = 2**64.5 * avgJumpSize = 2 ** (122 + 64.5) = 186.5 bits = 24 bytes

So storing a jump requires:
- jump position / key, let's say 33 bytes (X + Y sign)
- distance traveled (24 bytes) + kang type

Just by doing some simple estimations this would require a lot of TB (terabytes) of RAM.
You will need to increase the number of kangaroos by a factor of 256 to get rid of one byte in the stored DP.
65536 kangaroos to get rid of two bytes. Etc...

So to conclude:

- you need 2**32.5 tames DP, each around 60+ bytes
- you need 2**32.5 wilds DP, each around 60+ bytes
- your chances after 2**65.5 operations are around 63%
- the more kangaroos you have, the more DP overhead increases: 2**32 * numKangaroos
- the kangaroo jumps and the lookup for stored jumps needs to be in the complexity range of O(1) - e.g. RAM, not some swap file

If you can prove me that you can fit in real-life the two T and W sets without having to rely on memory swap to a storage device, then yes, you were right.

So, it goes without saying that maybe a real-life approach would not even get anywhere near storing the DP points, in our lifetime. Simply due to resource constraints.

Why did I say we need exabytes of data? Well, sir, I will let this as an exercise for the reader.
jr. member
Activity: 37
Merit: 68
March 30, 2024, 12:28:20 AM
Dear @Jean_Luc, What is your opinion about Stride in Kangaroo Algo, if probabilistically it can be shown to have lower total key space in that particular stride or stride range.

The jumptables are already defined and also the Paths of Kangaroos are deterministic based on X, so stride is possible in this algo or not?
jr. member
Activity: 65
Merit: 1
34Sf4DnMt3z6XKKoWmZRw2nGyfGkDgNJZZ
March 29, 2024, 02:45:58 PM
Dear @Baskentliia,

It may be because English is probably not your first language, but saying to Jean Luc "We expect from you" is pretty rude.
The "prize" for solving puzzle #130 is very high, so don't expect to be able to do it with someone else's tools/software.
If you want to solve one of the remaining puzzles, you have to team up with a lot of people (and share the prize money) or be smarter than everyone else, i.e. come up with a new method or code to do it much faster than is possible with the actual hardware and software.
In fact, showing how secure the bitcoin crypto is was the whole idea behind these puzzles.

And a 256 bit range is ridiculous at the moment, please do the maths and calculate how many resources you'll need to solve a 256 bit number! That's why the puzzles stop at 160 bit...

Sincerely and good luck puzzling!



Thank you buddy. But we are not software developers, we have difficulty understanding and running the programs we use, so it is not possible for us to make changes to these programs. We would like to thank the software developers who share their programs for free without expecting anything in return.
We run the program and wait for luck to strike us.
sr. member
Activity: 462
Merit: 701
March 29, 2024, 02:06:29 PM
It is possible to reduce a little bit the complexity of the classic kangaroo algorithm by spreading the starting kangaroo in a non uniform maner.
Roughly speaking, if the private key lies in certain areas it will be found faster. As a counterpart if it lies in certain other areas it will be found slower.
But in average, considering the whole range, the compexity is well reduced.
It you read and understand carefully the reference in the gitbub page, you will find the trick Wink

newbie
Activity: 1
Merit: 0
March 29, 2024, 05:56:53 AM
Dear @Baskentliia,

It may be because English is probably not your first language, but saying to Jean Luc "We expect from you" is pretty rude.
The "prize" for solving puzzle #130 is very high, so don't expect to be able to do it with someone else's tools/software.
If you want to solve one of the remaining puzzles, you have to team up with a lot of people (and share the prize money) or be smarter than everyone else, i.e. come up with a new method or code to do it much faster than is possible with the actual hardware and software.
In fact, showing how secure the bitcoin crypto is was the whole idea behind these puzzles.

And a 256 bit range is ridiculous at the moment, please do the maths and calculate how many resources you'll need to solve a 256 bit number! That's why the puzzles stop at 160 bit...

Sincerely and good luck puzzling!

jr. member
Activity: 65
Merit: 1
34Sf4DnMt3z6XKKoWmZRw2nGyfGkDgNJZZ
March 27, 2024, 03:08:17 PM
Are you going to modify the code to be able to search the 130 bit? There is a new NVIDIA GPU that was announced, the GB200 which is exponentially more powerful than the current gpus.

I don't think so, unless someone proove me he has the needed power and is ready to beat the world record  Wink


Please update your program and upgrade to 256 bit range as soon as possible.
Others have updated your program but it wasn't successful enough. We expect from you
newbie
Activity: 6
Merit: 0
March 27, 2024, 02:31:11 PM
Are you going to modify the code to be able to search the 130 bit? There is a new NVIDIA GPU that was announced, the GB200 which is exponentially more powerful than the current gpus.

I don't think so, unless someone proove me he has the needed power and is ready to beat the world record  Wink

Here's my current work file for 130, i got here in about 3 days
i need 25.55 DP
is what i have wrong? since you said the program can't solve it?
Kangaroo v2.2
Loading: save.work
Version   : 0
DP bits   : 40
Start     : 200000000000000000000000000000000
Stop      : 3FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Key       : 03633CBE3EC02B9401C5EFFA144C5B4D22F87940259634858FC7E59B1C09937852
Count     : 0 2^-inf
Time      : 00s
DP Size   : 2.1/4.7MB
DP Count  : 4480 2^12.129
HT Max    : 2 [@ 001ECF]
HT Min    : 0 [@ 000000]
HT Avg    : 0.02
HT SDev   : 0.13
Kangaroos : 0 2^-inf
sr. member
Activity: 462
Merit: 701
March 27, 2024, 02:25:26 PM
Are you going to modify the code to be able to search the 130 bit? There is a new NVIDIA GPU that was announced, the GB200 which is exponentially more powerful than the current gpus.

I don't think so, unless someone proove me he has the needed power and is ready to beat the world record  Wink
newbie
Activity: 6
Merit: 0
March 27, 2024, 02:20:52 PM
I checked on #125 with a RTX 4500 and a A100 (the H100 is not yet available).
The needed time evolve linearly with the number of board and you have to multiply by sqrt(32) for #130
So ~1 year to solve #130 with ~1000 RTX 4500 using this program with the required mods.

Kangaroo v2.2
Start:10000000000000000000000000000000
Stop :1FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Keys :1
Number of CPU thread: 0
Range width: 2^124
Jump Avg distance: 2^62.04
Number of kangaroos: 2^20.81
Suggested DP: 38
Expected operations: 2^63.10
Expected RAM: 1387.8MB
DP size: 38 [0xfffffffffc000000]
GPU: GPU #0 NVIDIA RTX A4500 (56x0 cores) Grid(112x128) (147.0 MB used)
SolveKeyGPU Thread GPU#0: creating kangaroos...
SolveKeyGPU Thread GPU#0: 2^20.81 kangaroos [9.9s]
[1514.20 MK/s][GPU 1514.20 MK/s][Count 2^34.77][Dead 0][22s (Avg 207.606y)][2.0/4.0MB]


Kangaroo v2.2
Start:10000000000000000000000000000000
Stop :1FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Keys :1
Number of CPU thread: 0
Range width: 2^124
Jump Avg distance: 2^62.04
Number of kangaroos: 2^21.75
Suggested DP: 37
Expected operations: 2^63.10
Expected RAM: 2760.3MB
DP size: 37 [0xfffffffff8000000]
GPU: GPU #0 NVIDIA A100-PCIE-40GB (108x0 cores) Grid(216x128) (277.0 MB used)
SolveKeyGPU Thread GPU#0: creating kangaroos...
SolveKeyGPU Thread GPU#0: 2^21.75 kangaroos [22.7s]
[3824.79 MK/s][GPU 3824.79 MK/s][Count 2^33.84][Dead 0][06s (Avg 82.0929y)][2.0/4.0MB]

---------

With a H100 (PCIe) (on #130)

Kangaroo v2.2
Start:200000000000000000000000000000000
Stop :3FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Keys :1
Number of CPU thread: 0
Range width: 2^129
Jump Avg distance: 2^64.01
Number of kangaroos: 2^21.83
Suggested DP: 40
Expected operations: 2^65.62
Expected RAM: 1985.4MB
DP size: 40 [0xffffffffff000000]
GPU: GPU #0 NVIDIA H100 PCIe (114x0 cores) Grid(228x128) (292.0 MB used)
SolveKeyGPU Thread GPU#0: creating kangaroos...
SolveKeyGPU Thread GPU#0: 2^21.83 kangaroos [23.3s]
[5113.99 MK/s][GPU 5113.99 MK/s][Count 2^34.26][Dead 0][06s (Avg 352.678y)][2.0/4.0MB]

You can find the cotation of the hypervisors we use for scientific calculation there (page 12 of my presentation):
https://indico.esrf.fr/event/93/contributions/559/



Are you going to modify the code to be able to search the 130 bit? There is a new NVIDIA GPU that was announced, the GB200 which is exponentially more powerful than the current gpus.
sr. member
Activity: 462
Merit: 701
March 27, 2024, 02:13:12 PM
If you have the public key of Puzzle 66, you can find the privat key in seconds.

Yes but we don't have it, so brute force and 2^65 itérations for 50% of success, 2^64 for 25% etc... Grin
jr. member
Activity: 56
Merit: 2
March 27, 2024, 11:32:59 AM
If you have the public key of Puzzle 66, you can find the privat key in seconds. Why is that so ? What happens ? What does the program do ?
sr. member
Activity: 462
Merit: 701
March 27, 2024, 02:22:44 AM
I checked on #125 with a RTX 4500 and a A100 (the H100 is not yet available).
The needed time evolve linearly with the number of board and you have to multiply by sqrt(32) for #130
So ~1 year to solve #130 with ~1000 RTX 4500 using this program with the required mods.

Kangaroo v2.2
Start:10000000000000000000000000000000
Stop :1FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Keys :1
Number of CPU thread: 0
Range width: 2^124
Jump Avg distance: 2^62.04
Number of kangaroos: 2^20.81
Suggested DP: 38
Expected operations: 2^63.10
Expected RAM: 1387.8MB
DP size: 38 [0xfffffffffc000000]
GPU: GPU #0 NVIDIA RTX A4500 (56x0 cores) Grid(112x128) (147.0 MB used)
SolveKeyGPU Thread GPU#0: creating kangaroos...
SolveKeyGPU Thread GPU#0: 2^20.81 kangaroos [9.9s]
[1514.20 MK/s][GPU 1514.20 MK/s][Count 2^34.77][Dead 0][22s (Avg 207.606y)][2.0/4.0MB]


Kangaroo v2.2
Start:10000000000000000000000000000000
Stop :1FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Keys :1
Number of CPU thread: 0
Range width: 2^124
Jump Avg distance: 2^62.04
Number of kangaroos: 2^21.75
Suggested DP: 37
Expected operations: 2^63.10
Expected RAM: 2760.3MB
DP size: 37 [0xfffffffff8000000]
GPU: GPU #0 NVIDIA A100-PCIE-40GB (108x0 cores) Grid(216x128) (277.0 MB used)
SolveKeyGPU Thread GPU#0: creating kangaroos...
SolveKeyGPU Thread GPU#0: 2^21.75 kangaroos [22.7s]
[3824.79 MK/s][GPU 3824.79 MK/s][Count 2^33.84][Dead 0][06s (Avg 82.0929y)][2.0/4.0MB]

---------

With a H100 (PCIe) (on #130)

Kangaroo v2.2
Start:200000000000000000000000000000000
Stop :3FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Keys :1
Number of CPU thread: 0
Range width: 2^129
Jump Avg distance: 2^64.01
Number of kangaroos: 2^21.83
Suggested DP: 40
Expected operations: 2^65.62
Expected RAM: 1985.4MB
DP size: 40 [0xffffffffff000000]
GPU: GPU #0 NVIDIA H100 PCIe (114x0 cores) Grid(228x128) (292.0 MB used)
SolveKeyGPU Thread GPU#0: creating kangaroos...
SolveKeyGPU Thread GPU#0: 2^21.83 kangaroos [23.3s]
[5113.99 MK/s][GPU 5113.99 MK/s][Count 2^34.26][Dead 0][06s (Avg 352.678y)][2.0/4.0MB]

You can find the cotation of the hypervisors we use for scientific calculation there (page 12 of my presentation):
https://indico.esrf.fr/event/93/contributions/559/

full member
Activity: 1232
Merit: 242
Shooters Shoot...
March 26, 2024, 08:22:32 PM
I was able to solve a 128 bit key using an unmodded version, but I obviously knew where the key was and could place the kangaroos in optimal positions.

128-1 = 127, so really in a 127 bit range, because the program subs start range from key or start range is greater than 0.
What good does it do if you will most likely overflow the 128-bit after just a few jumps, no matter what start distance you begin with?


So I advise everyone to do their own DD and take what ktimes says, with a grain of salt. I believe he is the one who was going to solve #66 with pencil and paper. He’ll always spout this and that, and everyone but him is dumb, but hasn’t provided any insight into anything, other than his owned perceived genius.
I never stated I'm solving 66 with pen and paper, only that 66 is a hashing rate contest that has nothing to do with ECDLP at all.
I believe you were the one thinking we only need something like 2* 2**33 kangaroos or whatever to solve #130 in something like 2**66 steps... when the reality is we need many exabytes of stored data to have a 50% chance for a collision, in that many steps you mentioned.
I had zero overflow during tests.

And for 130, I am using the average case scenario and numbers. No exabytes needed. And it’s obvious you don’t understand the difference between a kangaroo and a stored DP.

You do the math yourself, take a DP, we will say DP 32, and you tell me, in your expert opinion, how much storage space is needed, roughly, for solving 130. 

I would reference you to OPs GitHub to read on time/memory tradeoff but you’ve already stated you don’t agree with much of what he has said or programmed.

Anyway, let me know storage space required, avg run case, for 130, using DP32
member
Activity: 165
Merit: 26
March 26, 2024, 08:04:01 PM
I was able to solve a 128 bit key using an unmodded version, but I obviously knew where the key was and could place the kangaroos in optimal positions.

128-1 = 127, so really in a 127 bit range, because the program subs start range from key or start range is greater than 0.
What good does it do if you will most likely overflow the 128-bit after just a few jumps, no matter what start distance you begin with?


So I advise everyone to do their own DD and take what ktimes says, with a grain of salt. I believe he is the one who was going to solve #66 with pencil and paper. He’ll always spout this and that, and everyone but him is dumb, but hasn’t provided any insight into anything, other than his owned perceived genius.
I never stated I'm solving 66 with pen and paper, only that 66 is a hashing rate contest that has nothing to do with ECDLP at all.
I believe you were the one thinking we only need something like 2* 2**33 kangaroos or whatever to solve #130 in something like 2**66 steps... when the reality is we need many exabytes of stored data to have a 50% chance for a collision, in that many steps you mentioned.
full member
Activity: 1232
Merit: 242
Shooters Shoot...
March 26, 2024, 12:36:58 PM
I'll try tomorow with a H100 (if free) just to see the performance.
At my job we have only gpu dedicated to scientific calculus which may be less adapted to integer calculus than a 4090.

In any case it will require a large number of boards and considerable amout of time to get the BTC  Grin
I tested a H100 SXM card and got 13,600 MKey/s, with a different Kangaroo program. I am curious what kind of speeds you will achieve.

I never mention those because they are extremely expensive to buy and expensive to rent on vast.
sr. member
Activity: 462
Merit: 701
March 26, 2024, 12:30:22 PM
I'll try tomorow with a H100 (if free) just to see the performance.
At my job we have only gpu dedicated to scientific calculus which may be less adapted to integer calculus than a 4090.

In any case it will require a large number of boards and considerable amout of time to get the BTC  Grin
full member
Activity: 1232
Merit: 242
Shooters Shoot...
March 26, 2024, 11:52:02 AM
Hello,
Yes you are right. The GPU code should also be modified to return good distances.
Do not try to solve this puzzle, it will take years using a rendering farm !
Hello OP,
I'm expressing my gratitude for stepping in to clear out this matter. Obviously, it should be a good lesson for absolutely anyone to always take with a big grain of salt what some users are trying to convince people of their "guaranteed" truth.

For everybody else - make your own judgments always in everything. Most of the claims done in these forums are complete bogus, with no actual underlying rationale to cover it up. Start by grabbing a statistics fast course, don't expect to miraculously reduce space-time algorithmic complexities, unless you change the fundamental hypothesis some way. Otherwise the Universe will just slap you in the face, since it's rules don't work according to our (very bad) intuition and perception.

I was able to solve a 128 bit key using an unmodded version, but I obviously knew where the key was and could place the kangaroos in optimal positions.

128-1 = 127, so really in a 127 bit range, because the program subs start range from key or start range is greater than 0.

As I stated, always do your own tests. Most don’t even know what the work files contain because they have never extracted them and looked under the hood.

However, JLP is basing time to solve off of older GPUs, more than likely the V100. Which when ran with this program, he’s probably right. A V100 only gets 1,600 MKey/s with this program. With 512 V100s, at that speed, it would take 2 years to solve. But fast forward from the last time he worked on this program and now you have 2 newer generation cards. The 4090 is a beast. With 512 of them and a modded/different version of Kangaroo, I calculate it would take right at 163 days to solve.

So I advise everyone to do their own DD and take what ktimes says, with a grain of salt. I believe he is the one who was going to solve #66 with pencil and paper. He’ll always spout this and that, and everyone but him is dumb, but hasn’t provided any insight into anything, other than his owned perceived genius.
jr. member
Activity: 37
Merit: 68
March 26, 2024, 11:38:57 AM

Hello,
Yes you are right. The GPU code should also be modified to return good distances.
Do not try to solve this puzzle, it will take years using a rendering farm !


You are the best person to mod it till 160 just in case.

Yes it seems Puzzle has gone beyond the continuous solvable limit. Perhaps some random jumper could catch the moving electron.
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