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Topic: Solving ECDLP with Kangaroos: Part 1 + 2 + RCKangaroo - page 6. (Read 3351 times)

member
Activity: 73
Merit: 19
Hi all,

Here is my research about using kangaroo methods to solve ECDLP, Part 1.
Open source:  https://github.com/RetiredC/Kang-1

This software demonstrates various ways to solve the ECDLP using Kangaroos.
The required number of operations is approximately K * sqrt(range), where K is a coefficient that depends on the method used.
This software demonstrates four methods:

1 - Classic. The simplest method. There are two groups of kangaroos: tame and wild.
As soon as a collision between any tame and wild kangaroos happens, the ECDLP is solved.
In practice, K is approximately 2.10 for this method.

2 - 3-way. A more advanced method. There are three groups of kangaroos: tame, wild1, and wild2.
As soon as a collision happens between any two types of kangaroos, the ECDLP is solved.
In practice, K is approximately 1.60 for this method.

3 - Mirror. This method uses two groups of kangaroos and the symmetry of the elliptic curve to improve K.
Another trick is to reduce the range for wild kangaroos.
In practice, K is approximately 1.30 for this method.
The main issue with this method is that the kangaroos loop continuously.

4 - SOTA. This method uses three groups of kangaroos and the symmetry of the elliptic curve.
In practice, K is approximately 1.15 for this method. The main issue is the same as in the Mirror method.
I couldn’t find any papers about this method, so let's assume that I invented it Smiley

Important note: this software handles kangaroo looping in a very simple way.
This method is bad for large ranges higher than 100 bits.
Next part will demonstrate a good way to handle loops.

PS. Please don't post any stupid messages here, I will remove them.


Hello.
I find it difficult to understand C or C++ language in math operations.

Instead, I develop algorithms with the Fastecdsa Library in Python. I then switch to C or C++ for performance and then use it with GPU performance.

When I tried to read your article, I tried to understand what the value of K is based on. If I see this rule of 4 algorithm you mentioned (such as Fastecdsa or Sagemath in Python), I can join your conversation more.

Just wanted to point out. I am following your topic.

Thank you very much.
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Activity: -
Merit: -
When gpu test version?

It's part #3, the last one, so not very soon.
newbie
Activity: 22
Merit: 1
v1.1: improved collision handling, best K=1.15.

When gpu test version?
?
Activity: -
Merit: -
Here is my research about using kangaroo methods to solve ECDLP, Part 3.

RCKangaroo software, Windows/Linux:
Open source:  https://github.com/RetiredC/RCKangaroo

This software demonstrates fast implementation of SOTA method and advanced loop handling on RTX40xx cards.
?
Activity: -
Merit: -
Here is my research about using kangaroo methods to solve ECDLP, Part 2.
Open source:  https://github.com/RetiredC/Kang-2

In this part I propose a new method to handle kangaroo looping, it works for all ranges and DP values and does not increase the number of required operations, the only requirement is keeping a short list of visited points which can be coded efficiently on GPU as well, and I will demonstrate it in Part 3.
?
Activity: -
Merit: -
Hi all,

Here is my research about using kangaroo methods to solve ECDLP, Part 1.
Open source:  https://github.com/RetiredC/Kang-1

This software demonstrates various ways to solve the ECDLP using Kangaroos.
The required number of operations is approximately K * sqrt(range), where K is a coefficient that depends on the method used.
This software demonstrates four methods:

1 - Classic. The simplest method. There are two groups of kangaroos: tame and wild.
As soon as a collision between any tame and wild kangaroos happens, the ECDLP is solved.
In practice, K is approximately 2.10 for this method.

2 - 3-way. A more advanced method. There are three groups of kangaroos: tame, wild1, and wild2.
As soon as a collision happens between any two types of kangaroos, the ECDLP is solved.
In practice, K is approximately 1.60 for this method.

3 - Mirror. This method uses two groups of kangaroos and the symmetry of the elliptic curve to improve K.
Another trick is to reduce the range for wild kangaroos.
In practice, K is approximately 1.30 for this method.
The main issue with this method is that the kangaroos loop continuously.

4 - SOTA. This method uses three groups of kangaroos and the symmetry of the elliptic curve.
In practice, K is approximately 1.15 for this method. The main issue is the same as in the Mirror method.
I couldn’t find any papers about this method, so let's assume that I invented it Smiley

Important note: this software handles kangaroo looping in a very simple way.
This method is bad for large ranges higher than 100 bits.
Next part will demonstrate a good way to handle loops.

PS. Please don't post any stupid messages here, I will remove them. Also don't post AI-generated messages.
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