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Author SHA1 Message Date
Mirek Kratochvil 285653fd1d add cc-by-sa to clarify copying terms 2023-09-08 11:34:21 +02:00
Mirek Kratochvil 3260d5466d how did the typo get there 2021-04-23 17:45:12 +02:00
Mirek Kratochvil f977b180c6 match the card decks with what's written in README
Refs #3
2021-04-23 17:42:12 +02:00
Mirek Kratochvil 199264f582 actually 2021-04-23 17:38:41 +02:00
Mirek Kratochvil ca150f2892 Slight rewordings and restyling of the cards variant 2021-04-23 17:37:24 +02:00
Mirek Kratochvil 6fb1241799 Merge pull request 'Add documentation and LC4 implementation for playing-card-based tables' (#3) from tkterris/ls47:solitaire into master
Reviewed-on: https://gitea.blesmrt.net/exa/ls47/pulls/3
2021-04-23 17:10:04 +02:00
Trevor Terris 92e454c6ce Layout tweaks 2021-04-23 09:50:57 -04:00
Trevor Terris 0c3084d8dd Add example for card-based cipher 2021-04-22 22:22:05 -04:00
Trevor Terris 2076f1b57b Change indexing to make card ordering more intuitive
Update the indexing so that the table starts at "1". This way the ordered card layout (used for key generation) starts with the Ace of Diamonds and proceeds through the cards and suits as normal. This seems cleaner than awkwardly prepending the 10 of Spades. However, it involves a slight tweak to the key key_derive function to support the change in card order.
2021-04-22 19:04:38 -04:00
Trevor Terris 8e4e169a39 Moved alternative board to a new "modifications" section 2021-04-22 08:51:04 -04:00
4 changed files with 270 additions and 62 deletions

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@ -0,0 +1,171 @@
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@ -63,62 +63,6 @@ To run (hand-run) the encryption/decryption, you will also need some kind of a
marker (e.g. a small shiny stone, bolt nut or similar kind of well-shaped
trash).
#### Alternative playing-card-compatible board
The following board can be used so that characters and offsets can be easily
mapped to playing cards, similar to the Solitaire cipher [2]. Using playing
cards could be more innocuous and easily explainable to the secret police than
a set of peculiar numbered tiles.
```
0 a b c d e f
g h i j k l m
n o p q r s t
u v w x y z _
. , - + * / :
? ! ' ( ) 1 2
3 4 5 6 7 8 9
```
With this layout, the following mapping to playing cards is used:
| **Character** | Card | Index | **Character** | Card | Index | **Character** | Card | Index | **Character** | Card | Index |
|-----------|------|-------|-----------|------|-------|-----------|------|-------|-----------|------|--------|
| a | A♦ | 1 | n | A♣ | 14 | _ | A♥ | 27 | 1 | A♠ | 40 |
| b | 2♦ | 2 | o | 2♣ | 15 | . | 2♥ | 28 | 2 | 2♠ | 41 |
| c | 3♦ | 3 | p | 3♣ | 16 | , | 3♥ | 29 | 3 | 3♠ | 42 |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| j | 10♦ | 10 | w | 10♣ | 23 | ! | 10♥ | 39 | 7 | 7♠ | 46 |
| k | J♦ | 11 | x | J♣ | 24 | ' | J♥ | 39 | 8 | 8♠ | 47 |
| l | Q♦ | 12 | y | Q♣ | 25 | ( | Q♥ | 39 | 9 | 9♠ | 48 |
| m | K♦ | 13 | z | K♣ | 26 | ) | K♥ | 39 | 0 | 10♠ | 49 (0) |
The (x, y) offset can be calculated by first determining the index: take the
number of the suit (0-3), multiply by 13, and add the card number (using 1 for
the Ace, 11-13 for face cards). Then, determine the offset from the index
using the usual modular arithmetic: `x = index % 7` and `y = index / 7`.
Alphanumeric characters can be easily mapped to cards, with letters mapping to
Diamonds or Clubs and numbers mapping to Spades (note that Spades face cards
are ommitted). All of the special characters are mapped to the Hearts, though
coming up with a mnemonic for the mapping of each special character to each
Heart is left as an exercise for the reader.
For LC4, the following board could be used:
```
# a b c d e
f g h i j k
l m n o p q
r s t u v w
x y z _ 2 3
4 5 6 7 8 9
```
The "Hearts" suit would be ommitted from the card mapping table, and the index
of each of the Spades would be decreased by 13 to compensate. `#` and `_`
would map to 10♠ and A♠, respectively.
## How-To
You may as well see the paper [1], there are also pictures. This is somewhat more concentrated:
@ -198,6 +142,8 @@ stays the same.
Grab a bag full of tiles and randomly draw them one by one. Key is the 49-item permutation of them.
## Modifications
### Key expansion from a password
Remembering 49-position random permutation that includes weird characters is
@ -252,7 +198,96 @@ This works because the cipher output is message-dependent: Having a wrong bit
somewhere in the middle causes avalanche effect and erases any meaning from the
text after several characters.
### Alternative board with playing cards ♥♦♠♣
If you find the above tiles complicated to obtain or create, you can very
easily use playing cards to do the same, similarly as with the [Solitaire
cipher by Schneier](https://www.schneier.com/academic/solitaire/). (Moreover,
use of playing cards could be more innocuous and easily explainable to a
suddenly appearing adversary. Playing cards is sure less suspicious than
playing some peculiarly numbered tiles! :] )
To simplify things a bit, we will use the following layout:
```
a b c d e f g
h i j k l m n
o p q r s t u
v w x y z _ .
, - + * / : ?
! ' ( ) 1 2 3
4 5 6 7 8 9 0
```
This maps nicely to the playing card suits:
| Card value | ♦ | ♣ | ♥ | ♠ |
|------------|---|---|---|---|
| A | a | n | _ | 1 |
| 2 | b | o | . | 2 |
| 3 | c | p | , | 3 |
| 4 | d | q | - | 4 |
| 5 | e | r | + | 5 |
| 6 | f | s | * | 6 |
| 7 | g | t | / | 7 |
| 8 | h | u | : | 8 |
| 9 | i | v | ? | 9 |
| 10 | j | w | ! | 0 |
| J | k | x | ' | |
| Q | l | y | ( | |
| K | m | z | ) | |
The last 3 cards are not used. (Actually, you are free to use the suits in
whatever order you like and discard the last 3 of the suit you like the least.)
Getting the X and Y offsets from the cards is a slightly more challenging than
with the tiles that have the offsets marked, but still doable. Calculate
`13*suit + card value - 1`, then compute the standard quotient and remainder
for division by 7. I settled with having the second card set laid out next to
the "active" board, serving as a reference.
The result may look like this:
![Using cards instead of tiles](card-tiles.jpg)
In this example, the marker is on J♣ (at the top left), and we want to encrypt
the plaintext character `e`. The image includes the character, index, and
offsets for the relevant cards.
1. From the card mapping, `e` maps to 5♦ (letters `a` through `m` map to
Tiles), which is on the second row.
2. The marker card, J♣, has:
- an index of 24 (Clubs are suit 1, and the Jack is the 11th card in the
suit): `i = 1 * 13 + 11 = 24`
- an x-offset of 3: `x = i % 7 = 24 % 7 = 3`
- a y-offset of 3: `y = i / 7 = 24 / 7 = 3`
3. Using the marker offsets, the ciphertext card is three rows down and three
columns to the right of 5♦, which is 6♠.
4. From the card mapping, 6♠ maps to `6` (Spades map directly to digits), and
has:
- an index of 45 (Spades are suit 3, and 6 is the 6th card in the suit): `i
= 3 * 13 + 6 = 45`
- an x-offset of 3: `x = i % 7 = 45 % 7 = 3`
- a y-offset of 6: `y = i / 7 = 45 / 7 = 6`
5. We then complete the cipher as normal:
- Output `6` as the ciphertext
- Rotate the row containing the plaintext card, 5♦
- Rotate the column containing the ciphertext card, 6♠
- Move the marker according to the offsets of the ciphertext card, to the
right 3 and down 6
For the original LC4, you need just 3 suits, modifying the board to "align" to
the suits e.g. as follows:
```
a b c d e f
g h i j k l
m n o p q r
s t u v w x
y z _ 2 3 4
5 6 7 8 9 #
```
## References
[1] *Kaminsky, Alan. "ElsieFour: A Low-Tech Authenticated Encryption Algorithm For Human-to-Human Communication." IACR Cryptology ePrint Archive 2017 (2017): 339.*
[2] *Schneier, Bruce. ["The Solitaire Encryption Algorithm"](https://www.schneier.com/academic/solitaire/).*

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lc4.py
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@ -55,9 +55,9 @@ version = "v2.8.1 (2018-07-24)"
# define alphabet
letters6 = "#_23456789abcdefghijklmnopqrstuvwxyz"
letters6card = "#abcdefghijklmnopqrstuvwxyz_23456789"
letters6card = "abcdefghijklmnopqrstuvwxyz_23456789#"
letters7 = "_abcdefghijklmnopqrstuvwxyz.0123456789,-+*/:?!'()"
letters7card = "0abcdefghijklmnopqrstuvwxyz_.,-+*/:?!'()123456789"
letters7card = "abcdefghijklmnopqrstuvwxyz_.,-+*/:?!'()1234567890"
def missing_letters(s,t):
@ -151,9 +151,11 @@ def rotate_marker_down(m, col, n):
return ((m[0] + n) % size, m[1])
def derive_key(password):
def derive_key(password, one_indexed):
i = 0
k = letters
# if using one-indexed arrays, moves the zero element to the end
if one_indexed: k = k[1:]+k[0]
for c in password:
(row, col) = find_ix(c)
k = rotate_down(rotate_right(k, i, col), i, row)
@ -295,7 +297,7 @@ def test1(size, fixednonce):
else:
keyword = 's3cret_p4ssw0rd/31337'
szkeyword = keyword # This statement needed to show keyword in printinfo() [don't change args.keywordstring within test1()!]
key = derive_key(keyword)
key = derive_key(keyword, false)
else:
key = letters
initialkey = key
@ -433,7 +435,7 @@ if __name__ == '__main__':
if args.keywordfile: args.keywordstring = open(args.keywordfile, 'r').read().rstrip('\r\n')
if args.keywordstring:
szkeyword = args.keywordstring
key = derive_key(args.keywordstring)
key = derive_key(args.keywordstring, args.playingcard)
if args.keyfile: args.keystring = open(args.keyfile, 'r').read().rstrip('\r\n')
if args.keystring: key = args.keystring;