The three-sigma rule applies even with a non-normal distribution.

Anyway, I tried the 64-key sample. Results are slightly better.

Yoav

Attachment: data64.xlsx
Description: MS-Excel 2007 spreadsheet

> On Feb 1, 2015, at 7:36 PM, Yaron Sheffer <yaronf.i...@gmail.com> wrote:
> 
> Hi Yoav,
> 
> This is good, but I'm not sure if it's good enough. The ratio between min and 
> max (which I trust more than the "mean +/- 3s" rule, because this is not a 
> normal distribution) is consistently around 4. So if you have to design your 
> timeouts on a particular machine, you would still have a lot of uncertainty. 
> For comparison, could you try again with 64 replacing the 16 tries, and with 
> lower bit lengths?
> 
> Thanks,
>       Yaron
> 
> On 02/01/2015 11:46 AM, Yoav Nir wrote:
>> And now it’s really attached.
>> 
>> 
>> 
>> 
>>> On Feb 1, 2015, at 11:45 AM, Yoav Nir <ynir.i...@gmail.com> wrote:
>>> 
>>> 
>>>> On Jan 31, 2015, at 12:35 AM, Yoav Nir <ynir.i...@gmail.com> wrote:
>>>> 
>>>> 
>>>>> On Jan 30, 2015, at 3:37 PM, Yaron Sheffer <yaronf.i...@gmail.com> wrote:
>>>>> 
>>>>> What I would suggest is: we give the client a single puzzle, and ask it 
>>>>> to return 16 different solutions. Indeed each puzzle then should be 16X 
>>>>> easier. The nice thing is, the server should only check *one* of them, at 
>>>>> random. The client would still need to solve all of them because it 
>>>>> doesn't want to risk the exchange being rejected because some solutions 
>>>>> are invalid (the game theory is probably more complex than that, but I 
>>>>> think what I'm saying is still close to the truth).
>>>>> 
>>>>> So: the client does the same amount of work, the server does the same 
>>>>> amount of work, but the client run-time is still much more deterministic.
>>> 
>>> <snip />
>>> 
>>>> Note that these are still single core results, and most laptops can do 
>>>> twice or four times as much. Now, I know that what I SHOULD be doing is to 
>>>> randomly generate 100 “cookies” and then calculate the times for different 
>>>> bit lengths for each of them, and then calculate mean and standard 
>>>> deviation. But just by looking, it looks like it’s much closer to what we 
>>>> want. 16 bits would be a fine puzzle level for my laptop. No idea about a 
>>>> phone, although I could try to compile this and run it on an ARM-based 
>>>> appliance, which should match phones.
>>> 
>>> OK. Now I have done it right. See attached. The data suggests that 15 or 16 
>>> bits is the level of puzzle that for this kind of hardware is challenging 
>>> but not too onerous. Add another bit if we assume (probably correctly) that 
>>> the vast majority of laptops have dual cores at least.
>>> 
>>> I would like to run a similar test on an ARM processor, though. The 
>>> capabilities of phones and tablets are all over the place, what with 
>>> different versions of ARM processors and devices having anything from dual 
>>> to octo-core, but it would be nice to get ballpark figures.
>>> 
>>> Yoav
>>> 
>> 

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