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Custody game changes (#866)
* Custody game changes 1. Don't store the full chunk bits, instead only store a Merkle root. Increased history size complexity from `N` to `N + log(N)` but with the benefit of decreasing storage requirements from `N` to a single 32 byte hash. 2. `custody_bit` is computed as the first bit of the hash of the custody bits, not the xor. This allows us to more safely use functions with more risky security assumptions for computing the chunk mix. * Update specs/core/1_custody-game.md * Update specs/core/1_custody-game.md * Update specs/core/1_custody-game.md * Update specs/core/1_custody-game.md * XOR aggregation before SHA256 to reduce number of hashes * Simplifed get_chunk_bits_root * standalone -> indexed * Fix missing "data" and ToC
Ethereum 2.0 Specifications
To learn more about sharding and eth2.0/Serenity, see the sharding FAQ and the research compendium.
This repo hosts the current eth2.0 specifications. Discussions about design rationale and proposed changes can be brought up and discussed as issues. Solidified, agreed upon changes to spec can be made through pull requests.
Specs
Core specifications for eth2.0 client validation can be found in specs/core. These are divided into phases. Each subsequent phase depends upon the prior. The current phases specified are:
Phase 0
Phase 1
Accompanying documents can be found in specs and include:
- SimpleSerialize (SSZ) spec
- BLS signature verification
- General test format
- Merkle proof formats
- Light client syncing protocol
Design goals
The following are the broad design goals for Ethereum 2.0:
- to minimize complexity, even at the cost of some losses in efficiency
- to remain live through major network partitions and when very large portions of nodes go offline
- to select all components such that they are either quantum secure or can be easily swapped out for quantum secure counterparts when available
- to utilize crypto and design techniques that allow for a large participation of validators in total and per unit time
- to allow for a typical consumer laptop with
O(C)
resources to process/validateO(1)
shards (including any system level validation such as the beacon chain)
For spec contributors
Documentation on the different components used during spec writing can be found here:
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