highest
rating
Total number of assignments submitted: 234
NEUROCAM ASSIGNMENT – NTC – 6111/01 – CODE DEVELOPMENT.
Public Game Selected - Poker, Five Card Stud, One Discard
Form Of Code - Paper And Pen
Mechanics :
In the poker game of Five Card Stud, five cards are handed to each
player. With those five cards they have to attempt to make a winning
hand combination. Once their cards are dealt they have to opportunity
to stick with their current hand, or discard any number of their
cards, which the dealer then gives them an equal amount of new cards
for, so the player always ends up with five cards. In the basic public
form of Five Card Stud there is no gambling involved and only one
discard is aloud per round.
Execution:
The ability to perform the proper execution of this code involves
good speed and skill in slight of hand tricks. For this example it
will be assumed that there are only two people playing, with the
dealer switching each turn. Even though there are no other civilians
playing the game it is important to still be careful in the slight
of
hand needed, as to avoid messages from being shown to prying eyes.
As the operatives go round by round of the game, the operative
which must be the dealer can take out a note and place it facing him
at his closest card. This must be done on his first hand, as he will
then put all his cards together so the note is on the bottom, and
fold. This is a uncommon move in a game of poker where no bets are
made as normally one would just take another give cards. If there are
other civilians playing, the operative must still say he folds and
then can take another five cards just to appease the other players.
When the operative says that he folds, it is the key for the other
operative that there is a note at the bottom of his cards. As the
dealer switches, he will take the five cards that have been 'folded'
and place them at the bottom of the deck, then as he goes to slide
the
cards towards him to begin dealing, he will let the note slip from
the
bottom of the deck into his lap where he will then conceal it until
it
is safe to read. It is very important that the operative is very quick
about doing this because if other civilians are watching or playing
then they may mistake his slight of hand for cheating, and possibly
discover the note.
Example:
It is asked within the assignment that I prove this is capable of
performing through the use of the following discourse:
Operative A – "Get out of your mind."
Operative B – "And slip into something more comfortable."
Operative A – "To betray you must first belong."
Operative B – "Your concerns are merely clouds without water."
This is very simple to do as the operatives know what it is they
have to say before arriving at the meet, thus they can prepare the
notes ahead of time. At the poker table they will go about their game,
occasionally passing the needed notes to each other. Once one note
is
received the operative obviously must wait for the response before
continuing. Then once all four messages have been received the
operatives know they can safely trust each other with their mission
objectives.
Alternate Ideas:
As another possibility for this example, if the operatives have to
pass specific key sentences to each other to make sure that they are
the correct operative, then they could use a specific background or
picture for the notes created. In Neurocam Assignment NCI-2332/02,
or
"The Crying Of Lot 49", the cards given contain a basic background
idea for the notes that I am thinking of. But instead of "Get
Out Of
Your Mind", there would be the message discourse between the
operatives.
This would insure that a rogue operative has not just recovered
the messages needed to gain the real operatives trust, and would add
another basic level of security to the code that could help secure
whatever information or object that needs to be traded.
Conclusion:
I hope that this write up is satisfactory to what you you were
originally planning to achieve with this project. I was planning to
send it in sooner but was delayed with a question about it that Otti
promptly answered. If this is not the kind of code idea that was
originally planned to be created then I must ask for clarification
on
the assignment and a small extension to complete it. As always, it
has
been a pleasure working with you.
Warm Regards,
--Operative XXXX
NEUROCAM ASSIGNMENT – NTC – 6111/01 – CODE DEVELOPMENT
- REPORT
The brief for this exercise certainly lived up to the name - if
brevity is the soul of wit, someone in Neurocam administration ought
to be making a fortune scriptwriting for comedians. Requests for
clarification elicited a response that can be paraphrased as "just
make a code! A codey code! To code things! In a code-like fashion!"
Since Neurocam was never able to clear up my most pressing question
-
that is, was the emphasis of the exercise on the development of a
transmission method for encoded information or the encoding of the
information itself - I've chosen to offer up a method which does both
in a simple way.
GENERAL OBSERVATION
-------------------
One thing that *all* the listed games have in common, in terms of
their mechanics and materials, is a score-keeping method. In open-area
public games, this tends to be a pen and paper. Pen and paper make
excellent communication tools and can happily employ centuries of
cryptographical techniques without the need to fiddle about with
chips, cards, dice, or the little top hat in Monopoly (a source of
constant bafflement to me - I mean, a *hat* as a property tycoon?).
This would in fact be my recommended method of surreptitiously
communicating encrypted information.
SPECIFICS
---------
I'll use the game of chess, primarily as it is *always* a two-player
game and therefore avoids the need to devise a strategy for
communicating, unobserved, with one of N players in a multiplayer game
of N players before consideration can be given to the code itself.
Chess also provides us with a variety of props which are extremely
flexible in their use.
- 32 playing pieces, 16 light and 16 dark, which can be further
subdivided 6 types (with variable numbers of duplicates) of distinct
physical appearance
- an 8 x 8 matrix of alternating light and dark squares, 64 in total,
which are conventionally notated in a-h x 1-8 fashion
- a timing mechanism
- score-keeping props
And in rules:
- an unvarying player x -> player y -> player x -> player
y game structure
- 6 distinct moving conventions
- a specific notation for describing a game from beginning to end
Among other features.
Any of these might be exploited as a transmission method for the code
- or even, for more hilarity and bafflement - a method for modifying
transmission.
ASSUMPTIONS
-----------
1) That a string of arbitrary length is to be encoded on the fly,
rather than a call/response system signalled and received
2) That the use of external props, such as one-time pads, lookup
tables, etc would constitute an additional layer of compromisable
complexity
3) Case is unimportant
4) Punctuation is unimportant
METHOD
------
As stated, a chessboard is an 8x8 matrix. The squares on the x axis
are commonly referred to as
a b c d e f g h
and the squares on the y axis as
8
7
6
5
4
3
2
1
Let us allocate half of the board to each player - an 8 x 4 matrix.
Let our POV be that of either player seated and observing their back
row of players, and let both players number the y axis so:
4
3
2
1
Let both players layer the letters of the alphabet on the x axis,
following the convention and then placing additional letters in
alphabetical order on rows 2-4, so:
u v w y x z * #
m n o p q r s t
e f g h i j k l
a b c d e f g h
This leaves two squares blank. One of these, the * square in the
diagram above, is a ROT (alphabetical ROTation) indicator. The other,
the square marked #, should be considered an EOT (End of Transmission)
indicator (of course the finalisation of the move might serve this
purpose and free this square for, say, a double digit ROT).
A message is transmitted by a player, on their turn, resting a finger
above or on the square representing the next letter in the desired
sequence until the sequence ends with the signal of EOT. Depending
on
restrictions involved, it may be permissable to use a pencil, playing
piece, or other implement as a signalling device rather than the
operative's digital extremities.
Encryption is performed by use of the ROT indicator and the y-axis;
when the transmitter wishes to signal a ROT change, the appropriate
square is indicated. The square indicated immediately following this
is important for the y-axis rather than x-axis position - this signals
the level of ROT to be applied to the following transmitted letters
in
the sequence. Encryption can thus be changed as many times as
necessary within a single message.
EXAMPLES
--------
Let us encode the following dialogue.
Operative A – "Get out of your mind."
Operative B – "And slip into something more comfortable."
Operative A – "To betray you must first belong."
Operative B – "Your concerns are merely clouds without water."
Operative A - "Espionage related reference."
Operative B – "Vaguely hermetic response."
A: g1 e1 h3 / c3 a4 h3 / c3 b2 / d4 c3 a1 f3 / a3 e2 b3 d1 / h4
B: a1 b1 d1 / g3 h2 e2 d3 / e1 b3 h3 c3 / g3 c3 a3 a2 h3 h1 e2 b3 c2
/
a3 c3 f3 e1 / c1 c3 a3 b2 c3 f3 h3 a1 b1 h2 a2 / h4
A: h3 co / b1 a2 h3 f3 a1 d4 / d4 c3 a4 / a3 a4 g3 h3 / b2 e2 f3 g3
h3
/ b1 a2 h2 c3 b3 c2 / h4
B: d4 c3 a4 f3 / c1 c3 b3 c1 e1 f3 b3 g3 / a1 f3 e1 / a1 e1 f3 e1 h2
d4 / c1 h2 c3 a4 d1 g3 / c4 e2 h3 h1 c3 a4 h3 / c4 a1 h3 e1 f3 / h4
A: a2 g3 d3 e3 c3 b3 a1 g1 e1 / f3 e1 h2 a1 h3 a1 e1 d1 / f3 e1 f1
e1
f3 e1 b3 c1 e1 / h4
B: b4 a1 g1 a4 e1 h2 d4 / h1 e1 f3 a3 e1 h3 e2 c1 / f3 e1 g3 d3 c3
b3
g3 a2 / h4
FINAL OBSERVATIONS
------------------
This method is very slow and there is a small learning curve. It might
be better to employ two virtual 3 x 3 grids which would employ the
same virtual layout as that of a mobile phone, since most operatives
are likely to be familiar with this device. A letter would therefore
be signalled with the appropriate number of taps/hovers/signals as
appropriate. The second grid would allow quick use of modifiers, ROT,
etc, and the unused remaining squares might be standard protocols for
use in emergencies.
PERSONAL NOTE
-------------
What benefit to Neurocam is asking people to think about random
spycraft-related techniques when many more sophisticated and refined
examples are available? Have I answered my own question within that
question?
XXXX
Neurocam Assignment NTC-6111/01
I apologize in advance for the length of this report and the
repetitiveness with which I describe the chess moves. It is much
simpler on a chess board, but putting the moves and signals into words
necesitates longwindedness.
The main difficulty for me in devising a code in which letters are
represented as chess moves is that only 20 possible moves are possible
at the beginning of the game. This problem, and another--the fact that
it may be impossible to move a certain piece at the right time--can
be
solved in a semi-convoluted manner. All moves from each of the eight
rows (containing a pawn and another piece) are taken as the same
letter, depending on the distance the piece moves (or in the case of
the knights and king, the direction) and whether the player grips the
piece with one finger or two fingers. So, gripping a piece with a
finger and thumb while moving it one space would stand for the letter
A if the piece started the game in the row A, and likewise for rows
B-H. Moving to the left would be substituted for moving one space in
the case of the knights and king.
Moving a piece one space (or to the left in the previously mentioned
cases) using two fingers and the thumb would indicate a different
letter. Moving a piece that began the game in row A would stand for
the letter I, row B would stand for J, row C would stand for K, and
so
on down to row H, which would represent the letter P.
For the next group of eight letters, the pieces will either move two
spaces or to the right in the case of the king and knights. One finger
and the thumb will be used to move the piece, as with the first group
of letters. So a move from row A would stand for the letter Q, row
B
means R, row C means S, and on to row H, which stands for X.
The next group has two letters, but also several other moves that
may
prove useful. The pieces will again move two spaces or to the right,
and two fingers and the thumb will be used to move them. A move from
row A stands for the letter Y, a move from row B stands for Z, row
C
stands for a space, row D stands for a period, row E states that the
player is done with the message for now and the other player may start
a message, row F also stands for a space, and rows G and H communicate
that the next move isn't in code, for use when pieces are blocking
all
possible moves that would encode the given letter.
If the coded message is long enough, a new game should be started
with
the player whose turn to give a message it is playing as white. For
messages coded with less than ten moves this shouldn't be necessary.
Encoding "Get Out of Your Mind." - with one finger, move
the pawn in
row G one space (g), with one finger move the pawn in row E one space
(e), with one finger move the pawn in row D two spaces (t), with two
fingers move the pawn in row C two spaces (space), with two fingers
move the knight in row G to row F (o), using two fingers move the pawn
in row H two spaces (next move doesn't count), move the bishop in row
F to row E (nothing) using one finger move the king to row D (u), move
the queen up two spaces using one finger (t), move the rook in row
H
two spaces with two fingers (next move isn't part of the code), move
the pawn in row B (nothing), move the bishop in row C to row A using
two fingers (space), move the knight now in row F to row E using one
finger (o), using one finger move the pawn in row F one space (f),
move the bishop now in row A back to row C using two fingers (space),
move the pawn in row A two spaces using two fingers (y), using two
fingers move the pawn in row F one space (o), using one finger move
the king in row D to row C (u), using one finger move the knight in
row B to row C (r), using two fingers move the bishop in row C back
to
row A (space), using two fingers move the pawn in row E one space (m),
using two fingers move the rook in row A to row B (i), move the bishop
now in row E to row F using two fingers (n), move the pawn in row D
one space using one finger (d), move the queen two spaces using two
fingers (.), and move the king now in row C to row D (done).
Encoding "And slip into something more comfortable." - move
the pawn
in row A one space using one finger (a), move the pawn in row F one
space using two fingers (n), move the pawn in row D one space using
one finger (d), using two fingers move the pawn in row C two spaces
(space), move the bishop in row C two spaces to row E using one finger
(s), using 2 fingers move the pawn in row D one space (l), move the
pawn in row A one space using two fingers (i), move the pawn in row
H
one space using two fingers (p), move the bishop in row E back to row
C using two fingers (space), move the pawn in row A one space using
two fingers (i), move the pawn in row F one space using two fingers
(n), move the queen in row D two spaces to row B using one finger (t),
move the pawn in row G one space using two fingers (o), move the
bishop in row C to row E using two fingers (space), move the bishop
in
row E back to row C again using one finger (s), move the pawn in row
G
one space using two fingers (o), move the pawn in row E one space
using two fingers (m), move the same pawn one space using one finger
(e), move the queen in row B back to row D using one finger (t), move
the pawn in row H one space using one finger (h), move the pawn in
row
A one space using two fingers (i), move the pawn in row F one space
using two fingers (n), move the pawn in row G one space using one
finger (g), move the bishop in row C to row E using two fingers
(space), move the king to row F using two fingers (m), move the knight
in row G to row F using two fingers (o), move the pawn in row B two
spaces using one finger (r), move the pawn in row E one space using
one finger (e), move the bishop now in row E back to row C using two
fingers (space), move the bishop in row C to row D using one finger
(c), move the pawn in row G one space using two fingers (o), move the
pawn in row E one space using two fingers (m), move the pawn in row
F
one space using one finger (f), move the knight now in row F to row
E
using two fingers (o), move the knight in row B to row C using one
finger (r), move the queen to row B using one finger (t), move the
rook in row a one space forward using one finger (a), move the pawn
in
row B one space with one finger (b), move the queen now in row B
forward one space using two fingers (l), move the king now in row D
to
row C (e), move the queen now in row B two spaces forward (.), and
move the king now in row C to row D (done).
Encoding "To betray you must first belong." - move the pawn
in row D
two spaces using one finger (t), move the pawn in row G one space
using two fingers (o), move the pawn in row F two spaces using two
fingers (space), move the pawn in row B one space using one finger
(b), move the pawn in row E one space using one finger (e), move the
queen forward two spaces using one finger (t), move the bishop in row
B to row C using one finger (r), move the pawn in row A one space
using one finger (a), move the pawn in row H two spaces using two
fingers (next move isn't code), move the pawn in row A one space
(none), move the rook in row A forward two spaces using two fingers
(y), move the bishop in row F to row H using two fingers (space), move
the rook in row A back two spaces using two fingers (y), move the pawn
in row G one space using two fingers (o), move the pawn in row E two
spaces using one finger (u), move the bishop in row C to row A using
two fingers (space), move the pawn in row E one space using two
fingers (m), move the king to row F using one finger (u), move the
bishop now in row A to row C using one finger (s), move the queen to
row F using one finger (t), move the bishop now in row H back to row
F
using two fingers (space), move the pawn in row F one space using one
finger (f), move the pawn in row A one space using two fingers (i),
move the knight now in row C to row E using one finger (r), move the
bishop in row C to row A using one finger (s), move the queen in row
F
to row D using one finger (t), move the bishop now in row A back to
row C using two fingers (space), move the pawn in row B one space
using one finger (b), move the pawn in row E one space using one
finger (e), move the queen one space over to row E using two fingers
(l), move the pawn in row G one space using two fingers (o), move the
bishop in row F to row G using two fingers (n), move the knight in
row
G to row F using one finger (g), move the queen back two spaces using
two fingers (.), move the king now in row F to row G using two fingers
(done).
Encoding "Your concerns are merely clouds without water." -
move the
pawn in row A two spaces using two fingers (y), move the pawn in row
G
one space using two fingers (o), move the pawn in row E two spaces
using one finger (u), move the pawn in row B two spaces using one
finger (r), move the pawn in row C two spaces using two fingers
(space), move the pawn in row C one space using one finger (c), move
the pawn in row G one space using two fingers (o), move the pawn in
row F one space using two fingers (n), move the pawn in row C one
space with one finger (c) move the pawn in row E one space using one
finger (e), move the knight in row B to row C using one finger (r),
move the pawn in row F one space using two fingers (n), move the
bishop in row C to row A using one finger (s), move the knight in row
F to row H using two fingers (space), move the pawn in row A one space
using one finger (a), move the knight now in row C to row D using one
finger (r), move the pawn in row E one space using one finger (e),
move the bishop in row F to row H using two fingers (space), move the
pawn in row E one space using two fingers (m), using one finger
capture a black pawn with the pawn in row E (e), move the knight now
in row D to row C using one finger (r), move the pawn in row D one
space using two fingers (l), move the rook in row A to row C using
two
fingers (y), move the bishop now in row H to row F using two fingers
(space), move the bishop now in row A to row B using one finger (c),
move the pawn in row D one space using two fingers (l), move the pawn
in row G one space using two fingers (o), move the king to the right
using one finger (u), move the pawn in row D one space using one
finger (d), move the pawn in row H two spaces using two fingers (next
move doesn't count), move the knight in row C to row E (none), move
the bishop in row B to row D using one finger (s), move the bishop
in
row F to row H using two fingers (space), move the bishop in row H
back to row F using two fingers (space), move the knight in row G to
row H using one finger (w), move the pawn in row A one space using
two
fingers (i), move the queen two spaces forward using one finger (t),
move the pawn in row H forward one space using one finger (h), move
the pawn in row G one space using two fingers (o)move the king now
in
row F to row G using one finger (u), move the queen to row B using
one
finger (t), move the bishop in row F to row D using two fingers
(space), move the knight in row G to row H using one finger (w), move
the pawn in row A one space using one finger (a), move the queen to
row D using one finger (t), move the king to row E using one finger
(e), move the knight now in row E to row G using one finger (r), move
the queen up two spaces using two fingers (.), and move the king to
row F using two fingers (done).
There may be a few minor problems with this code, but on the whole
I
think it is usable. Memorizing it shouldn't be that hard, especially
where the letters are exactly the same as the rows(after finishing
up
the examples above I'm beginning to memorize most of it). Both players
will need to remember that their left is different from their
opponent's left, and that row A is on the white player's left but the
black player's right (it may be helpful to use a chessboard with the
rows labeled). Keeping all the letters straight without writing them
down may be difficult, but this would be impractical and would defeat
the purpose of having a code.
As a half-baked idea, perhaps if the players think they are being
observed and someone suspects they are using a code, useless signals
could be added in to confuse the observers, such as switching which
hand the pieces are moved with, for example.
I hope this code is useful and I look forward to using it.
Operative XXXX
Neurocam Assignment NTC-6111/01
I selected the game of poker and my wordless code is to simply 'reveal'
cards in your hand at the end of a round.
Typically, an individual would not choose to share their hand unless
required, however it is always optional. different cards would have
various assigned meanings.
for example, i play a hand, i do not fold, another person displays
their cards which are better than mine and the game is over. i then
put my cards down but turn over a '2' to communicate 'get out of your
mind' (if operative "B" is particularly dense and doesn't
catch on, operative "A" could simply say 'i have a 2' to
cue the another).
as a response, operative "B" could turn over a '2' card as
a cue that he received the message 'get out of your mind' and respond
by simultaneously turning over a '3' card to communicate "and
slip into something more comfortable.”
as the game continues, operative "A" could display his jack
to communicate "to betray you must first belong" and operative "B" could
display a jack and a queen card to communicate "your concerns
are merely clouds without water". if an operative does not have
a particular card they need, they are to continue to play until they
do.
as more codes are created, more than one card can be used. for instance,
pairs could communicated more complex meanings.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
NTC-6111/01 :: Report
In the initial approach to this problem, it became evident that two
weeks is hardly ample time to
develop a truly robust cryptosystem. The simple system presented
here, nonetheless, should be relatively
difficult, within reasonable limits, to break, provided anyone even
notices it.
My initial idea involved the use of a hexidecimal code for each
piece, identical for both players,
with some pieces having to stand in for more than one letter - the
actual letter would be derived by
the addition of the hex code for the piece being moved + number of
destination square in any given
move (numbers being assigned to the central four rows of squares
according to any arbitrary scheme)
- one-time pads would be ideal for the generation of numbering
schemes, in that the moves for a given
message would never be the same twice.
The difficulty arises when it comes to working messages into an
actual chess game according to this
scheme. Not every move could be part of the actual communication,
so some sort of sign would be needed to allow
the recipient to note the significant moves. Of course, as a chess
game continues, many moves become
difficult, if not impossible. Needless to say, the mathematics of
such a system were beyond the scope
of the given time frame for this assignment, and so I had to work
with a much simplified model that
is somewhat less satisfactory. Nonetheless, for simple messages it
may be of some use. There are three
variations possible of this basic model: first, an actual game
played as such (a series of games would
probably be necessary). Two, a game in which the moves are made not
according to the normal strategies of
the game (though always observing the rules of movement) but simply
to pass a message (only appropriate if
the players are not being closely observed), and thirdly, a
discussion of chess moves (which, although evidently
falling outside the scope of 'worldless', would actually be far
more efficient than an unwieldy system deriving
from gameplay itself).
Moves:
Considering that if a game is to appear convincing to the casual
observer, and if the movement of certain
pieces to certain positions on the board is to be facilitated, some
moves must be meaningless. Operative A
will indicate to Operative B which moves are part of the
communication through the method of handling the pieces.
Ordinary moves will be made holding the piece between thumb and
forefinger. Significant moves will be made holding
the piece between thumb and index finger. This should be done
without any unnecessary flourishes - as subtlely as
possible.
The board (see attached PDF document for diagram):

Numbers here are assigned randomly to the board from 1 to 27.
number 27 represents a space (as between words).
The key for decoding the numbers in this case is 14 (i.e. A + 14 =
O, then number backward from there). For greater
security, the numbering scheme should ideally be nonlinear and
worked out in advance by the two operatives who are to
use it. In a pinch a linear scheme with a single number key could
be used for communication between operatives
who are unable to work out a more complex key before meeting. The
same numbering scheme must never be used more
than once. The number 27 was added just to avoid evidently using
26, which seemed a little obvious. Please note that this
schema could be altered so that each player uses the same numbering
scheme, but relative to their position vis-a-vis the
board (i.e. Black's numbering would be rotated 180 degrees).
15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 27
A B C D E F G H I J K L M N O P
26 25 24 23 22 21 20 19 18 17 16
Q R S T U V W X Y Z _
Communivation would involve moves to the following squares by any
piece capable of making the moves - working out
precise series of moves, including non-message moves, was attempted
but became far too time-consuming within the
confines of what time I have had to prepare this report unobserved
by non-Neurocam personnel at home and at work:
Operative A (White) GET_ OUT_ OF_Y OUR_ MIND
=
9 F3
11 F4
23 E6
16 E5
1 B5
22 E3
23 E6
16 E5
1 B5
10 D6
16 E5
18 G5
1 B5
22 E3
25 C5
16 E5
3 C4
7 A4
2 B3
12 D5
Operative B (Black) AND_ SLIP _INT O_SO METH ING_ MORE _COM FORT ABLE
=
15 B6
2 B2
12 D5
16 E5
24 F6
4 F5
7 A4
27 G6
16 E5
7 A4
2 B3
23 E6
1 B5
16 E5
24 F6
1 B5
3 C4
11 F4
23 E6
8 C6
7 A4
2 B3
9 F3
16 E5
3 C4
1 B5
25 C5
11 F4
16 E5
13 H4
1 B5
3 C4
10 D6
1 B5
25 C5
23 E6
9 F3
Operative A (White) TO_B ETRA Y_YO U_MU ST_F IRST BELO NG
=
23 E6
1 B5
16 E5
14 C3
11 F4
23 E6
25 C5
15 B6
18 G5
16 E5
18 G6
1 B5
22 E3
16 E5
3 C4
22 E3
24 F6
23 E6
16 E5
10 D6
7 A4
25 C5
24 F6
23 E6
14 C3
11 F4
4 F5
1 B5
2 B3
9 F3
Operative B (Black) YOUR _CON CERN S_AR E_ME RELY _CLO UDS_ WITH OUT_
WATE R
=
18 G5
1 B5
22 E3
25 C5
16 E5
13 H4
1 B5
2 B3
13 H4
11 F4
25 C5
2 B3
24 F6
16 E5
15 B6
25 C5
11 F4
16 E5
3 C4
11 F4
25 C5
11 F4
4 F5
18 G5
16 E5
13 H4
4 F5
1 B5
22 E3
12 D5
24 F6
16 E5
20 H5
7 A4
23 E6
8 C6
1 B5
22 E3
23 E6
16 E5
20 H5
15 B6
23 E6
11 F4
25 C5
The numbering scheme for the board in this case is arbitrary - a
detailed mathematical analysis of likely moves within actual
example games would provide information useful for creating schemes
that fit more elegantly into routine gameplay. That
being said, this sort of approach to cryptography remains ackward
and resists elegant, strong cryptosystems easily
decodable in the field. This being merely an exercise, I will
assume that NCI management have already considered the pros and
cons of a wide variety of cryptosystems, and that the inefficiency
of this type of concept has been duly noted. Condensed,
reductive systems generally prove more efficient in the field than
expansive, time-intensive systems. Nonetheless, where
the time needed to convey small quantities of information is
available, this sort of scheme is not without its uses.