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Dice Game Audit [Duel]

Dice Game Audit [Duel] - ProvablyFair.org

Metric
Value

Commit Hash

fa913ab94883d06950d3c63bbb7007f927648131

Audit Period

January 30, 2026

RTP (Return to Player)

99.91%

House Edge

0.09%

Live Bets Tested

6,200

Simulated Bets

~980,000

Parity Rate

100%

Commit Audited

fa913ab

Dice Audit Overview

This document provides a summary of the audit conducted for the Duel Casino's Dice game. The audit ensures the game is fair and meets necessary standards.

What Was Audited

This audit evaluates the Dice game operated by Duel Casino to verify that:

  • ✅ The RNG algorithm is deterministic and verifiable

  • ✅ Server seeds are cryptographically committed before play

  • ✅ Players can set their own client seeds

  • ✅ Nonces increment correctly and are never reused

  • ✅ Payout logic matches advertised multipliers

  • ✅ Theoretical RTP is 99.91%

  • ✅ Game outcomes are determined by a provably fair algorithm

  • ✅ Players can independently verify every bet

  • ✅ Commit-reveal cryptographic system verification

What Audit Covers

Area
Description

Commit-Reveal System

Server seed hashing, timing, reveal mechanics

Seed Handling

Client seed control, nonce lifecycle

RNG Analysis

Algorithm verification, bias testing

Payout Logic

Multiplier accuracy, win condition verification

Live Parity

Verifier vs live game result matching

RTP Validation

Theoretical and simulated RTP analysis

What Audit Guarantees

  • Outcomes are deterministic and reproducible

  • Live game results match the public verifier

  • Randomness behaves as advertised

  • No known exploit classes were observed at audit time

What Audit Excludes

  • Infrastructure or server security

  • Wallet, payments, or custody systems

  • Operational controls outside game logic


Audit Verdict

Check
Result
Reference

Overall Status

✅ Pass

RTP Verified

✅ 99.91% ± [0.09% House Edge]

Live ↔ Verifier Parity

✅ 100% - All test rounds matched

Commit-Reveal System

✅ Passed - SHA-256 verified

Seed Handling

✅ Passed - Player control verified

RNG Analysis

✅ Passed - Unbiased via rejection sampling

Payout Logic

✅ Passed - All payouts verified correct

Known Exploits Tested

✅ Passed - 7/7 testable exploits

Determinism

✅ Passed - Full reproducibility confirmed

chevron-rightReproducibility Instructionshashtag

To reproduce this audit, complete the following commands:


References

chevron-rightDice - Game Ruleshashtag

Dice - Game Rules

Dice is a prediction game where players bet on whether a randomly generated number will fall above or below a chosen target. Its transparent mechanics and verifiable math make it a natural starting point for provably fair auditing.

Game Rules

Dice is a prediction game where players bet on whether a randomly generated number will fall above or below a target threshold they choose. The game offers complete control over risk and reward: players who accept lower win probability receive higher payouts, while those preferring safer bets receive smaller multipliers.

Risk vs Reward

The core mechanic of Dice is the inverse relationship between win probability and payout:

  • High risk, high reward: Setting a target of 90 with "Roll Over" gives only a 10% chance to win, but pays approximately 9.99x

  • Low risk, low reward: Setting a target of 50 with "Roll Over" gives a 50% chance to win, but pays approximately 1.998x

  • Players control the math: Unlike slots or other games with fixed odds, Dice lets players choose their exact risk profile on every bet

Parameter
Value
Notes

Roll Range

0.00 – 100.00

Uniform distribution across 10,001 possible outcomes

Target Precision

0.01

Players can set targets like 35.00, 50.05, 72.50

House Edge

0.1%

UI displays "Zero Edge." Verified house edge is 0.1%.

Theoretical RTP

99.9%

Verified across all 196 target configurations

Betting Modes

Manual, Auto

Auto mode enables rapid sequential betting

Bet ID Format

Numeric

Each bet assigned unique ID (e.g., #308953686)

Seed Formats

Every Dice bet uses three cryptographic inputs to generate the result:

Seed Type
Format
Example
Purpose

Server Seed

64-char hex (32 bytes)

4f775f81301c7fe8...

Casino-provided randomness

Client Seed

16-char alphanumeric

kJbhRHVAg4lh_OY7

Player-controlled randomness

Nonce

Integer, starts at 0

0, 1, 2, ...

Ensures unique result per bet

The combination of these three inputs, using HMAC-SHA256, produces the random roll. Because the player controls the client seed and the server seed is committed before betting, neither party can manipulate the outcome.

Multiplier Calculation

Payouts in Dice are calculated mathematically based on win probability and house edge:

With Duel's 0.1% house edge:

chevron-rightWhy Provably Fair Mattershashtag

Traditional online casinos require players to trust that games are fair. Provably fair systems eliminate this trust requirement by allowing players to mathematically verify that outcomes were not manipulated. In a Provably Fair system:

  • The casino commits to a result before the player bets

  • The player contributes randomness that the casino cannot predict

  • Anyone can verify the outcome after the fact

chevron-rightHigh-Level Overviewhashtag

High-Level Flow

To get an overview of how the process works, here is a high-level diagram alongside details

  1. Player Bets → Initial input from the player

  2. Seeds Combined → Combining serverSeed, clientSeed, and nonce

  3. RNG Output → Random number generation using HMAC-SHA256 with rejection sampling

  4. Game Logic → Generates a value (0.00-100.00) compared against the target

  5. Payout Result → Final outcome (Win/Lose) multiplied by the multiplier

Provably Fair Model

Provably fair gambling systems use cryptographic primitives to guarantee the integrity of outcomes. The model relies on three components: a server seed committed via hash before play, a player-controlled client seed, and an incrementing nonce. These inputs are combined using HMAC-SHA256arrow-up-right to produce deterministic, verifiable results. This section documents the global provably fair architecture used by almost all Casinos and all relevant games.

Commit-Reveal Model

The Commit-Reveal model is integral to ensuring fairness and transparency in online gambling. This model involves several key phases:

  • Commit Phase: Before any bets are placed, the casino generates a random server seed. To prove its authenticity and prevent later manipulation, only the SHA-256 hash of this seed is sent to the player. This ensures that while the player cannot know the seed initially, they can verify it later.

  • Bet Phase: The player places their bet, incorporating their client seed. This phase combines the client seed with the server seed to influence game outcomes, ensuring player participation in the randomness.

  • Reveal Phase: Once the bet is resolved, the casino reveals the actual server seed. By disclosing this information, players can verify that the hash provided during the commit phase corresponds to the server seed used, ensuring no tampering occurred.

  • Verify Phase: The player can now confirm the fairness of the outcome by hashing the server seed revealed so far. If the hash matches the one provided during the commit phase, it proves the integrity of the process and ensures that outcomes were not manipulated by the casino.

chevron-rightTechnical Glossaryhashtag

Technical Glossary

Core Concepts

Provably Fair A cryptographic system that allows players to mathematically verify that game outcomes were not manipulated. Unlike traditional "trust-based" systems, provably fair games provide cryptographic proof of fairness.

Commit-Reveal Protocol A two-phase process in which the casino commits to a result (by showing its hash) before the player bets, then reveals the actual value after the bet. This prevents the casino from changing outcomes based on player actions.

Determinism The property that identical inputs always produce identical outputs. In provably fair systems, using the same server seed, client seed, and nonce must always generate the same game result.

Seed System

Server Seed A random value generated by the casino, typically 64 hexadecimal characters (32 bytes). The server seed is hashed and shown to players before betting, then revealed after the bet is complete.

Client Seed A random value controlled by the player, typically 16 alphanumeric characters. Players can set or change their client seed at any time to ensure they contribute entropy that the casino cannot predict.

Nonce A sequential counter (0, 1, 2, 3...) that increments with each bet under the same seed pair. The nonce ensures each bet produces a unique result even when using the same server and client seeds.

Seed Pair The combination of a server seed and a client seed. A seed pair remains active across multiple bets, with the nonce incrementing for each round. When a player rotates seeds, a new seed pair begins with the nonce reset to 0.

Hashed Server Seed The SHA-256 hash of the server seed, shown to players before betting. After the bet, players can verify that SHA-256(revealed server seed) equals the originally shown hash, proving the casino didn't change the seed.

Cryptographic Functions

HMAC-SHA256 Hash-based Message Authentication Code using SHA-256. A cryptographic function that combines the server seed, client seed, and nonce to produce a deterministic, unpredictable hash used for random number generation.

SHA-256 Secure Hash Algorithm 256-bit. A one-way cryptographic hash function that converts any input into a unique 64-character hexadecimal output. Cannot be reversed to discover the original input.

Rejection Sampling A technique to eliminate modulo bias in random number generation. Values outside a "fair range" are discarded and the next portion of the hash is used instead, ensuring perfectly uniform distribution.

Verification Terms

Verifier A tool (usually web-based or code snippet) that independently calculates game outcomes using provided seeds and nonce. A proper verifier should produce identical results to the live game.

Parity The degree of matching between verifier results and live game results. 100% parity means every single outcome matches perfectly, which is required for provably fair certification.

Reproducibility The ability to regenerate exact game outcomes using the same inputs. Players should be able to reproduce any historical bet result using the revealed seeds and nonce.

Game Mechanics

RNG (Random Number Generator) The algorithm that produces random outcomes. In provably fair systems, the RNG must be deterministic and based only on seeds + nonce (no hidden entropy sources).

RTP (Return to Player) The percentage of wagered money returned to players over time. Calculated as (1 - House Edge) × 100%. For Duel Dice, RTP = 99.9%.

House Edge The casino's mathematical advantage, expressed as a percentage of each bet. For Duel Dice, house edge = 0.1%, meaning the casino expects to keep 0.1% of all wagers long-term.

Multiplier The payout ratio for a winning bet. Calculated as: (100 - House Edge) / Win Probability. For example, a 50% win chance with 0.1% house edge yields a 1.9980x multiplier.

Win Condition The rule that determines if a bet wins or loses. In Dice: "Roll Over" wins if result > target; "Roll Under" wins if result < target. Rolling exactly on target always loses.

Audit Terms

Fairness Violation A condition where a player or casino could predict, alter, or unfairly influence outcomes. Examples include seed prediction, nonce replay, or hidden entropy injection.

Entropy Randomness or unpredictability in a system. In provably fair games, entropy comes from both the casino (server seed) and player (client seed).

Bias Non-uniform probability distribution. An unbiased RNG gives all outcomes equal likelihood. Rejection sampling eliminates bias that would otherwise occur from modulo operations.

Edge Case Unusual or extreme scenarios that might behave differently than normal operation. Examples: concurrent betting, nonce overflow, malformed seeds, or maximum bet limits.

Data Formats

Hexadecimal (Hex) Base-16 number system using digits 0-9 and letters A-F. Server seeds and hashes are typically shown in hex format (e.g., 4f775f81301c7fe8...).

Hash The output of a cryptographic hash function. In provably fair systems, hashes serve as commitments that cannot be reversed but can be verified.

Bet ID A unique identifier assigned to each bet (e.g., #308953686). Used to reference specific rounds during verification.

Common Abbreviations

Terminology
Meaning

PF

Provably Fair

RNG

Random Number Generator

RTP

Return to Player

HMAC

Hash-based Message Authentication Code

SHA

Secure Hash Algorithm

CI

Confidence Interval

N/A

Not Applicable / Not Tested


Duel: Dice Game Audit

Every Dice roll on Duel is generated from three inputs: server seed, client seed, and nonce. The casino commits to its seed before you bet, you control your own seed, and the nonce increments automatically. This combination guarantees that outcomes are both random and verifiable. This section tests whether Duel’s Dice Game seed handling meets provably fair standards, specifically whether the system is fully deterministic and tamper-proof.

1. Seed, Nonce & Determinism

What Was Tested

  • The casino commits to a server seed before any bet is placed

  • Players can freely set or change their client seed before betting

  • A nonce increments automatically for every bet and is never reused

  • The Dice result is generated only from (server seed, client seed, nonce)

  • The same inputs always produce the exact same outcome

What This Means for Players

  • The casino cannot change outcomes after you place a bet

  • You contribute your own randomness via the client seed

  • Every bet is unique, even with the same seeds

  • Any Dice result can be verified independently

  • Outcomes are tamper-proof and reproducible, even months later

Verdict Summary

Test Component
Status
Finding

Server seed committed before bet

✅ Pass

Casino cannot change randomness after betting

Player client seed control

✅ Pass

Player contributes entropy

Nonce sequencing

✅ Pass

Each bet uses a unique input

Deterministic output

✅ Pass

Same inputs always produce same result

Overall Verdict

🟢 Deterministic and Provably Fair

All tested Dice outcomes are fully deterministic and can be independently reproduced using the disclosed server seed, client seed, and nonce.


How Dice Seed, Nonce, and Determinism Work

chevron-rightHow Dice Seed, Nonce, and Determinism Workhashtag

1.1 Server Seed Commitment

Before any bet is placed, the casino generates a secret server seed and publicly commits to it by displaying its SHA-256 hash to the player. This cryptographic commitment prevents the casino from changing the seed after seeing player actions. Upon game completion, the revealed server seed is verified by hashing it and confirming it matches the pre-committed hash, proving the outcome was predetermined.

Code Implementation:

Real Example from Live Data:

Verification:

1.2 Player Client Seed Control

Players have full control over their client seed through the Duel UI, allowing them to view, modify, or randomize it at any time before placing bets. This ensures players contribute their own entropy to the RNG process. This player-controlled input makes it mathematically impossible for the casino to predict or manipulate outcomes, as the final result depends on a value only the player knows in advance. Players can view and change their client seed at any time via the Duel UI.

Code Implementation:

Real Data Evidence: From the test data, client seeds are player-controlled and vary:

  • "G3blCQBWQdVfM8sx"

  • "13aS4FO1Iz"

  • "32GD7vC9fH"

  • "ewGBx04VbY"

  • "0ygEXdJyQm"

1.3 Nonce Incrementation

The nonce begins at 0 and increments sequentially by 1 for each bet under the same server/client seed pair, ensuring every bet produces a unique RNG input even with identical seeds. This prevents outcome repetition. When a new server seed is issued (after rotation), the nonce resets to 0, and the system verifies nonces are never reused within the same seed session to guarantee cryptographic uniqueness.

Code Implementation:

Real Data Verification:

1.4 Deterministic Mapping

The RNG algorithm is fully deterministic; given the same server seed, client seed, and nonce, it will always produce the exact same output, allowing any party to independently verify results at any time. This mathematical certainty is the cornerstone of provably fair gaming: the test confirms that all 100+ live game results from the dataset match precisely when recalculated using the revealed seeds.

Code Implementation:

Real Example Verified:

Verification:

Technical Evidence & Verification

chevron-rightTechnical Evidence & Verificationhashtag

This section indexes the technical artifacts used to verify Dice seed handling, nonce behavior, and determinism. All evidence is reproducible using the linked scripts and datasets. Inline content is intentionally minimal; full artifacts are available via links.

Generated: 2026-02-06

Audit Status: ✅ ALL TESTS PASSED (13/13)


1. Evidence Coverage

Verification Category

Status

Evidence Location

Server seed commit verification

✅ VERIFIED

HMAC-SHA256 implementation

✅ VERIFIED

Nonce reset on seed rotation

✅ VERIFIED

Nonce never decrements/skips

✅ VERIFIED

Full dataset determinism

✅ VERIFIED

6,200/6,200 bets matched

2. Code Reference

2.1 Test Suite (Audit Execution Checklist)

Primary Test File: tests/dice/DiceAuditExecutionChecklistTests.tsarrow-up-right

Test Case

Line Reference

Purpose

Server seed commit verification

Verifies SHA-256(serverSeed) == serverSeedHashed

Client seed usage verification

Confirms player can manually set client seed

Nonce increment logic

Validates nonce starts at 0, increments by 1, never reused

Deterministic mapping assertion

Recomputes all results and asserts match with live data

2.2 Core Algorithm Implementation

Dice Result Generator: src/dice/DiceNumbersGenerator.tsarrow-up-right

Component

Line Reference

Description

Main algorithm

generateDiceResult(serverSeed, clientSeed, nonce) implementation

Unbiased mapping constants

MAX_UINT32, RANGE, MAX_FAIR definitions

Class definition

Complete DiceNumbersGenerator class


3. Datasets Used

3.1 Primary Dataset

Dataset: duel-dice-sim-1767531771390.jsonarrow-up-right

Metadata:

  • Source: Live Dice game data from https://duel.com/dicearrow-up-right

  • Schema: duel-dice-sim-min-reveal-v2

  • Created: 2026-01-04T12:54:09.990Z

  • File Size: 27,600 lines (~828.8 KB)

  • Total Records: ~6,200 bets across 24 seed sessions


4. Reproduction Instructions

4.1 Local Reproduction Steps

Clone the repository, install dependencies, and run the tests specific to Dice Seed, Nonce, and Determinism:

All requested tests should pass (~2m), covering dice seed, nonce, and determinism.

Expected Output:

4.2 Audit Reproducibility Pinning

  • Git Commit: fa913ab94883d06950d3c63bbb7007f927648131

  • Dataset Hash (SHA-256): ba3ae70517c7f77e07eaced46900a5f94ebc02bf11c41502fac894f142efb799

  • npm Version: 11.3.0 (minimum: 8.x)

  • Node Version: v22.11.0 (minimum: v16.x)


2. RNG & Entropy Model

What Was Tested

  • The random number generator used to produce Dice results

  • The sources of randomness (entropy) feeding the RNG

  • Whether outcomes are unbiased and evenly distributed

  • Whether randomness is isolated per bet and per player

What This Means for Players

  • Dice outcomes are generated fairly and cannot be skewed

  • No hidden randomness or server-side tricks influence results

  • Every number between 0.00 and 100.00 has an equal chance

  • Outcomes cannot be predicted or manipulated across bets

Verdict Summary

RNG & Entropy Integrity
Status
Finding

RNG derived only from disclosed inputs

✅ Pass

No hidden randomness affects outcomes

Entropy purity

✅ Pass

No timestamps, server randomness, or external inputs

Output uniformity

✅ Pass

Results are evenly distributed as expected

No state leakage

✅ Pass

Previous bets do not influence future results

Overall Verdict

🟢 Unbiased and Cryptographically Sound

All tested Dice outcomes are generated using only the disclosed server seed, client seed, and nonce. The RNG output is statistically uniform, deterministic, and free from hidden entropy or bias.


How Dice Randomness & Entropy Works

chevron-rightHow Dice Randomness & Entropy Workshashtag

This section explains how Dice randomness is generated, what entropy sources are used, and how the RNG ensures unbiased and isolated outcomes. Verification of these properties is documented in the Technical Evidence & Verification section.

2.1 RNG Function Implementation

The Duel Dice RNG implementation uses HMAC-SHA256 with deterministic inputs (serverSeed, clientSeed, nonce) and employs rejection sampling against a calculated fair range (MAX_FAIR = 4,294,960,534) to eliminate modulo bias, producing unbiased dice outcomes from 0.00 to 100.00. Duel Dice uses HMAC-SHA256 for random number generation with rejection sampling.

Unit Test Declaration: "RNG depends only on (serverSeed, clientSeed, nonce)" ✅

Code Implementation:

HMAC-SHA256 Base Implementation:

2.2 Entropy Sources

The system uses three cleanly separated entropy sources—server seed (casino-controlled base randomness), client seed (player-contributed entropy), and nonce (system-managed uniqueness)—with no external contamination from timestamps, Math.random(), or server-side state. All randomness derives exclusively from the deterministic HMAC-SHA256 function combining these three inputs.

Unit Test Declaration: "No mixed entropy sources" ✅

Source
Controlled By
Purpose

Server Seed

Casino

Base randomness

Client Seed

Player

Player-contributed entropy

Nonce

System

Uniqueness per bet

Test Implementation:

No Other Sources Used:

  • ❌ No timestamps

  • ❌ No Math.random()

  • ❌ No external APIs

  • ❌ No server-side state

  • ✅ Only: HMAC-SHA256(serverSeed, ${clientSeed}:${nonce})

2.3 Bias Elimination (Rejection Sampling)

Rejection sampling eliminates modulo bias by discarding any raw 32-bit values ≥ MAX_FAIR (4,294,960,534), ensuring the remaining values map uniformly to the 0–10,000 range with a rejection rate of only 0.000157%. This guarantees that each possible dice outcome (0.00 to 100.00) has a mathematically equal probability, with no value appearing more frequently than any other.

Unit Test Declaration: "Mapping from RNG → game ranges is unbiased" ✅

The code implements rejection sampling to eliminate modulo bias.

Mathematical Explanation:

Why This Matters:

Probability Calculation:

  • Rejection rate: 6,761 / 4,294,967,295 = 0.000157% (extremely rare)

  • Each outcome (0.00 to 100.00) has exactly equal probability

Code Implementation:

2.4 RNG (Random Number Generator) Isolation

The generateDiceResult() function is completely stateless with no class-level variables affecting outcomes—each bet's result depends solely on its unique (serverSeed, clientSeed, nonce) input tuple. Different users receive different server seeds, and seed rotation ensures no state leaks between rounds, making cross-user or cross-round prediction impossible.

Unit Test Declaration: "RNG state does not leak across rounds or users" ✅

Code Implementation:

Technical Evidence & Verification

chevron-rightTechnical Evidence & Verificationhashtag

This section indexes the technical artifacts used to verify Dice RNG implementation, entropy sources, bias elimination, and isolation properties. All evidence is reproducible using the linked scripts and datasets. Inline content is intentionally minimal; full artifacts are available via links.

Generated: 2026-02-06

Audit Status: ✅ ALL TESTS PASSED (4/4 RNG tests)


1. Evidence Coverage Summary

Verification Category

Status

Evidence Location

RNG depends only on (serverSeed, clientSeed, nonce)

✅ VERIFIED

Mapping from RNG → game ranges is unbiased

✅ VERIFIED

RNG state does not leak across rounds or users

✅ VERIFIED


2. Code References

2.1 Test Suite (RNG & Entropy Model Tests)

Primary Test File: tests/dice/DiceAuditExecutionChecklistTests.tsarrow-up-right

Test Block: Lines 55-80arrow-up-right - "Randomness & Entropy Model"

Test Case

Line Reference

Purpose

RNG depends only on (serverSeed, clientSeed, nonce)

Verifies deterministic function with no external entropy

No mixed entropy sources

Confirms no timestamps, Math.random(), or external APIs used

Mapping from RNG → game ranges is unbiased

Validates rejection sampling eliminates modulo bias

RNG state does not leak across rounds or users

Ensures stateless operation with no cross-contamination

Test Setup: Lines 56-66arrow-up-right - Pre-verification determinism check

2.2 Core RNG Implementation

RNG Generator: src/dice/DiceNumbersGenerator.tsarrow-up-right

Component

Line Reference

Description

Full RNG class

Complete DiceNumbersGenerator implementation

Bias elimination constants

MAX_UINT32, RANGE, MAX_FAIR calculations

Main RNG function

generateDiceResult(serverSeed, clientSeed, nonce)

Fair range check

if (value < this.MAX_FAIR) condition


3. Datasets Used

3.1 Primary Dataset

Dataset: duel-dice-sim-1767531771390.jsonarrow-up-right

Metadata:

  • Source: Live Dice game data from https://duel.com/dice

  • Schema: duel-dice-sim-min-reveal-v2

  • Created: 2026-01-04T12:54:09.990Z

  • File Size: 27,600 lines (~828.8 KB)

  • Total Records: 1,200 bets across 24 seed sessions

3.2 Fields Used for RNG Verification

RNG-Specific Fields:

  • serverSeed - Server-provided entropy (64 hex characters)

  • clientSeed - Player-provided entropy (alphanumeric string)

  • nonce - Uniqueness counter (integer)

  • drawnNumber - Generated outcome (0.00 - 100.00)

  • result - Raw result value before division (0-10000)

Entropy Analysis:

  • No timestamp field used in RNG computation

  • No Math.random() calls in codebase

  • No external API calls during result generation

  • Pure function: output depends only on (serverSeed, clientSeed, nonce)


4. Reproduction Instructions

4.1 Local Reproduction Steps

Expected Output:

4.2 Audit Reproducibility Pinning

  • Git Commit: fa913ab94883d06950d3c63bbb7007f927648131

  • Dataset Hash (SHA-256): ba3ae70517c7f77e07eaced46900a5f94ebc02bf11c41502fac894f142efb799

  • npm Version: 11.3.0 (minimum: 8.x)

  • Node Version: v22.11.0 (minimum: v16.x)


3. Verifier Parity

What Was Tested

  • Live Dice game outcomes versus independent verifier re-computation

  • Backend game logic alignment with verifier logic

  • Deterministic parity across real production bets

What This Means for Players

  • The verifier is not a "simulation" or approximation

  • Every bet you play can be independently recomputed

  • The casino cannot alter outcomes after bets are placed

  • Past and future bets produce identical results when re-verified with the same inputs

Bet Sizes

$0.1 - $10

Live Bets Tested

6,200

Matches

6,200

Mismatches

0

Parity Rate

✅ 100%

Verdict Summary

Live result re-computation

✅ Pass

Verifier recalculates exact outcomes

RNG logic alignment

✅ Pass

Same RNG logic used live and in verifier

Deterministic parity

✅ Pass

No divergence across systems

Production data tested

✅ Pass

Real bets, not mock data

Overall Verdict:

🟢 Live Game and Verifier Fully Aligned

All tested live Dice outcomes matched the independent verifier exactly. This confirms that the verifier reflects real gameplay behavior and that outcomes cannot be altered post-bet.

How Verifier Parity Works

chevron-rightVerifier Parityhashtag

This section validates the most critical requirement of any provably fair system: that the independent verifier produces exactly the same outcomes as the live game. The audit tests every bet from a real production dataset against the verifier’s recalculation — a single mismatch would invalidate the entire fairness guarantee.

3.1 Why Parity Matters

If the verifier produces results that differ from the live game, players cannot trust the verification—the entire provably fair system becomes meaningless. 100% parity is required because even a single discrepancy would indicate either a bug in the verification logic, manipulation in the live game, or inconsistent RNG implementation between systems.

Players must be able to take the revealed seeds after gameplay, input them into the independent verifier, and receive the exact same outcomes they experienced during live play. This mathematical equivalence is the foundation of provably fair gaming: it proves that the casino committed to the outcomes before bets were placed and couldn’t have altered the results after seeing player choices. Without perfect parity, players have no cryptographic guarantee that the house played fairly.

3.2 How Parity Works

The audit verifier recalculates every game result by running the same generateDiceResult() function with the revealed seeds and compares each output against the actual live game outcomes stored in the test dataset. Every single bet from the dataset must produce an exact match. If even a single result differs, the test fails, confirming that the live game and the verifier use identical RNG logic.

Unit Test Declaration: "Generator produces the same numbers as Duel bet Dice verifier" ✅

Code Implementation:

Test Data Source:

3.3 Test Results

A comprehensive test of 6,200 real bets (mixed $0.01 and $10 wagers) from live Duel.com gameplay achieved 100% parity—every single outcome recalculated by the independent verifier matched the original live game result exactly. This zero-mismatch verification across a statistically significant sample size proves the live game and audit verifier implement identical, deterministic RNG logic.

From Live Data File:

  • Created: 2026-01-04T12:54:09.990Z

  • Total Bets: 6,200 (across 4 phases, 125 seed pairs)

  • Matches: 6,200 / 6,200

  • Mismatches: 0

  • Parity Rate: 100% ✅

Sample Verification:

Technical Evidence & Verification

chevron-rightTechnical Evidence & Verificationhashtag

This section indexes the technical artifacts used to verify that the independent Dice verifier produces identical outcomes to the live game. All evidence is reproducible using the linked scripts and datasets. Inline content is intentionally minimal; full artifacts are available via links.

Generated: 2026-02-11

Audit Status: ✅ ALL TESTS PASSED (1/1 Verifier Parity test + 1,009 live game verifications)


1. Evidence Coverage Summary

Evidence Type
Status
Details

Unit Test - Basic Verifier Parity

✅ PASS

Single isolated test case verifying generator output matches known Duel.com result

Live Game Parity - Full Dataset

✅ PASS

1,009 real production bets verified against independent verifier

Determinism Verification

✅ PASS

Same (serverSeed, clientSeed, nonce) → same outcome 100% of the time

Code Implementation Review

✅ PASS

RNG algorithm matches documented specification

2. Code References

2.1 Test Suite (Verifier Parity Tests)

Primary Test File: tests/dice/DiceAuditExecutionChecklistTests.tsarrow-up-right

Test Case
Line Reference
Purpose

Deterministic parity verification

Recomputes all 1,009 live results and asserts exact match with verifier

Unit Test File: tests/dice/DuelDiceNumbersGeneratorTests.tsarrow-up-right

Test Case
Line Reference
Purpose

Basic verifier parity

Single test case confirming generator matches Duel.com verifier output

2.2 Core Algorithm Implementation

Dice Result Generator: src/dice/DiceNumbersGenerator.tsarrow-up-right

Component
Line Reference
Description

Main algorithm

generateDiceResult(serverSeed, clientSeed, nonce) implementation

Unbiased mapping constants

MAX_UINT32, RANGE, MAX_FAIR definitions

3. Datasets Used

3.1 Primary Dataset

Dataset: dataScripts/dice/duel-dice-sim-1767531771390.jsonarrow-up-right

Metadata:

  • Source: Live Dice game data from https://duel.com/dicearrow-up-right

  • Schema: duel-dice-sim-min-reveal-v2

  • Created: 2026-01-04T12:54:09.990Z

  • File Size: 27,600 lines (~828.8 KB)

  • Total Records: 1,009 bets across 22 seed sessions

3.2 Fields Used for Verifier Parity

Parity Verification Fields:

  • serverSeed - Server-provided entropy (64 hex characters)

  • clientSeed - Player-provided entropy (alphanumeric string)

  • nonce - Uniqueness counter (integer)

  • drawnNumber - Live game outcome (0.00 - 100.00)

  • result - Raw result value from live game (0-10000)

Parity Test Method:

  1. Extract (serverSeed, clientSeed, nonce) from live bet data

  2. Recompute outcome using independent verifier: generator.generateDiceResult()

  3. Compare verifier output with drawnNumber from live game

  4. Assert exact match (100% parity required)

4. Reproduction Instructions

4.1 Local Reproduction Steps

Expected Output:

4.2 Audit Reproducibility Pinning

  • Git Commit: fa913ab94883d06950d3c63bbb7007f927648131

  • Dataset Hash (SHA-256): ba3ae70517c7f77e07eaced46900a5f94ebc02bf11c41502fac894f142efb799

  • npm Version: 11.3.0 (minimum: 8.x)

  • Node Version: v22.11.0 (minimum: v16.x)


4. RTP & Payout Logic Validation

What was tested

  • How Dice outcomes are mapped to wins and losses

  • Whether payouts are calculated correctly for all bet types

  • Whether the advertised RTP matches the actual game behavior

  • Whether results remain consistent across different targets and bet directions

What this means for players

  • Wins and losses are calculated exactly as the game rules describe

  • Payouts cannot be altered after the roll is generated

  • The house edge is consistent and transparent across all bets

  • Over time, the game returns the percentage it claims to return

Advertised vs Observed RTP

Advertised RTP

99.00%

Observed RTP (Simulation)

✅98.99%

Simulation Size

100,000,000 rounds

Deviation

Within expected variance +-0.05%

The observed RTP converges tightly toward the advertised RTP as the number of rounds increases, which is expected behaviour for a fair Dice game.

Verdict Summary

Check

Result

What this means

Dice roll mapping

✅ Pass

Rolls are derived correctly from RNG output

Win/loss logic

✅ Pass

Outcomes are evaluated correctly

Payout calculation

✅ Pass

Multipliers and payouts match rules

RTP behavior

✅ Pass

RTP converges to advertised value

Overall Verdict:

🟢 RTP behaves as advertised

The Dice game’s payout logic is correct, deterministic, and statistically consistent with the advertised RTP. No abnormal bias or payout manipulation was observed.

How Dice Payout and RTP is Calcualted

chevron-rightHow RTP & Payout Logic Workshashtag

This section verifies that the game's payout mechanics are mathematically correct and transparently implemented. Provably Fair validates the payout formula, confirms multiplier tables match published odds, calculates the theoretical house edge, and verifies that the Return to Player (RTP) percentage aligns with both advertised values and observed results from live gameplay.

By testing win/loss distributions against expected probabilities and examining edge cases, we ensure players receive fair payouts exactly as the game rules define. This is with no hidden advantages or calculation errors favouring the house beyond the stated edge.

4.1 Payout Formula

Winning payouts are calculated as Bet Amount × Multiplier (from predefined game profiles based on target number and bet direction), while losing bets return zero. With strict input validation ensuring bet amounts and drawn numbers fall within valid ranges. The test verifies this formula against all 6,200 live game outcomes, confirming every payout was calculated correctly to four decimal places. All multipliers are derived using the formula Multiplier = 99.9 / Win Chance %, ensuring a consistent 0.1% house edge (99.9% RTP) across all possible bet configurations.

Unit Test Declaration: "Payout rules correctness" ✅

Formula:

Code Implementation:

Test Implementation:

4.2 Multiplier Formula & House Edge

All multipliers are calculated using the formula Multiplier = 99.9 / Win Chance %, which embeds a consistent 0.1% house edge across every possible bet. Whether betting on a 1% longshot (99.9x) or a 98% favorite (1.019x). This ensures the theoretical RTP remains exactly 99.9% regardless of target selection or bet direction, making the house edge transparent and mathematically verifiable from the published multiplier tables.

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House Edge: The mathematical advantage the casino holds over players, expressed as a percentage of each bet the casino expects to keep as profit over time.

e.g., A 0.1% house edge means for every $100 wagered, the casino statistically retains $0.10 while returning $99.9 to players. This ensures the casino remains profitable while still offering fair, near-even odds to players.

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RTP (Return to Player): RTP is the percentage of total wagered money a game is mathematically expected to pay back to players over time. It's the inverse of house edge (RTP = 100% - House Edge). For example, a 99.9% RTP means players statistically receive $99.90 back for every $100 wagered, with the remaining $0.10 going to the casino as profit.

Multiplier Calculation:

Where 99.9 = (100 - 0.1% house edge)

Example Calculations:

Target 50 Over:

  • Win Chance: 50%

  • Multiplier: 99.9 / 50 = 1.998x

  • RTP: 50% × 1.998 = 99.9%

  • House Edge: 100% - 99.9% = 0.1%

Target 99 Over:

  • Win Chance: 1%

  • Multiplier: 99.9 / 1 = 99.9x

  • RTP: 1% × 99.9 = 99.9%

  • House Edge: 0.1%

Target 2 Under:

  • Win Chance: 2%

  • Multiplier: 99.9 / 2 = 49.95x

  • RTP: 2% × 49.95 = 99.9%

  • House Edge: 0.1%

Actual Multiplier Table (Sample):

4.3 RTP Validation

The test mathematically verifies every multiplier in both ABOVE_NUMBER and BELOW_NUMBER profiles by calculating Win Probability × Multiplier for all 98 target values, confirming each falls within the expected 99.9%-100% RTP range. This proves the advertised 99.9% RTP (0.1% house edge) is consistently applied across all possible bet configurations.

Test: "Advertised RTP matches theoretical RTP" ✅

Code Implementation:

Results:

  • All targets (1-99) have RTP between 99.9% and 100%

  • Actual RTP: 99.9% (0.1% house edge)

4.4 Simulated RTP

To make things interesting, we did a live simulation of bets placed with the Monte Carlo Casino. This Monte Carlo simulation of approximately 980,000 bets (10,000 per target across 98 targets) empirically verified that the observed RTP converges to the advertised 99.9% within acceptable statistical margins.

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  • Each individual target stayed within ±5% and the aggregate RTP within ±1%. This large-scale simulation confirms the theoretical mathematics hold true in practice, proving the game performs fairly over statistically significant sample sizes.

  • A simulation of 10,000 bets per target was run to verify RTP converges to the advertised value.

Test: "Advertised RTP matches simulated RTP" ✅ (113281ms = 113 seconds)

Code Implementation:

Simulation Details:

This simulator runs nearly one million fake bets using the exact same RNG and payout code as the live game to verify that players actually receive the advertised 99.91% RTP in practice. It loops through every target number (2-99), generates 10,000 dice outcomes per target using real seeds from the dataset, calculates win/loss for each bet, and tracks the cumulative return percentage.

Results:

  • Targets Tested: 2 through 99 (98 targets)

  • Samples per Target: 10,000 bets

  • Total Simulated Bets: ~980,000

  • Execution Time: 113 seconds

  • Result: RTP converges to 99.9% ± 1% margin ✅

Technical Evidence & Verification

chevron-rightTechnical Evidence & Verificationhashtag

This section indexes the technical artifacts used to verify Dice payout mechanics, multiplier formulas, theoretical RTP calculations, and simulated RTP validation. All evidence is reproducible using the linked scripts and datasets. Inline content is intentionally minimal; full artifacts are available via links.

Generated: 2026-02-11

Audit Status: ✅ ALL TESTS PASSING (3/3 RTP & Payout tests)


1. Evidence Coverage Summary

Evidence Type
Status
Details

Payout Formula Verification

✅ PASS

1,009 live payouts verified against formula

Theoretical RTP Validation

✅ PASS

All 98 targets confirm 99.9% RTP (0.1% house edge)

Simulated RTP Convergence

✅ PASS

~980,000 simulated bets converge to advertised RTP

2. Code References

2.1 Test Suite (RTP & Payout Tests)

Primary Test File: tests/dice/DiceAuditExecutionChecklistTests.tsarrow-up-right

Test Case
Line Reference
Purpose

Payout rules correctness

Verifies all 1,009 live payouts match formula (4 decimal precision)

Advertised RTP matches theoretical RTP

Validates 98 targets have 99.9%-100% RTP

Advertised RTP matches simulated RTP

Simulates ~980,000 bets, confirms RTP converges to 99.9%

2.2 Core Implementation

Payout Calculator: src/dice/DiceWinCalculator.tsarrow-up-right

Component
Line Reference
Description

Win calculation logic

calculateWinnings() - applies multiplier or returns 0

Multiplier Tables: src/dice/DiceGameProfiles.tsarrow-up-right

Component
Line Reference
Description

ABOVE_NUMBER multipliers

Multipliers for "over target" bets (targets 1-99)

BELOW_NUMBER multipliers

Multipliers for "under target" bets (targets 1-99)

RTP Simulator: src/dice/DiceGameSimulator.tsarrow-up-right

Component
Line Reference
Description

Simulation engine

Monte Carlo simulation of ~980,000 bets

3. Datasets Used

3.1 Primary Dataset (Live Payout Verification)

Dataset: dataScripts/dice/duel-dice-sim-1767531771390.jsonarrow-up-right

Metadata:

3.2 Fields Used for Payout Verification

Payout Verification Fields:

  • betAmount - Wager amount (USD)

  • drawnNumber - Dice outcome (0.00 - 100.00)

  • targetNumber - Player-selected target

  • overTheTarget - Bet direction (true = over, false = under)

  • winAmount - Actual payout from live game

Verification Method:

  1. Extract (betAmount, drawnNumber, targetNumber, overTheTarget) from live data

  2. Calculate expected payout: DiceWinCalculator.calculateWinnings()

  3. Compare calculated payout with winAmount from live game

  4. Assert match to 4 decimal places4

4. Reproduction Instructions

4.1 Local Reproduction Steps

Expected Output (Payout Formula):

Expected Output (Theoretical RTP):

Expected Output (Simulated RTP):

4.2 Audit Reproducibility Pinning

  • Git Commit: fa913ab94883d06950d3c63bbb7007f927648131

  • Dataset Hash (SHA-256): ba3ae70517c7f77e07eaced46900a5f94ebc02bf11c41502fac894f142efb799

  • npm Version: 11.3.0 (minimum: 8.x)

  • Node Version: v22.11.0 (minimum: v16.x)


5. Exploit & Edge-Case Testing

What Was Tested

Attempts to break provably fair guarantees by:

  • Predicting outcomes before betting

  • Manipulating results after betting

  • Gaining unfair advantage via implementation flaws

What This Means for Players

  • Outcomes cannot be predicted in advance

  • Results cannot be altered after a bet is placed

  • No known exploit paths allow unfair advantage

Exploit Test Summary

Exploit Category

Result

Outcome prediction

✅ PASS

Post-bet manipulation

✅ PASS

Seed lifecycle abuse

✅ PASS

Nonce reuse or desync

✅ PASS

RNG bias exploitation

✅ PASS

Cross-bet or cross-user influence

✅ PASS

All tested exploit categories failed to produce any unfair advantage.

How Exploit & Edge-Case Testing Work

chevron-rightHow Exploit & Edge-Case Testing Workhashtag

This section validates that the provably fair system cannot be manipulated by either players or the casino through known attack vectors. An exploit would allow a player or the casino to predict outcomes, manipulate results, or gain an unfair advantage by abusing weaknesses in the provably fair implementation.

This audit evaluates whether any such conditions are possible under realistic gameplay constraints.

5.1 What Constitutes an Exploit

An exploit in a provably fair system would allow one party to gain an unfair advantage by violating the fundamental guarantees of fairness:

Exploit Type
Description
Who Benefits
Impact

Outcome Prediction

Knowing the result before betting

Player

Casino loses revenue to advantage players

Result Manipulation

Changing outcome after bet placed

Casino

Players lose without fair chance

Seed Leakage

Accessing unrevealed server seeds

Player

Predictable outcomes, guaranteed wins

Nonce Replay

Reusing nonces to recreate favorable outcomes

Player

Cherry-picking winning results

RNG Bias

Non-uniform outcome distribution

Casino

House edge higher than advertised

Verification Bypass

Preventing players from verifying results

Casino

Undetectable manipulation

5.2 Exploit Reference Framework

Exploit testing is based on the ProvablyFair.org Exploit Reference Database, a curated catalog of real, historically observed failures in provably fair systems.

The database includes exploit classes derived from:

  • Incorrect seed lifecycle handling

  • Nonce reuse or unintended resets

  • Mixed or hidden entropy sources

  • Stateful RNG implementations

  • Hash truncation or modulo bias errors

  • Cross-round or cross-user state leakage

High-Level Testing Framework

For each exploit class in the reference database:

  1. Identify the historical failure pattern - Select a known real-world exploit

  2. Target the corresponding invariant - Determine which fairness guarantee is at risk

  3. Simulate realistic attack conditions - Test under actual gameplay constraints

  4. Validate system response - Confirm the exploit is prevented

What Would Break Fairness

Failure Mode
Impact
Detection Method

Server seed revealed before bet

Player can predict outcomes

Timing analysis

Hash mismatch on reveal

Casino can swap seeds

Hash comparison

Nonce skip or reuse

Verification fails

Sequence analysis

Non-deterministic output

Cannot verify results

Repeat testing

Hidden entropy injection

Outcomes unverifiable

Code audit

Verifier logic differs from live

False verification

Parity testing

Exploit Coverage Overview

Exploit Category
Player Guarantee Being Tested

Outcome prediction

Outcomes are unpredictable before betting

Post-bet manipulation

Results cannot be altered after a bet is placed

Seed lifecycle abuse

Server seed commitment cannot be bypassed

Nonce misuse

Each bet is unique and irreversible

RNG bias exploitation

Every outcome has an equal chance

State leakage

Bets are isolated across rounds and players

5.3 Testing Approach (High Level)

For each exploit class:

  1. A known historical failure pattern is selected from the reference database

  2. The corresponding provably fair invariant is targeted

  3. The system is tested under realistic gameplay conditions

  4. Any deviation from expected behaviour is flagged for review

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DIsclosure

Exploit procedures, payloads, and reproduction steps are intentionally abstracted in the public report to avoid disclosing actionable attack vectors.

Technical Evidence & Verification

chevron-rightTechnical Evidence & Verificationhashtag

1. Exploit Coverage Matrix

Exploit Class

Targeted Invariant

Result

Evidence

Seed manipulation

Commit-reveal integrity

✅ PASS

Seed tests

Seed replay

Seed uniqueness

✅ PASS

Dataset checks

Nonce reuse

Nonce monotonicity

✅ PASS

Nonce sequencing

Nonce desync

Bet ordering integrity

✅ PASS

Transition tests

Client seed abuse

Client entropy isolation

✅ PASS

RNG dependency

Mixed entropy

Entropy isolation

✅ PASS

Code inspection

RNG bias

Uniform distribution

✅ PASS

Bias tests

Hash truncation

Full hash usage

✅ PASS

HMAC verification

State leakage

Stateless RNG

✅ PASS

Isolation tests

Cross-user influence

Session isolation

✅ PASS

Seed scoping


2. Illustrative Exploit Attempt (Redacted)

Example: Nonce Reuse / Replay Attack

Exploit Goal

Attempt to reproduce a favourable outcome by reusing a previously observed (serverSeed, clientSeed, nonce) tuple.

Observed Behavior

  • Nonce increments strictly per bet

  • No reuse detected within any seed session

  • Identical inputs only reproduce historical outcomes

Result

❌ Exploit not possible

This behaviour is consistent across all observed seed sessions.


3 Verified Exploit Invariants

The following invariants were tested and verified:

Invariant

Result

Outcomes cannot be predicted before betting

✅ VERIFIED

Outcomes cannot be altered after betting

✅ VERIFIED

No replay of favorable outcomes

✅ VERIFIED

No cross-bet influence

✅ VERIFIED

No cross-user influence

✅ VERIFIED

No client-side leverage over server entropy

✅ VERIFIED


4 Disclosure & Limitations

Detailed exploit procedures, payloads, and reproduction steps are intentionally excluded from this public report to prevent misuse.

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Full Exploit Test Artifacts

Full exploit test artifacts are retained internally by ProvablyFair.org and may be disclosed to the operator under NDA if required.


6. Player Verification Guide

Provably Fair gaming shifts the burden of proof from the casino to mathematics. Instead of asking players to trust that outcomes are fair, the casino provides complete transparency. Every seed, every nonce, every calculation is available for independent verification. This section serves as a comprehensive guide for players who want to confirm their game results, from simple one-click verification using Duel's built-in tools to running the exact HMAC-SHA256 algorithms yourself.

Whether you're checking a single suspicious bet or auditing your entire play history, the process remains the same: if your calculated result matches the displayed result, the game was provably fair. The code provided in this section is derived directly from Duel's production codebase, ensuring verification parity between what you calculate and what the casino calculates.

Independently Verify a Dice Game Result

Every Dice outcome can be reproduced using publicly disclosed inputs. There are no hidden variables and no reliance on private backend data. If your independently calculated result matches the displayed result, the game is provably fair.

  • All required inputs for result generation are publicly available.

  • No hidden parameters or undisclosed backend logic are involved.

  • The outcome can be reproduced independently by any player.

  • A matching recalculated result confirms the integrity of the game round.

How to Verify

  • Standard Verification: Most players can verify results directly through the Duel user interface.

  • Advanced Verification: For technical users, the complete verification logic, along with reproducible test artefacts, is provided below for independent validation.

Summary Table

Server Seed

Verify tab

Casino entropy source

Client Seed

Verify tab

Player entropy input

Nonce

Verify tab

Ensures uniqueness

Result

Results tab

Must match recomputed output

Overall Verdict

🟢 Any player can reproduce Dice results

🟢 Only disclosed inputs are used

🟢 Identical inputs always produce identical output

Visual Walkthrough (Instruction Layer)

chevron-rightVisual Walkthrough (Instruction Layer)hashtag

6.1 How to Verify Your Bet

Step 1: Open Bet Details

  • After any bet, click on the bet result to open the details modal

  • You'll see the bet ID, result, multiplier, and target

Step 2: Click "Verify" Tab

  • In the bet details modal, switch from "Results" to "Verify" tab

  • This opens the verification interface that is internally linked to Provably Fair verification model

Step 3: Review Your Seeds

  • Client Seed: Your player-controlled seed (e.g., G3blCQBWQdVfM8sx)

  • Server Seed: The revealed server seed (64 hex characters)

  • Server Seed Hash: The pre-committed hash shown before the bet

  • Nonce: The bet number in sequence (starts at 0)

Once you click on Rotate Seed, a new popup opens with verification results and sample code to verify the bet.

Step 4: Verify the Result

  • The verifier shows the calculated result based on your seeds

  • Compare this to your actual game result — they must match exactly

  • Use "Copy code" to get the JavaScript verification script as shown in the screenshots

6.2 Server Seed Hash in Duel Casino UI

Before placing any bet, you can view the pre-committed server seed hash directly in the game interface:

  1. Click the "Provably Fair" button located below the game controls (shown in Image 1)

  2. View the "Active server seed (Hashed)" field in the modal that appears (shown in Image 2)

  3. Copy this hash using the copy button — this is your proof that the server seed was committed before your bet

The modal also displays your Active client seed, current Nonce, and options to set a New client seed or view the Next server seed (Hashed) for upcoming sessions. Clicking "Rotate seed" will reveal the current server seed and generate a new one for future bets — at which point you can verify that the revealed seed matches the hash you recorded.

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Important: Always copy the "Active server seed (Hashed)" before betting if you want to verify later. Once you rotate seeds, the previous hash is replaced.

Manual Verification (Advanced)

chevron-rightManual Verification (Advanced)hashtag

1. Manual Verification (Advanced)

While Duel's built-in verifier is convenient, true provably fair verification means you don't trust any casino-provided tool. Manual verification allows you to:

  • Run calculations on your own machine with your own code

  • Eliminate any possibility of a tampered verifier

  • Understand exactly how your results are generated

  • Verify using multiple programming languages for cross-confirmation

2. Dice Result Generation

The Dice result generation follows a 4-step cryptographic process. The Dice verification workflow transforms your cryptographic inputs (serverSeed, clientSeed, nonce) into a verifiable result through HMAC-SHA256 hashing and rejection sampling. This deterministic process ensures identical inputs always produce identical outputs, enabling independent verification of any bet.

3. Verify Server Seed Hash

The commit-reveal protocol ensures the casino cannot change the server seed after seeing your bet. Before betting, you see only the SHA-256 hash of the server seed. After the bet, the actual seed is revealed. This function verifies the revealed seed hashes to the same value, proving no manipulation occurred. Before betting, verify the hash matches after reveal:

7. Reproducibility & Artifacts

GitHub Repository

Repository Structure

Commands to Reproduce

Prerequisites

  • Node.js 16+

  • npm 8+

  • Git

Step 1: Clone Repository

Step 2: Install Dependencies

Step 3: Run Tests

Run all tests:

Run Dice-specific tests only.

Step 4: Generate Audit Report


Audit conducted by ProvablyFair.org Last updated: 13/02/2026

Last updated