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A provably fair verifier has to reproduce the outcome, not just confirm a hash. To prove a result was fair, it must run the same published algorithm the game used, on the same inputs, through the same byte handling, conversion, and outcome mapping. A single different byte order, an extra zero in a nonce, or one rounding step performed in a different sequence can produce a result that looks plausible and is still wrong.
Two checks, and only one of them proves the outcome
Provably fair systems usually involve two separate checks, and readers often treat them as one.
- The commitment check. Before a round, the operator publishes a commitment, typically a hash of a secret server seed. After the round, the seed is revealed. Hashing the revealed seed with the operator’s published hash function and comparing the result to the saved commitment shows that the seed was not changed after it was committed.
- The outcome replay. Using the revealed seed, the client seed, the nonce, and the documented algorithm, the verifier recomputes the result independently and compares it with what the game displayed.
Passing the first check says nothing about the second. A matching commitment can sit alongside an outcome that the documented algorithm would never have produced. Any verifier you use should perform both checks and report them separately.
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Commit-reveal designs share a common shape: a secret is committed in advance, combined with player-controlled input and a counter to derive deterministic bytes, and then revealed so the result can be recomputed. The details that determine the final number are not standardised across providers. The table below lists the elements that the published examples treat as outcome-critical, with the documentation that illustrates each one.
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| Element | What goes wrong if it differs | Documented example |
|---|---|---|
| Message construction and separators | Every subsequent hash input changes, so every derived byte changes. | Provable Core documents a message of the form clientSeed:N:round, where HMAC-SHA256 produces 32-byte rounds. |
| Nonce formatting | The string 7 and the string 007 are different inputs and produce different hashes. |
155.io’s documentation specifies that decimal indices are not zero-padded. |
| Text normalisation between links | Hashing the hex text is not the same as hashing the bytes the text represents. | 155.io’s documentation specifies that lowercase hexadecimal text is hashed as text for the next link. |
| Byte order | Reading the same four bytes as little-endian instead of big-endian gives a different integer. | Provable Core’s unbiased integer path reads big-endian unsigned 32-bit values. |
| Cursor and round advancement | Starting at a different round, or consuming an extra round before the outcome draw, shifts every later value. | Provable Core’s construction advances through successive 32-byte rounds; the cursor rule is part of the protocol. |
| Rejection behaviour | Keeping a value that the protocol discards, or discarding one it keeps, changes the outcome sequence. | Provable Core rejects values in the biased tail of the 32-bit range. |
| Conversion rule | Converting to a float rather than an integer, or the reverse, changes the mapping entirely. | Provable Core converts groups of four bytes to floats on its float path and uses integers on its unbiased path. |
| Game-specific mapping | A mapping written for one game applied to another gives a valid-looking but wrong result. | A client-side verifier repository shows different mappings for different games. |
These examples come from particular libraries and documents. They show what a verifier must control; they do not define a standard that every casino or protocol follows. The rules for the game you are checking must come from that game’s own published specification.
A worked example of the message format
Provable Core’s documented design uses HMAC-SHA256 with the server seed as the key and a message of the form clientSeed:N:round. Each call yields 32 bytes. The round value steps through successive 32-byte outputs, and the nonce N identifies the bet or draw. Each element of that string is an input that a verifier must reproduce exactly: the colon separators, the decimal form of N, and the round counter. Changing any of them yields a different keystream, even though the hash function and seed are unchanged.
The bytes then feed the game. On the float path, groups of four bytes become floats. On the integer path, the same kind of bytes are read as big-endian unsigned 32-bit integers, and values in the uneven tail of the range are rejected and the next value is used. A verifier that skips the rejection step will agree with the server most of the time and disagree occasionally, which makes the bug hard to notice.
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Floats, integers, and where rounding enters
The float path
Floating-point operations produce rounded results. Two implementations that compute the same mathematical expression can give different final values if they apply the operations in a different order or with different precision, and a value that falls near a threshold can land on the other side of it. A NASA technical paper on provably correct floating-point implementations is useful background for why this matters, but it does not establish that provably fair systems use floats. Whether a given game uses floats is a question for that game’s specification.
When a protocol specifies a float path, the verifier should reproduce the stated conversion, the precision, the order of operations, and the boundary behaviour, including whether a value exactly on a boundary falls into one outcome or the next.
The integer path and modulo bias
Provable Core’s documentation also describes a legacy float-to-integer method and notes that it can be slightly biased when the size of the range does not divide 232 evenly. Some outcomes then occur slightly more often than others. The unbiased integer path avoids this by rejecting values from the tail of the 32-bit range that would cause the bias.
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This is the reason a verifier must reproduce the server’s chosen mapping rather than substitute a newer or more convenient one. If the server uses the legacy method, a verifier that uses the unbiased path will report a different result for some inputs, and both implementations may look reasonable. The question to ask is which mapping the game’s published protocol specifies for that version.
When your verifier shows a different result
A mismatch does not automatically mean the game is unfair. Work through the checks in this order, and record the intermediate values at each step.
- Confirm the commitment. If the revealed seed does not hash to the saved commitment, the problem is the seed or the commitment itself, not the replay.
- Confirm the protocol version. Provable Core treats any change to the bytes, floats, or integers produced for a given input as a major change, so a verifier built for one version can disagree with a game running another.
- Compare the message string byte for byte. Check separators, the decimal form of the nonce, and whether any input was trimmed, padded, or case-folded.
- Compare the first HMAC output. If the operator exposes intermediate hashes, a difference at this step locates the divergence before any conversion occurs.
- Check the cursor. Confirm the starting round and how many rounds the game consumed before the draw in question.
- Check the conversion and rejection rules, including byte order and whether values are rejected.
- Check the mapping, including whether the game’s boundaries are inclusive or exclusive and what precision the arithmetic uses.
If a step matches and the next does not, the divergence sits in that step. That is usually faster than comparing final outcomes alone.
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What a matching replay does and does not show
Provable.io’s API guide describes two checks: confirming that the saved commitment matches the revealed server seed, and then replaying the numeric result locally. When both pass, the result reproduces from the revealed inputs under the documented algorithm. That is a precise and useful statement, and it is narrower than saying the operator is fair in every respect.
A local replay does not show that the production code runs the documented algorithm, that the documented algorithm is the one in use for every round, or how the operator behaves outside the revealed data. ProvablyFair.org’s audit methodology describes further activities that go beyond replay: source review, independent implementation of the algorithm, and collection of live data to compare against the implementation. Those activities are what a wider investigation of a game’s implementation involves.
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For a verifier you rely on, look for these properties:
- It names the protocol version it implements, and that version matches the one the game states.
- It documents the exact message string, nonce format, and round or cursor rules.
- It applies the game-specific mapping rather than a generic one.
- It exposes intermediate values such as the HMAC output and converted numbers, so divergence can be localised.
- Where the stakes justify it, it has been implemented independently of the game’s own code, so that a shared mistake is less likely to pass unnoticed.
A verifier that shows only a yes or no answer can confirm a match, but it gives you no way to find out why a mismatch occurred.
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