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Author Topic: Bitcoin puzzle transaction ~32 BTC prize to who solves it  (Read 401324 times)
DaHerrow
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July 31, 2026, 10:26:24 PM
 #13661

@detechs i understand the feeling with "close". For me the problem is time...
This new string that i follow is the best aproach ever. I reduced the dificulty with 50% and is  decreasing the difficulty with new puzzles discovered.
This weekend i do not have time at all, but next week i will built something in C++ for GPU to apply the new method.
Be prepare to see vanish all puzzles in same time Smiley

why would they vanish? author changed mind?
detechs
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Today at 12:16:01 AM
 #13662

@detechs i understand the feeling with "close". For me the problem is time...
This new string that i follow is the best aproach ever. I reduced the dificulty with 50% and is  decreasing the difficulty with new puzzles discovered.
This weekend i do not have time at all, but next week i will built something in C++ for GPU to apply the new method.
Be prepare to see vanish all puzzles in same time Smiley

I have found the same thing you did except I'm not using gpu at all, only a i5 6600k, my GPU is a gtx 970 haha. If I find the key were looking for I will also be able to solve every puzzle. Instead of using my GPU, I reduced the search range by using calibrations and training. I literally only need the master key now. When I get home today I'll try get all the puzzle 71 lookalike addresses using my method as a another calibration. If you see puzzle 71 or 77 taken you'll know it's me, I'm only taking one puzzle not all. The rest will go back to satoshis wallet

Good luck to all
IntervalWalker
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Today at 07:26:09 AM
 #13663

I've been reproducing the SOTA method constants on CPU before committing any GPU budget to #140. Posting the numbers here because I could not find them measured anywhere at this sample size.

Ported RC's Kang-1 to a Linux CLI, ~46k verified solves (R=40, dp=5, 512 kangs):

   Classic   2.066            (published 2.10)
   3-way     1.632            (published 1.60)
   SOTAv1    1.173            (published 1.15)
   SOTAv2    1.141 +/- 0.011  (published 1.15)
   SOTA+     0.997            (published 0.99)

The DP-overhead formula in RCKangaroo, K = 1.15 + (0.07 + 0.76/sqrt(x)) / (1 + 0.30x), matches simulation to under 1.4% across 10 values of x.

The loop statistics in the RCGpuCore.cu comments also check out:
   measured L1S2 = 9.71e-4 vs 1/(2*JMP_CNT) = 9.766e-4 at JMP_CNT=512
   measured L1S4 = 1.0e-6  vs L1S2/1024 = 9.5e-7

One result I did not expect, and I think it is worth stating clearly: K's real dependence is on kangaroo count, not on range.

   K ~= 1.125 + 15.8/NK

   Flat in range from 2^40 to 2^62 with DPs/kang pinned at ~100.
   331k trials across 68 configurations.

   NK=64     1.395
   NK=512    1.154
   NK=2048   1.137
   NK>=8192  1.13 (saturated)

At any real fleet size that correction term is ~1e-6, so "same K for any higher range" holds exactly. It also means the apparent trend of K falling with range that shows up in practice is not about range at all - it is because bigger puzzles get attacked with bigger fleets. Pinning DPs/kang and holding NK fixed, the range slope is +0.0014/bit, i.e. slightly positive.

Two things I could not settle from the source alone:

1) SOTA+ under the turbo kernel.

The stated reason for leaving SOTA+ out is that it only pays off when group size is around 12-16 or less, and that if inversion cost goes to zero then SOTA+ is no better than SOTA. But the Triple Montgomery trick pushed inversion to ~3% and out of the main loop, which seems to invert that premise rather than confirm it. Counting the v4.0 core, a jump is about 5 MUL + 1 SQR and the cheap point adds 1 MUL + 1 SQR - roughly +33% cost for -13.9% ops. Has anyone actually measured SOTA+ against the v4.0 core, rather than carrying the group-size-24 conclusion over from v3.x?

2) Reusing tames across puzzles.

The suggestion was made to convert #135 DPs into tames and continue with #140. The tame band for #140 is [0, 2^134) and #135 tames live in [0, 2^129), so the nesting works. But in the code db.Header[0] != gRange rejects the load outright, so the range tag has to be rewritten by hand. Has anyone done this end to end? I would like to know whether anything else needs fixing up - in particular whether a tame set generated with stock RCKangaroo stays valid, given that SetRndSeed(0) ties the jump table to the range.

On that note: I am putting together a tame set for #140. If anyone has DPs left over from #135 that they are not going to use, I would be interested in talking.
puzzle_72_worker
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Today at 08:01:09 AM
Merited by ColdcardVictim (5)
 #13664

“To predict the behavior of ordinary people in advance, you only have to assume that they will always try to escape a disagreeable situation with the smallest possible expenditure of intelligence.” - Friedrich Nietzsche
detechs
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Today at 01:49:59 PM
 #13665

I found out why I was peeling more and more layers and never finding the end of the puzzle. I was focused on only ahead and going forward but tonight I found out I should be going backwards and fixing what's broken back there first cause it prevents the master puzzle key from being uncovered fully. This applies to brute force and logic methods. Both ways can be heavily optimised by fixing a few things sha256 added to the blockchain. Walk backwards from puzzle 66 to bitcoins genesis block and you will discover the same
SRG02289
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Today at 03:48:48 PM
 #13666

7xxxxxxxxxxxxxxxxx = 1PWo3JeB9jrGwPQrSTUVWxyZAARjU29VG2
?                              = 1PWo3JeB9jrGwfHDNpdGK54CRas7fsVzXU

just guessing P71 also on 7 and above of this address 1PWo3JeB9jrGwPQrSTUVWxyZAARjU29VG2
7fffffffffffffffff - 700000000000000000 = 295,147,905,179,352,825,855 spaces and very possible in that spaces have more than two prefix 1PWo3JeB9jrGw


check this  https://ibb.co/zV1vPp93

are you saying that you already have the private key?
it's just a brain-bending how
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