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Author Topic: Pollard's kangaroo ECDLP solver  (Read 63809 times)
mahurovihamilo
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October 27, 2025, 06:49:10 PM
 #2921

Does anyone know, in Linux, how to enumerate the GPUs? when using Jean-Luc's script? I am using this, but getting an error:

./kangaroo -gpu gpuId0,gpuId1,gpuId2,gpuId3,gpuId4,gpuId5,gpuId6,gpuId7 -ws savedKangs.txt -wi 30 in.txt

Kangaroo v2.2

Unexpected gpuId0,gpuId1,gpuId2,gpuId3,gpuId4,gpuId5,gpuId6,gpuId7 argument


So the question is, how to enumerate the 8 GPUs on the script commend.

Thank you!
ABCbits
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October 28, 2025, 08:16:31 AM
 #2922

Does anyone know, in Linux, how to enumerate the GPUs? when using Jean-Luc's script? I am using this, but getting an error:

./kangaroo -gpu gpuId0,gpuId1,gpuId2,gpuId3,gpuId4,gpuId5,gpuId6,gpuId7 -ws savedKangs.txt -wi 30 in.txt

Kangaroo v2.2

Unexpected gpuId0,gpuId1,gpuId2,gpuId3,gpuId4,gpuId5,gpuId6,gpuId7 argument


So the question is, how to enumerate the 8 GPUs on the script commend.

Thank you!

Based on the GitHub README file, how about this?

Code:
./kangaroo -gpu -gpuId 0,1,2,3,4,5,6,7

███████████████████████████
███████▄████████████▄██████
████████▄████████▄████████
███▀█████▀▄███▄▀█████▀███
█████▀█▀▄██▀▀▀██▄▀█▀█████
███████▄███████████▄███████
███████████████████████████
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████▄██▄▀██▄▄▄██▀▄██▄████
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.
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songokuj5
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January 15, 2026, 07:46:12 PM
 #2923

Does anyone know how fast the RTX 5090 is running puzzle 135?
MB2AA5RR
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January 20, 2026, 05:34:37 AM
 #2924

Hello
For puzzle 135 I use Collider bsgs cuda which provides me with a good scanning speed of 60-65 Exa key/sec.
I adapted the software for RTX5090 from the source: https://github.com/Etayson/BSGS-cuda.
​​The software is optimized, does not give errors and does not miss keys (in tests on valid addresses).
To generate the executable, PureBasic with a license is required. Below I put an example of scanning for Puzzle 135.

C:\Users\NN\Desktop\COLLIDER>bsgscudaHT_1_9_7file -t 256 -b 256 -p 914 -w 32 -htsz 31 -pk 6cf4feb12b75e8e00fffffffffffffffff -pke 6cf4feb12b75e8eFFFFFFFFFFFFFFFFFFF -infile Puzle135
Number of GPU threads set to #256
Number of GPU blocks set to #256
Number of pparam set to #914
Items number set to 2^32=4294967296
HT size set to 2^31
Range begin: 0x6cf4feb12b75e8e00fffffffffffffffff
Range end: 0x6cf4feb12b75e8efffffffffffffffffff
Will be used file: Puzle135
Found 1 Cuda device.
Cuda device:NVIDIA GeForce RTX 5090 (30840.000/32606MB)
Current config hash[]
GiantSUBvalue:0000000000000000000000000000000000000000000000000000000200000000
GiantSUBpubkey: 038c0989f2ceb5c771a8415dff2b4c4199d8d9c8f9237d08084b05284f1e4df706
*******************************
Total GPU Memory Need: 30060.000MB
*******************************
Both HT files exist
Load BIN file:256_256_914_4294967296_g2.BIN
  • chunk:1073741824b
  • [1] chunk:1073741824b
    [2] chunk:1073741824b
    Last chunk:612368384b
    [3] chunk:612368384b
    Done in 00:00:00s
    Gstep: e48000000000000
    GPU count #1
    GPU #0 launched
    GPU #0 Free/Total/Need memory: 30838/32606/30060.002MB
    _A size:120
    GPU #0 copied giant array
    Remove Giant array, freed memory: 3656.000 MB
    Load BIN file:79be667ef9dcbbac55a06295ce870b07029bfcdb2dce28d959f2815b16f81798_4294967296_214 7483648_htGPUv0.BIN
  • chunk:1073741824b
  • [1] chunk:1073741824b
    [2] chunk:1073741824b
    .......................................
    [23] chunk:1073741824b
    Last chunk:4b
    [24] chunk:4b
    Done in 00:00:03s
    GPU #0 copied hash table
    Remove HT for GPU, freed memory: 24576.000 MB
    Random verify packed HTCPU items in file...ok
    START RANGE= 0000000000000000000000000000006cf4feb12b75e8e00fffffffffffffffff
      END RANGE= 0000000000000000000000000000006cf4feb12b75e8efffffffffffffffffff
    WIDTH RANGE= 000000000000000000000000000000000000000000000ff00000000000000000 = 2^76
    SUBpoint= (afaacd852045a0e036d93ee350283936b312b379f0f1e04bf35565897ecaa282, 8a334cf89c64444f69049c40d563f435209697a9a7b92b38bd59a02b44db2556)
    Save work every 180 seconds
    Checker thread started

    Findpubkey  : 02145d2611c823a396ef6712ce0f712f09b9b4f3135e3e0aa3230fb9b6d08d1e16
    Searchpubkey: 03235dada82c3477f7b249b6c7660b84b664d490465f98afd5efcc2b8c5c074c97
    Cnt:fea5718000000000001 [1][ 7161 ] = 7161 MKeys/s x2^33.0=2^65.81 Jt:00:19:27
    Reached end of space
    GPU#0 job finished
    GPU#0 thread finished
    cuda finished ok
    Press Enter to exit
    ...
    Speed calculation
    Total RANGE =  ff00000000000000000 (hex) => 75262715820734970593280 (decimal)
    Working time = 00:19:27 = 1167 sec
    Average working speed = 75262715820734970593280 : 1167 = 64,492,472,854,100,231,870 => ~ 64.49 Exa key/sec
kTimesG
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January 20, 2026, 12:42:21 PM
 #2925

Speed calculation
Total RANGE =  ff00000000000000000 (hex) => 75262715820734970593280 (decimal)
Working time = 00:19:27 = 1167 sec
Average working speed = 75262715820734970593280 : 1167 = 64,492,472,854,100,231,870 => ~ 64.49 Exa key/sec

Let me fix your math:

Optimistically assume the solution is found in sqrt(n) steps (though it's larger for BSGS).

sqrt(n) / 1167 = 235 Mkeys/s, not galactical exokeys

32 GB hashtable: let's assume all bits are raw data and lookup is O(1) instant (though this is of course impossible, but let's just assume).

So, maybe 1 billion items in table. This means number of giant steps is around 2**135/2**30 = 2**105 steps.

Total time until you'll find a solution: 2**105 / 235M seconds, which is 5473625442223861 years

Good luck!

Off the grid, training pigeons to broadcast signed messages.
MB2AA5RR
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January 20, 2026, 01:44:24 PM
 #2926

Hello
<<songokuj5>> wanted to know how fast the RTX5090 can run, and I answered with an example. If I didn't do the speed calculations correctly, calculate differently: 7161 MKeys/s x 2^33.0 = 2^65.81 => 64,682,085,578,665,827,982 => ~ 64 Exa key/sec. I made a more accurate calculation by dividing the space worked by the time the operations took, and I obtained the average speed. In practice, the instantaneous speed displayed by the program fluctuates depending on other applications that the PC is running at that moment. Especially video applications. Even the simple movement of the mouse counts in displaying the speed. Again, the space in which I tested is << WIDTH RANGE= 000000000000000000000000000000000000000000000ff00000000000000000 = 2^76 >>. Below I will give other details that may help:

Be careful when setting parameters : -t 256 -b 256 -p 914 -w 32 -htsz 31
Follow this line at the beginning of the program : GPU #0 Free/Total/Need memory: 30838/32606/30060.002MB
The required memory must not exceed the free memory.
If you have not met this condition, stop the program and adjust the parameters.
Otherwise, you will receive an error. You will waste your time.

To generate the bin files you need RAM, at least 128-256 Gb/5600Mhz, minimum 16 core processor, frequency ~5 Ghz, a fast Nvme SSD helps a lot.
Do not use disk storage units, generating the bin files will take a long, long time.
The motherboard should have PCie generation 5 slots and 64-128 lanes.
After generating the bin files, the processor and memory are no longer intensively requested.
Bin File 1 = 41943041 Kb. Bin File 2 = 25165825 Kb.
kTimesG
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January 20, 2026, 02:56:39 PM
 #2927

<<songokuj5>> wanted to know how fast the RTX5090 can run, and I answered with an example. If I didn't do the speed calculations correctly, calculate differently: 7161 MKeys/s x 2^33.0 = 2^65.81 => 64,682,085,578,665,827,982 => ~ 64 Exa key/sec.

Except this topic is about JLP's Kangaroo solver, not about BSGS non-sense.

An RTX 5090 can easily do 15+ GKeys/s in this context. Your whatever code only reached 200 or so Mops/s, which is 80 times slower, and trillions of trillions times slower to solve, per total.

Off the grid, training pigeons to broadcast signed messages.
MB2AA5RR
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January 20, 2026, 04:39:56 PM
 #2928

<<kTimesG>> If you want to use Pollard's kangaroo, for puzzle 135 ... good luck and sorry for the inconvenience. It's a waste of time.
snaz3d
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January 28, 2026, 05:50:07 PM
 #2929

<<kTimesG>> If you want to use Pollard's kangaroo, for puzzle 135 ... good luck and sorry for the inconvenience. It's a waste of time.

It's way faster than any BSGS nonsense.
Ryan121001
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May 11, 2026, 01:43:31 PM
 #2930

Hello everyone,

I’m looking for a developer who can modify or extend https://github.com/pscamillo/PSCKangaroo into a distributed client/server version.

Goal:

* Central server managing work ranges
* Multiple remote clients/workers
* Multi-GPU and multi-machine support
* Shared checkpoint/database
* Automatic reconnect and resume after crash
* Linux and/or Windows support

The current version appears optimized for single GPU/local use. I would like something similar to a distributed cracking/search framework where workers connect to a server and receive tasks dynamically.

If anyone has experience with CUDA, secp256k1, Pollard Kangaroo, or distributed GPU computing and is interested, please reply or contact me.

Thanks.
blankx4729
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May 11, 2026, 06:00:37 PM
 #2931

https://github.com/waze4729/PSCKangaroo-Sneaky-Cousin-Expansion hey check this , added sneaky cousin expansion as a better and working cheap point and it leads to colisions that can resolve private key , vibe coded with claude/deepseek , without main authors wouldn't be possible much thanks , i am new here to puzzle / crypto and this is a great way to learn how cuda kernel works and this kangaroo algo , i still don't understand 100% but i am here to prove cheap point will work and might improve k , about your last question i would be happy to join you Ryan121001 lets do it
ldabasim
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May 12, 2026, 04:16:13 AM
Last edit: May 13, 2026, 11:08:35 AM by ldabasim
 #2932

Newb question, does anyone know why my kangaroo sucks with a work file, I do 700 Mkeys/s, I let it work for an hour or so in around a 75 bit range, creating a work file and then input that file with a different key (same range), the work file doesn't seem to help it go faster? My DP is low enough so that it should take a few seconds to a minute to detect the collision (15 bit maybe), but it still takes as long as if there was no DP database. The file is a few gigs.

EDIT: yeah I'm stupid that workfile was not actually a dp database and kept working on the old key, so had to rewrite some of the code. Now the workfile behaves like a tame database  Kiss
blankx4729
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May 12, 2026, 02:32:57 PM
 #2933

The TL;DR Cousin expansion / Walkers

Walker:   walks 1000 random jumps → checks 1 point against table
Cousin:   takes 1 base distance → checks 32 points against table

Both are just: "generate a point, check if it's in the table"
Same coin flip, different method of picking the coin.
Why "Same Shit"
Both methods produce independent Bernoulli trials:

Method   Points checked per effort   Probability per point
GPU Walker   1 point per ~1000 jumps   1/2^20
CPU Cousin   32 points per MultiplyG   1/2^20
The probability of finding the key is:


P(success) = 1 - (1 - 1/2^20)^(total_points_checked)
Only total_points_checked matters. How you generate those points (walking vs cousin) is irrelevant to the math.

What Actually Matters
The cousin system has ONE advantage: speed per point checked.


GPU Walker:   1000 jumps × 256 threads / 0.17 GKeys/s = ~1.5ms per DP
CPU Cousin:   1 MultiplyG + 31 AddPoints = ~100µs for 32 checks
              = ~3µs per check  (500x faster per point!)
The 14,500 GPU walkers produce DPs at a fixed rate limited by GPU speed. CPU cousins are essentially free extra samples that don't slow down the GPU pipeline.

The Real Optimization
Since both are "same shit," the only thing that matters is:


MAXIMIZE: total_points_checked_per_second / cost
And the cheapest points are cousins (CPU, AddPoints, ~3µs each). So:

GPU walkers: Keep doing their thing (they're already maxed out)

CPU cousins: Go HARD - 1024 steps instead of 16, exponential spread

Don't overthink it: It's all just independent coin flips

Final Answer
Yes. Redirecting GPU walkers to "focus zones" doesn't help because:

Each walker already has 1/2^20 chance per DP regardless of starting position

Moving walkers costs more than just letting them walk

CPU cousins give you the same checks at 500x lower cost

The only improvement is more cousin checks per collision
Ryan121001
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May 13, 2026, 07:15:58 AM
 #2934

For 135 bits is enough Minimum DP @120GB  DP=12+ safely how DP12 on PSCKangaroo v60need a lot of ram or more DP? And for 140 bits is enough DP14?  120GB This is the minimum ram or ssd space?
kTimesG
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May 13, 2026, 03:08:00 PM
 #2935

The TL;DR Cousin expansion / Walkers

The only reason I'm glad more people stupidly swear for such LLM bullshit (disguised as scientific certainties) is because it ensures the competition becomes smaller. If you actually understand some basics, you'd know that the only thing towards where the crappy AI told you and vibe-coded leads you to is to 50x slower shit-code, and useless dumb ideas (e.g. the entireness of your LLM copy paste). Unfortunately, I've actually read it, so please don't even try to defend it, it's simply idiotic at best.

Off the grid, training pigeons to broadcast signed messages.
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