{"paper":{"title":"Lock-step simulation is child's play","license":"http://arxiv.org/licenses/nonexclusive-distrib/1.0/","headline":"","cross_cats":[],"primary_cat":"cs.PL","authors_text":"Chris Smith, Joachim Breitner","submitted_at":"2017-05-26T20:11:00Z","abstract_excerpt":"Implementing multi-player networked games by broadcasting the player's input and letting each client calculate the game state - a scheme known as lock-step simulation - is an established technique. However, ensuring that every client in this scheme obtains a consistent state is infamously hard and in general requires great discipline from the game programmer. The thesis of this report is that in the realm of functional programming - in particular with Haskell's purity and static pointers - this hard problem becomes almost trivially easy.\n  We support this thesis by implementing lock-step simul"},"claims":{"count":0,"items":[],"snapshot_sha256":"258153158e38e3291e3d48162225fcdb2d5a3ed65a07baac614ab91432fd4f57"},"source":{"id":"1705.09704","kind":"arxiv","version":1},"verdict":{"id":null,"model_set":{},"created_at":null,"strongest_claim":"","one_line_summary":"","pipeline_version":null,"weakest_assumption":"","pith_extraction_headline":""},"references":{"count":0,"sample":[],"resolved_work":0,"snapshot_sha256":"258153158e38e3291e3d48162225fcdb2d5a3ed65a07baac614ab91432fd4f57","internal_anchors":0},"formal_canon":{"evidence_count":0,"snapshot_sha256":"258153158e38e3291e3d48162225fcdb2d5a3ed65a07baac614ab91432fd4f57"},"author_claims":{"count":0,"strong_count":0,"snapshot_sha256":"258153158e38e3291e3d48162225fcdb2d5a3ed65a07baac614ab91432fd4f57"},"builder_version":"pith-number-builder-2026-05-17-v1"}