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#1
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Quote:
What is more important in bruteforcing - CPU GHz speed or # of cores? |
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#2
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can u share the target?
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#3
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About the importance of privatevalue in the example before exposed:
generating a licence for apuromafo for x86+x64 (is the same cert shortv3 lv10) -> tool:ATK 0.4 Ecdsa Public: 1570789295,4089747062247003654720736468506441,10111618751385367037406972360317044 (Curve SEED : 1570789295 Base Point x : 4089747062247003654720736468506441 Base Point y : 10111618751385367037406972360317044) Private:1984557253727814641989266002264698 name:apuromafo Sym:BDA4FA1C press generate and see: name:apuromafo serial:000017-MC8PXU-6U3PC3-3V93J6-Y9MCJ5-7GF1E8-TRWK3F-JUGJV6-4QFZNC-TW0YVM in advanced log Quote:
BR, Apuromafo |
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#4
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Agent v1.3.3 released! Download updated from the same link or from here:
hxxxs://mega.nz/file/thxBWAIb#DkB8VygjaZEPQpU6Qsm6mZOdW5hizZuQZ3ejmms34q0 What's new: Auto-reconnect: if the server goes down, the agent keeps computing and reconnects automatically when it's back — no more manual restarts or batch file loops Faster heartbeats: reduced HTTP timeouts to prevent false "offline" status on the dashboard when multiple agents share the same network Version tracking: your agent version now shows up in the dashboard We'll briefly restart the server in a few minutes to deploy the matching update. Agents running v1.3.3 will reconnect on their own. Older agents may need a manual restart. Currently running 20x RTX 5090 in parallel — 70 G/s and climbing. ETA under 21 hours! |
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#5
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Server Update v1.4.0 — Auto-Keygen on Solution
* No Agent update needed * https://ecdlp.protect.cx/ What's new in v1.4.0: When the ECDLP is solved, the server now automatically forges a valid Armadillo serial using an integrated keygen (based on AKT v0.4 source by mrexodia & Sigma) The dashboard displays the forged serial in a dedicated "FORGED SERIAL" banner — ready to copy & paste BasePoint Init seed persisted per-project, so keygen works across server restarts Fixed UTF-8 decode crash when agents send GPU names with non-ASCII characters Currently running 24 Agents in parallel — 73 G/s and climbing. ETA 10h 9m |
| The Following User Says Thank You to cjack For This Useful Post: | ||
niculaita (03-05-2026) | ||
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#6
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@cjack
There is sth. wrong with my agent. 1. The computing speed is toggling between 591 M/s and 1.4 G/s. 2. And the card name "5070 Ti" should be "4070". 3. My agent becomes #1 of leaderboard. Maybe collide with another agent?
__________________
AKA Solomon/blowfish. Last edited by WhoCares; 03-05-2026 at 22:44. |
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#7
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Quote:
The toggling between 591 M/s and 1.4 G/s is actually expected behavior when using --gpu-limit — it's a duty-cycle mechanism (compute burst → sleep → compute burst). The reported speed alternates between instantaneous (high) and averaged (low). Nothing wrong there, that's by design. However, while investigating this I stumbled onto something bigger: your agent was over-reporting iteration counts by roughly 50× compared to the actual Distinguished Points it produced. All 27 other agents had a perfectly normal DP/iteration ratio (around 100%), while yours was sitting at ~2%. This caused the dashboard to show inflated progress (135% instead of the real ~91%). We've now corrected the totals and the ETA is accurate again. Possible cause: are you by any chance running multiple instances of the solver with the same --worker-name? That would explain it — each instance reports its own iteration count to the server, but the DP production doesn't scale proportionally if they're all fighting for the same GPU. Quick check: Make sure you have only one solver_fast.exe running per GPU If you want to use multiple GPUs, use --device N to assign each instance to a different GPU, with different worker names I've also added a server-side guard (v1.4.2) that validates the DP/iteration ratio per agent, so this kind of inflation can't happen again regardless of the cause. Thanks for being part of the battle! Your GPU is doing great work. |
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#8
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I confirmed there is only one process for solver_fast.exe.
My command is: solver_fast.exe --server ecdlp.protect.cx --worker-name "WhoCares" --gpu-limit 100 --worker-notes "RTX 4070" --resume And I have no 5070 Ti card. Only one NVIDIA card. Shall I remove "--gpu-limit 100"? I originally set it to 50, but later I got lazy and just changed it to 100 without removing that parameter. Quote:
__________________
AKA Solomon/blowfish. Last edited by WhoCares; 03-05-2026 at 23:30. |
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#9
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Quote:
The problem: init_worms() used a deterministic hash based only on thread ID. This meant every time an agent reconnected (server restart, network hiccup, etc.), it replayed the exact same random walks from the exact same starting points — producing identical DPs. Since there were several server restarts yesterday, most iterations across ALL agents were duplicated work. Your --gpu-limit 100 is fine, no need to remove it (100 = no throttling, same as not having the flag). The fix is in agent v1.4.0 and above — worm initialization now uses a session-unique seed (time ^ PID), so every session and every agent gets different starting points. Download the new agent directly from the server here: https://ecdlp.protect.cx/download/ArmadilloSolver.zip Just replace solver_fast.exe and restart. Your same command line works perfectly. Last edited by cjack; 03-06-2026 at 00:04. |
| The Following User Says Thank You to cjack For This Useful Post: | ||
WhoCares (03-06-2026) | ||
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#10
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Agent v1.4.4 Available!
Hey everyone, A new solver version v1.4.4 is available for download from the dashboard. If you're still running v1.4.2 or v1.4.3, please update ASAP. https://ecdlp.protect.cx/download/ArmadilloSolver.zip What's fixed: v1.4.2 and v1.4.3 had a worm initialization bug that caused massive overlap between agents — up to 99.9% of your DPs were duplicates that the server already had. In other words, most of your GPU cycles were wasted computing points that other agents had already found. v1.4.4 uses a chained pre-hash algorithm for worm seeding that guarantees unique starting points across all agents, regardless of launch timing or PID. Results after deploying v1.4.4: DP yield: 99.3% (verified across all 28 agents on the leaderboard) Zero overlap between agents Speed unchanged: ~3.5 G/s per RTX 5090 Fleet total: 89 G/s with 29 active agents Progress so far: 3.6%, ETA ~5.5 days How to update: Just download the new ArmadilloSolver.zip from the dashboard page and replace your solver_fast.exe. No config changes needed — same command line as before. The dashboard is live at the usual address if you want to check your agent's stats. Every GPU counts — let's crack this code! |
| The Following User Says Thank You to cjack For This Useful Post: | ||
blue_devil (03-06-2026) | ||
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#11
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Armadillo ECDLP Solver v1.4.5 — CRITICAL UPDATE: Cycle-Reset Diversity Fix
Immediate release of v1.4.5 — critical fix for a bug that caused Distinguished Points to stall after ~3.7 hours of computation. The problem: When worms reach the cycle limit (8 × 2^25 steps ≈ 268M steps), they need to restart from a new point. v1.4.4 selected only 2 walk table entries (5+5 = 10 bits), producing just 992 unique starting points for 174,080 worms. Result: ~175 worms per point, all replaying the same walk → 97% duplicate DPs. Unique DPs stalled at ~154K overnight. The fix: 32-bit bitmask to select a subset of all 32 walk table entries → up to 2^32 unique starting points (~4.3 billion) Per-worm resets counter to guarantee diversity on every subsequent reset splitmix64 device-side hash for robust seed mixing Zero performance impact: same 96 registers on sm_120, 0 spills, same speed Verification: After deployment, unique DPs immediately resumed growing (155K → 161K within minutes). 26/29 agents already updated automatically. Download the new version from the dashboard: https://ecdlp.protect.cx/download/ArmadilloSolver.zip Replace solver_fast.exe and restart your agent. Command line arguments remain unchanged. Note: Checkpoint format has changed (new worm_t struct). Old checkpoints are incompatible — agents will restart from scratch, but all DPs already collected on the server are valid and preserved. |
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#12
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How did the agents update automatically?
I didn't find any auto-update feature.
__________________
AKA Solomon/blowfish. |
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#13
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Quote:
The users of those 26 agents simply downloaded the new build from the server's /download endpoint and restarted their agents manually. Poor wording on my part, sorry for the confusion! To update: download as usual the latest ArmadilloSolver.zip from the server, replace your solver_fast.exe, and restart. Live Stats (as of now): 29 active agents — 25x RTX 5090, 2x RTX 4070 Ti, 1x RTX 3060, 1x RTX 5070 Ti 90.73 G/s combined throughput 254,011 unique DPs collected (440K total submitted) 4.89 × 10¹⁵ iterations computed so far 36.3% progress toward expected collision 0 collisions yet ETA: ~12 hours to median collision point Last edited by cjack; 03-06-2026 at 16:57. |
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#14
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Hi cjack,
I'm contributing on this ECDLP Solver, can you kindly include the source code with v1.4.5 version published on the dashboard website. Quote:
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#15
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Quote:
hxxxs://mega.nz/file/4oow3IDK#lj_6FkkOBAXreljlH9tRhY08jZyCanIXfWco26_HPBg Thanks for contributing to this "crazy" project! We'll find the collision point! |
| The Following User Gave Reputation+1 to cjack For This Useful Post: | ||
niculaita (03-07-2026) | ||
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| bolero, ecdlp |
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