A Trustless Architecture of Blockchain-enabled Metaverse

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A Trustless Architecture of Blockchain-enabled Metaverse
Minghui Xua,Yihao Guoa,Qin Hub,Zehui Xiongc,Dongxiao Yuaand Xiuzhen Chenga,
aSchool Computer Science and Technology, Shandong University, Qingdao, China
bDepartment of Computer and Information Science, Indiana University-Purdue University Indianapolis, USA
cInformation Systems Technology and Design Pillar, Singapore University of Technology and Design, Singapore
ARTICLE INFO
Keywords:
Metaverse
Blockchain
Edge Computing
Trust
ABSTRACT
Metaverse has rekindled human beings’ desire to further break space-time barriers by fusing the vir-
tual and real worlds. However, security and privacy threats hinder us from building a utopia. A
metaverse embraces various techniques, while at the same time inheriting their pitfalls and thus ex-
posing large attack surfaces. Blockchain, proposed in 2008, was regarded as a key building block
of metaverses. it enables transparent and trusted computing environments using tamper-resistant de-
centralized ledgers. Currently, blockchain supports Decentralized Finance (DeFi) and Non-fungible
Tokens (NFT) for metaverses. However, the power of a blockchain has not been sufficiently exploited.
In this article, we propose a novel trustless architecture of blockchain-enabled metaverse, aiming to
provide efficient resource integration and allocation by consolidating hardware and software compo-
nents. To realize our design objectives, we provide an On-Demand Trusted Computing Environment
(OTCE) technique based on local trust evaluation. Specifically, the architecture adopts a hypergraph
to represent a metaverse, in which each hyperedge links a group of users with certain relationship.
Then the trust level of each user group can be evaluated based on graph analytics techniques. Based
on the trust value, each group can determine its security plan on demand, free from interference by ir-
relevant nodes. Besides, OTCEs enable large-scale and flexible application environments (sandboxes)
while preserving a strong security guarantee.
1. Introduction
The concept of metaverse was originated from Snow Cash,
a 1992 science fiction novel by Neal Stephenson. The word
“metaverse” is a portmanteau of “meta” (meaning transcend-
ing) and “verse” (abbreviation of the universe). In 2021,
metaverse became popular overnight since it rekindled peo-
ple’s hope of building an ideal virtual society where human
beings are tightly connected. Big companies then started to
commit to developing metaverse software, e.g., Meta Hori-
zon Workroom [13], Microsoft Mesh [29], and NVIDIA Om-
niverse [30]. In fact, human beings have undergone a long
history of building tight bonds and shortening the distance
among themselves, from ancient times to the current infor-
mation age. Nevertheless, constructing a metaverse is a chal-
lenging task, though exciting and stirring.
Before metaverse is pushed to forefront, many efforts
have been made, including Virtual Reality (VR)/Augmented
Reality (AR), 3D virtual world, and online video games [10].
However, how to implement a true metaverse is still unclear
and controversial to developers, even though they have con-
structed a number of relevant tools and established a com-
mon goal of fusing virtual and reality. The major concerns
about metaverse are related to its feasibility and safety since
a metaverse can consume a tremendous amount of computa-
tional resources and require a safe and trusted environment.
Based on our investigations, we summarize the key issues of
Corresponding author
mhxu@sdu.edu.cn (M. Xu); yhguo@mail.sdu.edu.cn (Y. Guo);
qinhu@iu.edu (Q. Hu); zehui_xiong@sutd.edu.sg (Z. Xiong);
dxyu@sdu.edu.cn (D. Yu); xzcheng@sdu.edu.cn (X. Cheng)
ORCID(s): 0000-0003-3675-3461 (M. Xu); 0000-0003-3266-6002 (Y.
Guo); 0000-0002-8847-8345 (Q. Hu); 0000-0002-4440-941X (Z. Xiong);
0000-0001-6835-5981 (D. Yu); 0000-0001-5912-4647 (X. Cheng)
metaverse as follows.
Open-ended, Blocky
Reality, Locality Metaverse
expected
Minecraft
Roblox
Second Life
Pok ƴ𝑒mon Go
H. Workroom
Omniverse
Decentraland
M.Mesh
Cryptovoxels
Figure 1: The roadmap of the metaverse projects.
First, current infrastructures can hardly support building
a metaverse that meets our expectations. Metaverse applica-
tions currently exhibit a tradeoff between reality and open-
ness as shown in Figure 1. Resource shortage and improper
allocation lead to the sacrifice of either openness or real-
ity. For example, the resource in Minecraft [28] is mainly
used to improve the openness for users but sacrifices the
reality (users can only live in a “blocky” world). Hence
there is an urgent demand for an efficient metaverse archi-
tecture, which can sufficiently utilize the existing computa-
tional resources. Second, security and privacy threats hinder
the building of a practical metaverse platform. For example,
at the beginning of 2022, the metaverse company Meta was
sued for illegally collecting facial information without users’
consent [22]. Besides, the attack surface of a metaverse is
very largely due to its diversity [33]. Additionally, a meta-
verse needs to integrate various technologies whose pitfalls
are also naturally inherited. For instance, blockchain, pro-
posed in 2008, has been regarded as the key building block
Minghui Xu et al.: Preprint submitted to Elsevier Page 1 of 8
arXiv:2210.12655v2 [cs.CR] 16 Dec 2022
A Trustless Architecture of Blockchain-enabled Metaverse
of a metaverse. Blockchain enables transparent and trusted
computing environments using a tamper-resistant decentral-
ized ledger; however, the functions of a blockchain are lim-
ited, as one can see that it is only used to build Decentral-
ized Finance (DeFi) or Non-Fungible Token (NFT) nowa-
days. Besides, using blockchain in a metaverse can consume
a large amount of resources and incur long latency.
In this paper, we attempt to address the aforementioned
shortcomings with a novel metaverse architecture. Our con-
tributions are highlighted as follows:
We propose an architecture of blockchain-based meta-
verse by consolidating hardware and software compo-
nents, aiming at providing efficient resource integra-
tion and allocation. The architecture presents detailed
collaborations among different modules.
We formally define a local trust model (LTM) to de-
pict a metaverse as a weighted hypergraph. Using this
model, it is feasible to evaluate the trust among each
group of metaverse users and provide it with an appro-
priate computing environment according to the trust
value.
To enhance security and privacy of a metaverse, we
propose On-Demand Trusted Computing Environment
(OTCE) to support application environments with vari-
able scalability, which can provide a strong security
guarantee using blockchain as an underlying technol-
ogy.
2. Related Works and Motivation
Since metaverse is a young field, we summarize the ef-
fort from both industry and academia made in the past two
years.
2.1. Metaverse in Industry
Facebook officially announced that its company name
was changed to Meta [22] in 2021, which marks that it has
identified metaverse as an important direction for future. Hori-
zon Workroom [13], launched by Meta, can provide people
with immersive virtual meeting rooms. Users in any physical
location with an Oculus Quest 2 helmet can join a Horizon
Workroom and experience virtual whiteboard control and
file sharing. Microsoft Mesh [29] is a platform supported
by Azure. It adopts technologies including blockchain, arti-
ficial intelligence (AI), and extended reality (XR) to accom-
plish virtual collaborations and spatially aware design re-
views. NVIDIA presented Omniverse [30], which is a meta-
verse system focusing on 3D simulation and digital twins.
The Omniverse ecosystem includes components such as Om-
niverse Connect, Nucleus, and RTX, among which RTX can
provide Omniverse with powerful computing powers.
In the field of 3D games, Roblox [7] proposed eight key
characteristics of a metaverse, i.e., identity, friends, immer-
sion, anywhere, diversity, low latency, economy, and civi-
lization. Second Life [19] is a free 3D virtual world where
users can create and connect with others using voice and text.
Linden Dollar as the virtual currency of Second Life can be
exchangeable with real-world currency. Minecraft [28] is
an online 3D game that allows users to create virtual worlds
based on their creativity. Users can enter a game through VR
devices, e.g., Oculus Rift, thereby enhancing the sense of
immersion. Pokémon Go [6] is a location-based AR game,
in which players can use mobile devices (iPhone and An-
droid devices) to travel between the real world and the virtual
world.
Some projects introduce blockchain to the metaverses
they build. Decentraland is a decentralized VR platform
based on Ethereum, in which users can obtain benefits by
creating, experiencing, and developing NFT. Cryptovoxels [8]
is a virtual world built on Ethereum where players can buy,
sell and construct virtual art galleries, shops, etc.
2.2. Metaverse in Academia
Jon Radoff [27] presented a metaverse architecture with
the following seven layers: experience, discovery, creator
economy, spatial computing, decentralization, human inter-
face, and infrastructure. CUHKSZ [12] is a university cam-
pus prototype implemented with the FISCO-BCOS consor-
tium blockchain. CUHKSZ supports tokens, Distributed Au-
tonomous Organizations (DAO), and trading. The creators
also put forward a number of critical challenges and thought-
ful questions about developing a metaverse. Van et al. [32]
proposed a new digital twin scheme, which adopts mobile
edge computing (MEC) and ultra-reliable and low latency
communications (URLLC) technologies to help metaverse
improve reliability and reduce communication latency. Nair et
al. [24] presented an 𝜀-differential privacy framework to im-
prove the security and privacy of VR devices, which enables
users to maximize privacy while minimizing usability im-
pact when using VR devices to participate in the metaverse.
In [23], Nair et al. further explored privacy risks in the meta-
verse through an experiment with 30 researchers.
In addition to the works mentioned above, there also ex-
ist a few surveys and reviews, which intend to summarize
the effort made toward metaverse from various perspectives.
Dionisio et al. [10] pointed out four directions of develop-
ing a metaverse, namely immersive realism, ubiquity of ac-
cess and identity, interoperability, and scalability. Kye et
al. [18] discussed the opportunities and challenges of meta-
verse in education. Damar et al. [9] extracted relevant in-
formation about the development of metaverse from the past
three decades. Park et al.[25] classified and analyzed the
current metaverse schemes from five perspectives, i.e., hard-
ware, software, contents, user interaction, implementations,
and applications. In [33], Wang et al. investigated the prob-
lems of the current major metaverse solutions from the per-
spective of security and privacy. The focus of Xu et al.[36]
is on an edge-enabled metaverse. Yang et al.[40] studied the
important role that AI and blockchain play in metaverse.
2.3. Motivation
According to the above description on the most related
works, one can see that metaverse in industry is still in its
Minghui Xu et al.: Preprint submitted to Elsevier Page 2 of 8
摘要:

ATrustlessArchitectureofBlockchain-enabledMetaverseMinghuiXua,YihaoGuoa,QinHub,ZehuiXiongc,DongxiaoYuaandXiuzhenChenga,

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