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Bond Manager Interface

Table of Contents

Overview

In the context of permissionless output proposals, bonds are a value that must be attached to an output proposal. In this case, the bond will be paid in ether.

By requiring a bond to be posted with an output proposal, spam and invalid outputs are disincentivized. Explicitly, if invalid outputs are proposed, challenge agents can delete the invalid output via a dispute-game and seize the proposer's bond. So, posting invalid outputs is directly disincentivized in this way since the proposer would lose their bond if the challenge agents seize it.

Concretely, outputs will be permissionlessly proposed to the L2OutputOracle contract. When submitting an output proposal, the ether value is sent as the bond. This bond is then held by a bond manager contract. The bond manager contract is responsible for both the dispute-games and the L2OutputOracle (further detailed in proposals).

The bond manager will need to handle bond logic for a variety of different dispute-games. In the simplest "attestation" dispute game, bonds will not be required since the attestors are a permissioned set of trusted entities. But in more complex games, such as the fault dispute game, challengers and defenders perform a series of alternating onchain transactions requiring bonds at each step.

The Bond Problem

At its core, the bond manager is straightforward - it escrows or holds ether and can be claimed at maturity or seized if forfeited. But the uncertainty of introducing bonds lies in the bond sizing, i.e. how much should a bond be? Sizing bonds correctly is a function of the bond invariant: the bond must be greater than or equal to the cost of the next step. If bonds are priced too low, then the bond invariant is violated and there isn't an economic incentive to execute the next step. If bonds are priced too high, then the actors posting bonds can be priced out.

Below, we outline two different approaches to sizing bonds and the tradeoffs of each.

Simple Bond

The Simple Bond is a very conservative approach to bond management, establishing a fixed bond size. The idea behind simple bond pricing is to establish the worst case gas cost for the next step in the dispute game.

With this approach, the size of the bond is computed up-front when a dispute game is created. For example, in an attestation dispute game, this bond size can be computed as such:

bond_size = (signer_threshold * (challenge_gas + security overhead)) + resolution_gas(signer_threshold)

Notice that since the bond size is linearly proportional to the number of signers, the economic security a given bond size provides decreases as the number of signers increases. Also note, the resolution_gas function is split out from the challenge_gas cost because only the last challenger will pay for the gas cost to resolve the game in the attestation dispute game.

Working backwards, if we assume the number of signers to be 5, a negligible resolution gas cost, and a 100,000 gas cost to progress the game, then the bond size should cover 500,000 gas. Meaning, a bond of 1 ether would cover the cost of progressing the game for 5 signers as long as the gas price (base fee) does not exceed 2,000 gwei for the entire finalization window. It would be prohibitively expensive to keep the settlement layer base fee this high.

Variable Bond

Better bond heuristics can be used to establish a bond price that accounts for the time-weighted gas price. One instance of this called Varable Bonds use a separate oracle contract, GasPriceFluctuationTracker, that tracks gas fluctuations within a pre-determined bounds. This replaces the ideal solution of tracking challenge costs over all L1 blocks, but provides a reasonable bounds. The initial actors posting this bond are responsible for funding this contract.

Contract Interface

Below is a minimal interface for the bond manager contract.

/**
 * @title IBondManager
 * @notice The IBondManager is an interface for a contract that handles bond management.
 */
interface IBondManager {
  /**
    * @notice Post a bond with a given id and owner.
    * @dev This function will revert if the provided bondId is already in use.
    * @param bondId is the id of the bond.
    * @param owner is the address that owns the bond.
    * @param minClaimHold is the minimum amount of time the owner must wait before reclaiming their bond.
    */
  function post(bytes32 bondId, address owner, uint64 minClaimHold) external payable;

  /**
    * @notice Seizes the bond with the given id.
    * @dev This function will revert if there is no bond at the given id.
    * @param bondId is the id of the bond.
    */
  function seize(bytes32 bondId) external;

  /**
    * @notice Seizes the bond with the given id and distributes it to recipients.
    * @dev This function will revert if there is no bond at the given id.
    * @param bondId is the id of the bond.
    * @param recipients is a set of addresses to split the bond amongst.
    */
  function seizeAndSplit(bytes32 bondId, address[] calldata recipients) external;

  /**
    * @notice Reclaims the bond of the bond owner.
    * @dev This function will revert if there is no bond at the given id.
    * @param bondId is the id of the bond.
    */
  function reclaim(bytes32 bondId) external;
}

Note

The bytes32 bondId can be constructed using the keccak256 hash of a given identifier. For example, the L2OutputOracle can create a bondId by taking the keccak256 hash of the l2BlockNumber associated with the output proposal since there will only ever be one outstanding output proposal for a given l2BlockNumber. This also avoids the issue where an output proposer can have multiple bonds if bonds were instead tied to the address of the output proposer.

Bond Manager Implementation

Initially, the bond manager will only be used by the L2OutputOracle contract for output proposals in the attestation dispute game. Since the attestation dispute game has a permissioned set of attestors, there are no intermediate steps in the game that would require bonds.

In the future however, Fault-based dispute games will be introduced and will require bond management. In addition to the bond posted by the output proposer, bonds will be posted at each step of the dispute game. Once the game is resolved, bonds are dispersed to either the output challengers or defenders (including the proposer).