All data would be equally secure. The solve-puzzle-to-spend idea came from considering if whale wallets might one day be more valuable than section wallets. Similarly the google-equivalent NRS entry could arguably a bigger target than any wallet. This consideration emphasized the already-accepted idea of ‘all data must be as secure as any other data’. Section wallets (or any kind of reward wallet) being somehow ‘special’ or ‘most at risk’ is not an acceptable place to be thinking from. We must design to keep all data safe. So from the start this idea aims for fungibility of data security (rewards, whales, nrs… all data).
The way this equal security is achieved is that reward wallets are the same data type as user wallets which are the same data type as the generic map type. The permissions / rules for valid mutation is the same for all those data objects. Under the proposed changes, all maps could be mutated by solving a puzzle (the puzzle will usually be of the form ‘check the signature’ but maybe the owner will choose to use a more complex puzzle like the reward wallets puzzle).
Instead of forcing the transaction verification to be only signature-based, it’s expanded to be puzzle based (or to use a more technical term, script based). By far the most popular script will be ‘check the signature’.
Maybe this is a good way to think of it: we could spend from any wallet by brute forcing the secret key. But that (deliberately) takes a very very long time. How about if we had a way to set the secret key in a way that could be a bit weaker, so we could choose how long it takes to brute force the key? This way we could have reward wallets where nobody knows the secret key and the brute-force time has been chosen to be possible rather than impossible (like a weakened burn wallet). Varying the difficulty of brute forcing the key for each reward wallet would allow rewards to be slowly issued as the brute force progresses.
The solve-puzzle-to-spend idea is this same idea of customisable weak-but-not-too-weak spending conditions. But instead of brute forcing a relatively weak secret key, which is just a kind of useless guessing game, we make the brute force depend on network activity. This means instead of brute force guessing we are brute force working.
The way to implement this type of brute force working is to change from simply ‘check the signature’ to ‘evaluate a puzzle solution’.
Normal wallets (and maps) will be able to set special spend conditions (ie mutation permissions) beyond just ‘check the signature’ too. And normal wallets won’t be restricted to just the reward wallet type of puzzles, they will be able to create any type of puzzle (within the constraints of the scripting language).
A section cannot spend from a whale wallet because they don’t have the key for it, only the whale does. This is the crux of what counts as a ‘reliable operation’. If we had section wallets the close group could spend from it, since the elders are the owners. If there is no section wallet, instead having only ‘reward wallets with unknown owners’ the section cannot modify the reward wallets, even if the elders are colluding or hacked. It’s not about close group consensus working or not, it’s about what close group consensus can do or not do. Allowing a close group to spend from a large section wallet is probably allowing them to do too much. If we change to no-owner puzzle-based reward wallets we know the section cannot steal them (for the same reason they can’t steal a whale wallet). The elders will ideally only ever approve actions, but hopefully never initiate actions (perhaps some exceptions to this around node membership).
This is a nice way to put it. If the section owns the reward wallet we can’t detect the difference between a valid and an invalid transaction so we can’t easily punish naughty elders. But if the section doesn’t own the reward wallet we can easily see if they are trying to steal it because they will have to provide an invalid claim for that wallet (same as anyone else trying to steal it).
One thing that comes to mind is replay attacks via signature malleability. Too nitty gritty to get into just here.