A portion could require astral projection and computers can't do that. Or maybe just a VR mini-game like the 90s always imagined.
bringing CTF solutions into the real world is a really good idea! I didn't even think of this until you mentioned it.
we have very powerful simulation tools so something like "project a pattern at these angles" wouldn't really work as you could simulate that.
I guess something cool is that we can make simulating the solution very expensive, but in real world it would be free since it's analog... As long as simulations take longer than it takes for a human to find a solution it would be a pretty good way to deal with it. I am sure people smarter than me can come up with something.
Maybe I was too early to dismiss human creativity.
I used to help build the CTFs for BSides Orlando. I ended up moving to another con, and at our last event we collected extensive logging for post mortem analysis.
We found that AI usage is basically guaranteed now, but certain challenge designs did thwart it. Challenges built with temporal visual elements made AI fall flat on its face, as it could not ingest/process the data fast enough to act on them in time. We also found that counterfactual challenges (ie. the result you get did not match what we suggested you'd get) made AI-assisted solve time slower compared to pure humans, indirectly penalizing over-reliance on AI. Multimodal challenges combining audio and visual elements were also very effective, but were not as accessible to players.
This paper gave us some ideas about designing those challenges: https://arxiv.org/pdf/2308.02950.
For our next event we figured out a way to thwart AI in our CTF: embed the CTF in a game engine. The loop essentially becomes something like this: Connect to a simulated access point in the game, the K8s cluster connects their attack container to a private network with the challenge box(es). Hacking the boxes doesn't render a flag, but rather changes in game state. AI did very poorly coping with this in our testing, as it can't derive the spatial state of the game world very well and it soft decouples the inductive reasoning loop it relies on to know if it is on the right track.
The downside to this approach is it is far more labor intensive for CTF organizers, and requires players to have a computer capable of running the game. We are also betting on AI to not advance enough by the time we ship to be able to just ingest the entire game state in realtime and close the loop that way.