Contract addresses and several parameter values are set per chain.
Look up the values for a specific chain in the Superchain Registry or by querying the deployed contracts directly.
The standard values on this page are the defaults
op-deployer applies to new standard chains, as defined in op-deployer/pkg/deployer/standard/standard.go.Dispute game types
Every dispute game is created through theDisputeGameFactory with a GameType, a uint32 that selects which registered game implementation the factory clones.
The canonical list lives in the GameTypes library.
Notes:
- A game type is only playable on a chain after the
DisputeGameFactoryowner registers an implementation for it (setImplementation); the owner also sets the bond required to create games of that type (setInitBond). - The respected game type (the game type whose results the system accepts for withdrawals and anchor state updates) is stored in the
AnchorStateRegistryand can be changed by the Guardian viasetRespectedGameType. op-deployerdeploys new standard chains with the permissioned game (type1) as the initial game type.
Core contracts
All fault proof contracts live in the monorepo underpackages/contracts-bedrock/src.
Per-chain deployment addresses are listed in the Superchain Registry.
Common lookup functions
Standard parameters
Values below are theop-deployer standard-chain defaults.
Individual chains can deviate; always confirm against the chain’s deployed configuration.
Bisection game
Timing and finality
Clocks
Each side of a fault dispute game plays against a chess clock:- A claim inherits its clock from its grandparent claim (claims at alternating depths belong to alternating teams).
- A move can no longer be made against a claim once that claim’s clock has accumulated
maxClockDurationseconds. - When a move would leave the responder with less than the clock extension remaining, the clock is topped up so the responder gets at least the extension time. The extension is
clockExtensionin the general case,clockExtension * 2for the move that starts execution-trace bisection (depthsplitDepth - 1, to allow time to generate the instruction trace), andclockExtension + challengePeriodSecondsfor the move before a VM step (depthmaxGameDepth - 1, to allow for large-preimage proposals).
Bonds
- Creating a game requires the initialization bond for that game type:
DisputeGameFactory.initBonds(gameType), set per chain by the factory owner. - Every move (attack or defend) requires a bond of exactly
getRequiredBond(position). Bonds grow exponentially with depth: the formula inFaultDisputeGame.getRequiredBondcharges an assumed 200 gwei base fee on a gas amount that scales from 400,000 gas at depth 0 to 300,000,000 gas atmaxGameDepth, so each depth costs roughly 9.5% more than the one above it. A single move costs 0.08 ETH at depth 0 and 60 ETH at depth 73. - Playing a game to maximum depth costs far more than the deepest single bond, because a bond is posted for every move along the path. Summing
getRequiredBondover depths 1 through 73 gives roughly 691 ETH in total bonds (about 361 ETH for the side moving at odd depths and 330 ETH for the side at even depths), and the total is dominated by the deepest moves: depths 70 through 73 alone account for roughly 210 ETH.FaultDisputeGame.getRequiredBondis the source of truth for exact values. - Bonds are held in the game’s
DelayedWETHcontract and paid out only after the game resolves and is finalized, and after theDelayedWETHunlock delay passes. - Distribution mode: when a game closes it selects a
BondDistributionMode. A proper game (created by theDisputeGameFactory, not blacklisted, and not retired) distributes bonds normally: the bond of every successfully countered claim is paid to the countering party, and uncontested claims are refunded. An improper game enters refund mode and returns every bond to its original depositor.
Game statuses
TheGameStatus enum in Types.sol:
Next steps
- For the concepts behind these values, read the Fault proofs explainer and FP system components.
- For the honest actor that plays these games, see OP-Challenger.
- For the normative definitions, see the fault dispute game specs and the bond incentives specs.