I think I have a contender for something which evades the conditional-threat issue stated at the end, as well as obvious variants and strengthenings of it, and which would be threat-resistant in a dramatically stronger sense than ROSE.
There's still a lot of things to check about it that I haven't done yet. And I'm unsure how to generalize to the n-player case. And it still feels unpleasantly hacky, according to my mathematical taste.
But the task at least feels possible, now.
EDIT: it turns out it was still susceptible to the conditional-threat issue, but then I thought for a while and came up with a different contender that feels a lot less hacky, and that provably evades the conditional-threat issue. Still lots of work left to be done on it, though.
7: Did I forget some important question that someone will ask in the comments?
Yes!
Is there a way to deal with the issue of there being multiple ROSE points in some games? If Alice says "I think we should pick ROSE point A" and Bob says "I think we should pick ROSE point B", then you've still got a bargaining game left to resolve, right?
Anyways, this is an awesome post, thanks for writing it up!
My preferred way of resolving it is treating the process of "arguing over which equilibrium to move to" as a bargaining game, and just find a ROSE point from that bargaining game. If there's multiple ROSE points, well, fire up another round of bargaining. This repeated process should very rapidly have the disagreement points close in on the Pareto frontier, until everyone is just arguing over very tiny slices of utility.
This is imperfectly specified, though, because I'm not entirely sure what the disagreement points would be, because I'm not sure how the "don't let foes get more than what you think is fair" strategy generalizes to >2 players. Maaaybe disagreement-point-invariance comes in clutch here? If everyone agrees that an outcome as bad or worse than their least-preferred ROSE point would happen if they disagreed, then disagreement-point-invariance should come in to have everyone agree that it doesn't really matter exactly where that disagreement point is.
Or maybe there's some nice principled property that some equilibria have, which others don't, that lets us winnow down the field of equilibria somewhat. Maybe that could happen.
I'm still pretty unsure, but "iterate the bargaining process to argue over which equilibria to go to, you don't get an infinite regress because you rapidly home in on the Pareto frontier with each extra round you add" is my best bad idea for it.
EDIT: John Harsanyi had the same idea. He apparently had some example where there were multiple CoCo equilibria and his suggestion was that a second round of bargaining could be initiated over which equilibria to pick, but that in general, it'd be so hard to compute the n-person Pareto frontier for large n, that an equilibria might be stable because nobody can find a different equilibria nearby to aim for.
So this problem isn't unique to ROSE points in full generality (CoCo equilibria have the exact same issue), it's just that ROSE is the only one that produces multiple solutions for bargaining games, while CoCo only returns a single solution for bargaining games. (bargaining games are a subset of games in general)
I just stumbled upon the Independence of Pareto dominated alternatives criterion; does the ROSE value have this property? I'm pattern-matching it as related to disagreement-point invariance, but haven't thought about this at all.
Awesome work!
Misc. thoughts and questions as I go along:
1. Why is Continuity appealing/important again?
2. In the Destruction Game, does everyone get the ability to destroy arbitrary amounts of utility, or is how much utility they are able to destroy part of the setup of the game, such that you can have games where e.g. one player gets a powerful button and another player gets a weak one?
For 1, it's just intrinsically mathematically appealing (continuity is always really nice when you can get it), and also because of an intution that if your foe experiences a tiny preference perturbation, you should be able to use small conditional payments to replicate their original preferences/incentive structure and start negotiating with that, instead.
I should also note that nowhere in the visual proof of the ROSE value for the toy case, is continuity used. Continuity just happens to appear.
For 2, yes, it's part of game setup. The buttons are of whatever intensity you want (but they have to be intensity-capped somewhere for technical reasons regarding compactness). Looking at the setup, for each player pair i,j, is the cap for how much of j's utility that i can destroy. These can vary, as long as they're nonnegative and not infinite. From this, it's clear "Alice has a powerful button, Bob has a weak one" is one of the possibilities, that would just mean . There isn't an assumption that everyone has an equally powerful button, because then you could argue that everyone just has an equal strength threat and then it wouldn't be much of a threat-resistance desideratum, now would it? Heck, you can even give one player a powerful button and the other a zero-strength button that has no effect, that fits in the formalism.
So the theorem is actually saying "for all members of the family of destruction games with the button caps set wherever the heck you want, the payoffs are the same as the original game".
OK, thanks! Continuity does seem appealing to me but it seems negotiable; if you can find an even more threat-resistant bargaining solution (or an equally threat-resistant one that has some other nice property) I'd prefer it to this one even if it lacked continuity.
Suppose Bob is a baker who has made some bread. He can give the bread to Alice, or bin it.
By the ROSE value, Alice should pay $0.01 to Bob for the bread.
How is an honest baker supposed to make a profit like that?
But suppose, before the bread is baked, Bob phones Alice.
"Well the ingredients cost me $1" he says, "how much do you want the bread?"
If Alice knows pre baking that she will definitely want bread, she would commit to paying $1.01 for it, if she valued the bread at at least that much. If Alice has a 50% chance of wanting bread, she could pay $1.01 with certainty, or equivalently pay $2.02 in the cases where she did want the bread. The latter makes sense if Alice only pays in cash and will only drive into town if she does want the bread.
If Alice has some chance of really wanting bread, and some chance of only slightly wanting bread, it's even more complicated. The average bill across all worlds is $1.01, but each alternate version of Alice wants to pay less than that.