Currently I am very much into some computational work for a model which would progress from the previously studied model which led to the publication in the IGTR journal. I have no assistants right now and no NSF project grant is applicable at this time (late 2010); so I am limited to doing the calculations myself and attempting to check the formal accuracy of my work myself. The earlier model intrinsically involved 39 "demand" strategies (for three players for which we seek (or sought) to find a cooperative game equilibrium. (Note that players of a REPEATED game of "prisoners' dilemma" can have a good cooperative equilibrium (in an infinitely repeated game context) where each player has, strategically, a DEMAND that the other player should play in an approved cooperative fashion (thus a fashion not betraying either prisoner to the adverse judgement of the police and magistrates). The earlier model involved 39 strategic dimensions deriving from 13 demand strategy paramenters controllable by each player. The projected new model would first add three new strategies by allowing each player to operate, at the first level for votes of acceptance, with two demand numbers rather than just one. And thus a player at that stage would decide freely how much to "demand", in payoff expectation, from each of the other two players. (The prior model did not allow full choice freedom at this stage of the elective coalescence mechanism (leading to the effective cooperation).) Then 18 new strategic dimensions woulld be added by having, whenever a player would have the option of voting to accept the leadership (or "agency") of another player, of the potentially accepting player modulating his probability of acceptance by having a "demand" relating to the observed probability of action by the other party to accept conversely the leadership of the party making the "demand". And with the general move towards a more elaborated model to be studied (with the use of modern resources and technology for actual computations!) we have also the idea of setting up a game model with properly transferable utility. Thus when cooperative coalescence is imperfect and a coalition of just two players remains, unaccepted and unaccepting, then its leading player is given a strategic choice of how to divide the resources (determined by a "characteristic function") among himself/herself and the other player in that small coalition. This adds 6 strategies of the "utility allocation" type (of which type there were 24 in all in the earlier model). So the total number of strategic parameters will be 39 + 3 + 18 + 6 = 66 in all. The idea of refining the prior model by added the optional demands applying to the acceptance behavior of the counterparties being considered for acceptance was stimulated by the study that was attempted of Game 9 of a set of 10 experimental games. In this investigation it was found that when one tried to find a good theoretical equilibrium in Game 9 it was as if, in approximating game examples tending towards Game 9 (in their 2-player coalition strengths) that Player 3 was beginning to reduce his/her probability a presented coalition of players 1 and 2 to zero, or even to a negative number (although that would be impossible for an actual probability). With the modeling change the formed two player coalition of P1 and P2 would be able to DEMAND something relating to the acceptance behavior by P3 (as a condition regulating their probability of accepting P3 as a final leader. (It is not very easy to give here a fully elaborated explanation of all the relevant considerations.) (But study of a variant modeling will surely shed some light on the general question of the effectiveness of this sort of study for games where cooperation is expected.)