The negative (penalty) incentive mechanism was most interesting to me. As most of us know, Lightning's current incentive mechanism is negative, which most of us thinks sucks, incurs a bunch of overhead, and tends to lead to getting "slashed" for accidentally misbehaving.
Negative incentive mechanisms in practice appear relatively stateful and dependent on how you counter party receives your behavior.
Yeah, I think the thing which I don't like about negative incentives (even in lightning) is just the possibility of losing money even by accident or due to a bug. I'm pretty open to the idea of anyprevout/eltoo which makes a force close always go to the most recent state.
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