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The purpose of this work is to describe and analyse a typical clinical interaction
between a doctor and a patient, via Game Theory. The conceptual tools provided
by Game Theory can be used, in medical consultation, to analyse optimal deci-
sions and to highlight the dynamics of the doctor-patient interaction.
After a brief review of the basic concepts of Game Theory, the Prisoners’ Dilemma
game is applied to different situations in the medical consultation field. Later,
since every clinical encounter is fundamentally based on trust, the Prisoners’
Dilemma game is modified into a trust version of it (incorporating regret, guilt and
frustration) to make it relevant to describe a typical clinical interaction. There-
fore, it is employed to analyse the participation of a patient to a randomized
controlled trial.
Moreover, two simultaneous games by B. Djulbegovic are used to describe the
simplest clinical interaction: a doctor has to decide whether or not to prescribe a
treatment and a patient has to decide whether or not to accept it, in conditions of
diagnostic uncertainty. After a deep analysis of the models, two sequential games
are suggested, in order to describe a more realistic situation. The analysis shows
that the solutions of the games strictly depend on the probability of disease of
the patient, which is assessed and known by both the patient and the doctor. It
appears clear that the most reasonable model to describe an everyday interaction
between a patient and a doctor is a sequential game: the doctor chooses whether
or not to treat a patient and, later, in both circumstances, the patient chooses
whether or not to trust him.
I
Sommario
II
Contents
Introduction 1
2 A doctor-patient interaction 14
2.1 The Prisoners’ Dilemma in a doctor-patient encounter . . . . . . . 15
2.2 The trust version of the Prisoners’ Dilemma game . . . . . . . . . 19
III
4.2 Sequential games for healthcare decisions . . . . . . . . . . . . . . 61
4.2.1 Sequential game, model A: the patient demands treatment
but does not get it . . . . . . . . . . . . . . . . . . . . . . 63
4.2.2 Sequential game, model B: the patient demands treatment
and gets it . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3 Comments on the models . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.1 Simultaneous game - Model A . . . . . . . . . . . . . . . . 78
4.3.2 Simultaneous game - Model B . . . . . . . . . . . . . . . . 80
4.3.3 Sequential game - Model A . . . . . . . . . . . . . . . . . . 82
4.3.4 Sequential game - Model B . . . . . . . . . . . . . . . . . . 84
4.4 Data simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Conclusion 91
List of Figures 93
List of Tables 94
Bibliography 95
IV
Introduction
1
Introduction 2
is aware of the decision of the doctor. The analysis shows that the solutions of
the games strictly depend on the probability of disease of the patient, which is
assessed and known by both the patient and the doctor. In the simultaneous
games, the solution is a pure or mixed strategies for both the players, while in
the sequential games, the doctor’s optimal choice is a pure strategy, while for the
patient, it is a couple of pure strategies. The solution concept is what makes the
models essentially different.
From the analysis, it appears clear that the most reasonable model to describe
an everyday interaction between a patient and a doctor is a sequential game: the
doctor chooses whether or not to treat a patient and, later, the patient chooses
whether or not to trust him, in both circumstances.
Chapter 1
Game Theory is a branch of mathematics that deals with the study of models
of conflict and cooperation, between several decision-makers. The concepts of
Game Theory provide a language to formulate, analyse and understand strategic
scenarios. The object of the study is the game, which is a formal model of an
interactive situation with two or more players: thus, a game is a simplified, yet
efficient, representation of real life situations.
The formal definition of a game lays out the players, their preferences, their
knowledge about each other choices, the strategic actions available to them, and
how these influence the outcome.
In a game, each player has some alternatives to choose from and the combination
of choices of each player leads to a possible outcome of the game. Each player
has preferences on the outcomes and this is expressed by means of a pay-off (or
utility): the pay-off associated to a particular outcome is the payout a player
receives, by getting there.
A central assumption, in Game Theory, is that players are rational: a rational
player always chooses the action that gives him the outcome he most prefers,
given what he expects his opponents to do.
Thus, Game Theory is the study of taking optimal decisions in presence of multiple
players.
There are, roughly speaking, two categories of games: the cooperative games and
4
Chapter 1, Introduction to Game Theory 5
The first player and the second player have n (rows) and m (columns) possible
strategies, respectively. When the first player chooses the i -th row and the second
one chooses the j -th column, they produce the outcome assigning utility aij to
the first player and bij to the second one.
When a game is presented in normal form, it is presumed that each player acts
simultaneously or, at least, without knowing the actions of the other. If players
have some information about the choices of other players, the game is usually
Chapter 1, Introduction to Game Theory 6
I
p q
II II
r s t u
The game in Fig.1.1 consists of two players (I, II). Each node represents a point
of choice for one of the players and each branch out of the node represents an
available action for that player. The combination of players’ choices leads to all
the available outcomes of the game, whose pay-offs are specified at the bottom of
the tree.
A game in extensive form may be analysed directly, or can be converted into an
equivalent strategic form.
him to get strictly more, no matter which choice will make the other
players.
Then strategy Z is said to strictly dominate strategy X and a rational player will
never choose to play a dominated strategy. In some games, elimination of strictly
dominated strategies results in a unique rational outcome of the game.
A Nash equilibrium recommends a strategy to each player, which any player can-
not improve upon unilaterally: each player, taking for granted that the other one
will play what he is recommended to play, has no incentive to deviate from the
proposed strategy.
Since the other players are also rational, it is reasonable for each player to expect
his opponents to follow the recommendation as well.
Let BR1 (best response) be the following multifunction:
In order to maximize his utility, the first player, once he knows that the second
player plays a given strategy y, will choose a strategy x, belonging to
The same argument follows for the second player best response BR2 . Let BR be
such that
Thus, (x, y) is a Nash equilibrium for the game if and only if (x, y) ∈ BR(x, y).
Pure and mixed strategies A game in strategic form does not always have
a Nash equilibrium that allows each player to deterministically choose one of his
strategies (the players play pure strategies). Players may instead randomly select
from among these pure strategies with certain probabilities and, thus, play a mixed
strategy.
Definition 1.2. A mixed strategy is a probability distribution over the set of the
pure strategies.
A mixed strategy assigns a probability to each pure strategy and randomizes play-
ers’ choices. Thus, we need to consider expected pay-offs.
A Nash equilibrium in mixed strategy recommends a mixed strategy for each
player, where any players cannot gain on average, by unilateral deviation. More-
over, it always exists.
Theorem 1.3. If mixed strategies are allowed, then every game with a finite num-
ber of players, in which each player can choose from finitely many pure strategies,
has at least one Nash equilibrium.
While, in a game in strategic form, the players act simultaneously and do not
know others’ choices (there is not a temporal component), the extensive form of
a game allows to formalize also interactions where the players are informed about
the actions of others (sequential games).
A strategy is a complete algorithm for playing the game: it specifies player’s moves
Chapter 1, Introduction to Game Theory 9
for every possible situation throughout the game, even those not reached by the
actual play of the game because of a former choice specified by the strategies itself.
A game is called of complete information if the features of the players (strategies
and utility functions) are common knowledge.
Imperfect information games The extensive form can also describe games
with simultaneous moves. These games are called of imperfect information, since a
player does not know the decision of the others, once is called to decide. However
they know who the other players are, what their possible actions are and the
preferences of these other players (the information is complete). Thus, a player
knows to be in one of possible nodes, but not in which one. To represent it, a
dotted line connects these nodes and the set of nodes is called information set.
I
p q
II II
r s t u
Figure 1.2: Example: an extensive game with an information set for the second
player
A strategy specifies the choice of the player at each information set, labelled by
the name of the player (in games of perfect information, the information sets are
singletons).
Uncertainty Extensive games may include states where neither player makes a
choice: a random decision is made by a player (the chance) who has no strategic
interests in the outcome. For rationality, the players will evaluate their utility
functions in terms of expected values. This allows players having no uncertainty
about past moves and possible evolutions: the presence of the chance, once its
moves are observed by all the players, does not imply that the information is
imperfect. Rather, pay-offs will be evaluated using expected values.
Chapter 1, Introduction to Game Theory 11
• if one confesses and the other does not, the collaborator will be set free and
the other one will be sentenced to 7 years in jail
• if they both confessed, they both will be sentenced to 5 years in jail (reduced
Chapter 1, Introduction to Game Theory 12
• if no one confesses, they both will be sentenced to 1 year in jail (they are
guilty of a lesser crime)
C NC
C (5,5) (0,7)
NC (7,0) (1,1)
I
C NC
II II
C NC C NC
Eliminating all dominated strategies can solve this game: each prisoner analyses
his best strategy given the other prisoner’s possible strategies.
Specifically, if a player confesses, it is in the best interest of the other player to
confess too, in order to avoid the worst punishment (7 years). Otherwise if a
Chapter 1, Introduction to Game Theory 13
player decides not to confess, the other one, confessing, can be free.
It results that to confess is a dominant strategy for both players (it is better than
another one for a player, no matter how the opponent may play): this way, both
prisoners are sentenced to 5 years (C-C). This is the unique Nash equilibrium of
the game.
Clearly (NC-NC) would lead to a better outcome for both the players than (C-C)
(only 1 year in jail instead of 5) but it is not in equilibrium: this is because the
best replay to NC is to confess (a prisoner who discloses information, while the
other conceals it, is rewarded) and, by choosing NC, a prisoners exposes himself to
the worst possible outcome for himself. Because confessing offers a greater reward
than keeping silent, all rational self-interested prisoners would confess, and so the
only possible outcome for two purely rational prisoners is for both of them to
confess.
The interesting part of this result is that pursuing individual reward leads both
of the prisoners to confess, when they would get a better reward if they both
kept silent: the rational solution of the game does not lead to the best possible
outcome. The dilemma is that picking the best individual choice precludes the
group from achieving the best common outcome.
Chapter 2
A doctor-patient interaction
14
Chapter 2, A doctor-patient interaction 15
oner’s dilemma game, described in Section 1.2. In his famous formulation, it may
seem contrived, but there are in fact many examples in human interaction as well
as interactions in nature that have the same pay-off matrix. Actually, it can be
used as a model for many real situations involving cooperative behaviour and is
therefore of interest to the social sciences such as economics, politics, and sociol-
ogy, as well as to the biological sciences.
With some simplifications, medical consultations in primary care may have an
underlying structure corresponding to the Prisoners’ Dilemma game.
• (C,C) the doctor spends times giving advice, the patient follows the advice;
• (C,D) the doctor spends times giving advice, the patient does not follow the
advice;
• (D,C) the doctor prescribes briefly a treatment, the patient follows the ad-
Chapter 2, A doctor-patient interaction 16
vice;
• (D,D) the doctor prescribes briefly a treatment, the patient does not follow
the advice.
In this example, the best collective outcome is (C,C): the doctor acts in the
patient’s best interest and the patient follows his advice without taking up valuable
time of other doctors. But this is not a Nash equilibrium.
Individually, the patient prefers seeking a second opinion (D) to avoid possible
medical errors, therefore the doctor’s best option is to spend little time on the
patient (D). On the other hand, if the doctor chooses to deal with the patient
quickly (D), than the patient prefers not to follow the treatment and to get a
second opinion.
Therefore, the patient obtains antibiotics for his sore problem and the doctor can
move on to the next patient. Both the patient and the doctor, by choosing D,
avoid the worst possible outcome for themself, but their choices lead to (D,D),
which is a negative outcome in good quality care.
Opioids are synthetic narcotics that affect on the brain to decrease the sensation
of pain. They are typically used in medicine as analgesics (painkillers) with severe
restrictions on their use, as most of them are extremely addictive.
In the United States, in 2010, there were reported as many as 2.4 million opioid
Chapter 2, A doctor-patient interaction 17
abusers and it results that sixty percent of the abused opioids have been obtained
directly through a physician’s prescription. In many instances, doctors are fully
aware that their patients are abusing these medications or diverting them to oth-
ers for non-medical use, but they prescribe them anyway. Prisoners’ Dilemma
models this paradigmatic situation.
Until the 19th century, pain was considered a sign of physical vitality, important
to the healing process. Nowadays, as the availability of painkillers increases, re-
lieving pain and suffering seems to be what the doctors are trained and almost
obliged to do: society expects them to treat pain and it seems that the patients’
subjective experience of pain prevails other considerations.
Recently, the importance of the subjective experience of pain has increased by the
practice of assessing patient satisfaction after the medical attention: patients have
to fill out surveys about the care they received, which include specific questions
about how their physicians have behaved in regard of their pain. In some institu-
tions, physicians’ compensation may depend on patients’ satisfaction scores and
this score can affect even the physician’s reputation. Obviously, doctors achieve
great satisfaction and professional gratification in relieving patients’ pain.
Thus, doctors are pushed on treating pain. However, when a patient asks for
opioids to alleviate suffering, the doctor has to evaluate whether the patient is in
real pain or he is pretending to be, in order to avoid prescription to patients who
ask for opioids for non-medical uses (for example, illegal uses or addiction habits).
If the patient has real pain, the rational choice for the doctor is to treat him. If
he fakes pain and the doctor suspects it, prescribing opioids is inappropriate as
it would continue to feed addiction or illegal uses: the professionally right choice
would be to diagnose and treat addiction. Besides having disastrous consequences
for patient with addiction, prescribing opioids when there is no need represents
also squandering resources for the health system.
Nevertheless, doctors who refuse to prescribe opioids to patients who demand it,
Chapter 2, A doctor-patient interaction 18
are likely to get a poor satisfaction score from those patients (which eventually
means poor reimbursement and bad reputation for the doctor). Moreover, the
professionally right choice not to prescribe pain medication to those who are not
in pain will not improve doctors’ satisfaction score. Therefore, it seems that it is
in doctor’s best interest to treat the pain, may it be real or fake.
This particular situation can be described by the following game tree.
Doctor
Prescribe Do Not Prescribe
N N
Real Fake Real Fake
Specifically, in Figure 2.1 the first player is the doctor, who decides whether or
not to prescribe opioids, while at the nodes, labelled by N, Nature chooses: the
patient may be in real or fake pain.
The patient, asking for opioids, is assumed to be more satisfied if he gets opioids
rather than if does not get them, no matter what his state of health is.
Moreover, the pay-offs in figure refer to the doctor:
Doctor : S/R indicates that the doctor gets high satisfaction score and he is pro-
fessionally rewarded (he prescribed opioids to a patient in real pain), D
indicates that the doctor gets poor satisfaction score from the patient (he
did not prescribe opioids to a patient in real pain), S/NR indicates that
the doctor receives a high satisfaction score but he is not professionally re-
warded (he prescribed opioids to a patient faking pain), D/R indicates that
the doctor gets a poor satisfaction score but he is professionally rewarded
(he did not prescribe opioids to a patient faking pain).
Chapter 2, A doctor-patient interaction 19
cannot guarantee a priori that the therapy chosen for the patients will be effective
(in diagnostic uncertainty, he can make mistakes).
Therefore both patient and doctor may regret their choices: after making a de-
cisions under uncertainty, they can discover that another alternative would have
been better, for example, it happens when the doctor does not prescribe a treat-
ment to a patient needing it.
Moreover, the doctor feels guilty when he abuses patient’s trust, for example when
he gives unnecessary treatment to a patient who trusted him.
Eventually, both patients and doctors, can experience frustration when they are
not able to do something, because of other’s resistance. For example it occurs
when the patient refuses a treatment (frustration for the doctor) or when the
doctor refuses to prescribe a treatment to a patient that demands it (frustration
for the patient).
These concepts can be formalized in Game Theory models: regret, guilt and frus-
tration lead to smaller utilities and satisfaction for patients and doctors.
Chapter 3
The article When is it rational to participate in a clinical trial? A game theory ap-
proach incorporating trust, regret and guilt by Djulbegovic and Hozo [3], provides
a game theoretic analysis of a dilemma researchers and patients face, whether to
test new medical treatments on humans, through Randomized Controlled Trials.
Randomized Controlled Trials (RCTs) are the standard form of clinical trials: they
are scientific experiments, done in clinical research, to discover new treatments
and test standard ones. Specifically, they are used to test the efficacy of various
types of medical interventions, i.e. experimental treatments, standard treatments
or placebo: people, participating in a trial, are randomly allocated one or other of
the different treatments under study, and through human experimentations, they
generate data on safety and efficacy.
A patient can participate to a Randomized Controlled Trial only if the principle
of clinical equipoise is verified, that is to say that there is genuine uncertainty
about the preferred treatment. This principle provides the ethical basis for med-
ical research that involves assigning patients to different treatments.
RCTs have always raised ethical concerns whether a researcher risks putting clin-
ical research ahead of his patients’ best interests.
In clinical research that uses Randomized Controlled Trial, there is an interaction
21
Chapter 3, The participation of a patient to a RCT 22
between two agents, a patient and a clinical researcher, with common and con-
flicting interests. If a patient provides informed consent for their participation in
an RCT, he is not certain to receive treatment that is best for him personally, but
he prides himself in his contribution to clinical research. Obviously, he also hopes
to improve his own health conditions. Similarly, a clinical researcher is motivated
to help his own patient, through RCT, even if the main purpose of the RCT is to
potentially improve healthcare for the good of future patient.
Thus, the matter of patients’ participation to RCTs can be formulated as a Game
Theory game with two players that act strategically to advance their interests, in
conflict and cooperation situations.
In a model describing a RCT situation, trust has to be taken into account, since
every clinical encounter is based on it and specifically, trust is essential for the
participation of patients in experimental clinical trials.
A patient, by trusting the researcher and by participating to a RCT, accepts some
level of risk and vulnerability. Once enrolled in the trial, the patient may discover
that his trust has been abused (for the sake of research) and therefore, regret his
choice to participate. In the same way, the researcher may feel guilty because he
did not honour his patient’s trust.
Concepts of regret and guilt are formalized in Game Theory models, to under-
stand when it is rational to participate in a Randomized Controlled Trial, from
the point of view of patients and researchers. We will see that the analysis leads
to the same conclusions of the Prisoners’ Dilemma game.
Chapter 3, The participation of a patient to a RCT 23
e (U1 , V1 )
EXP
r (U2 , V2 )
1-e
1-r RCT
o ur s (U3 , V3 )
Hon
STD
Researcher 1-s (U4 , V4 )
Ab
use (U1 , V1 )
e
st
u
Tr
EXP
1-e (U2 − R(U3 − U2 ), V2 − G(V2 − U2 ))
Patient
N
o
(U3 , N A)
Tr
s
us
t
STD
1-s
(U4 − R(U1 − U4 ), N A)
Figure 3.1: A sequential game with perfect information to model a RCT clinical
research - Tree structure
Chapter 3, The participation of a patient to a RCT 24
Firstly, the patient decides whether or not to trust the researcher: if he trusts
him, he accepts to get the new, unproven, experimental treatment (EXP) within
the context of the trial, otherwise, if he does not trust the researcher he chooses to
directly get the standard treatment (STD). Once the patient trusts the researcher
and decides to participate in the RCT, the researcher has to decide whether to
offer the experimental treatment only within the context of the RCT (honour-
ing patient’s trust) or to offer it outside the trial (abusing trust). The last case
happens if the researcher believes that the new treatment is superior or if they
invested considerably effort in developing it.
Available strategies for the patient are Trust and No Trust, while, for the re-
searcher, they are Abuse and Honour.
At every possible outcome of the game, each player associates a pay-off, which
represents his preference on the outcome of the game. Patient and researcher’s
utilities are denoted by U and V, respectively.
Specifically:
If the patient chooses No Trust, he gets the standard treatment, directly: the
researcher is not called to decide, therefore his utility is not defined (NA).
It is assumed that the patient favours success over failure of a treatment and he
gets more satisfaction in the experimental success rather than in the standard
one, since, this way, he feels to contribute to clinical research on new treatments.
U1 ≥ U3 ≥ U2
U1 ≥ U3 ≥ U4
Chapter 3, The participation of a patient to a RCT 25
The researcher favours success over failure of a treatment, but does not prefer a
treatment success over the other: data on experimental treatment are significant,
even in case of unsuccessful testing. Thus, researcher’s pay-off, associated with
the failure of experimental treatment is greater than analogous patient’s.
V1 ≥ V2 V3 ≥ V4 V2 ≥ U2
P atient : U2 − R(U3 − U2 )
Researcher : V2 − G(V2 − U2 )
The patient:
2. regrets his choice to trust the researcher: his utility diminishes by a fraction
Chapter 3, The participation of a patient to a RCT 26
of the difference between the utility he gets and the utility he should have
achieved, a posteriori → R(U3 − U2 )
The researcher:
2. feels guilty: his utility diminishes by a fraction of the difference between his
and the patient’s utility corresponding with the same outcome (unsuccessful
experimental treatment), but obtained in the RCT scenario. → G(V2 − U2 )
3.2 Analysis
Success of experimental treatment, success of standard treatment and randomiza-
tion in RCT introduce uncertainty in the model. Once probability of randomiza-
tion is fixed, e and s will be the key parameters to determine optimal strategies.
In order to solve the game, the model is reduced by evaluating the utility functions
of the players in terms of expected utilities.
Specifically, the expected values of all possible scenarios are calculated, denoted
by P and R, for patient and researcher respectively: P1 and R1 are the expected
values of scenario Honour (they are randomization-weighted averages), P2 and R2
are the expected values of scenario Abuse, P3 and R3 are the expected values of
scenario No Trust.
P1 = r · [e · U1 + (1 − e)U2 ] + (1 − r) · [s · U3 + (1 − s) · U4 ]
R1 = r · [e · V1 + (1 − e) · V2 ] + (1 − r) · [s · V3 + (1 − s) · V4 ]
P2 = e · U1 + (1 − e) · U2 − (1 − e) · R · (U3 − U2 )
R2 = e · V1 + (1 − e) · V2 − (1 − e) · G · (V2 − U2 )
P3 = s · U3 + (1 − s) · U4 − (1 − s) · R · (U1 − U4 )
R3 = N A
Chapter 3, The participation of a patient to a RCT 27
Figure 3.2: A sequential game with perfect information to model a RCT clinical
research - Reduced tree structure
Solving the game means to determine patient’s and researcher’s optimal strategies.
Let p be a variable such as
(
1 if the researcher honours trust
p=
0 if the researcher abuses trust
Since it is a perfect information game, the method used to solve the game is
backward induction. This technique starts from the terminal nodes of the tree
structure and proceeds up to the root.
Researcher The unique terminal node is the one associated to the researcher:
his choice depends on which expected utility is greater, R1 or R2 .
Specifically, the researcher honours patient’s trust (p = 1) if R1 > R2 .
Let
EV [Exp] = e · V1 + (1 − e) · V2 EV [Std] = s · V3 + (1 − s) · V4
If EV [Exp] > EV [Std], i.e. the researcher prefers the experimental treatment over
the standard one, he will choose to honour patient’s trust if
(1 − e) · G · (V2 − U2 )
r >1−
EV [Exp] − EV [Std]
Otherwise, if EV [Exp] < EV [Std], the researcher will choose to honour patient’s
trust if
(1 − e) · G · (V2 − U2 )
r <1−
EV [Exp] − EV [Std]
Let
(1 − e) · G · (V2 − U2 )
r∗ = 1 −
EV [Exp] − EV [Std]
be the randomization probability, that makes the researcher indifferent between
choosing to honour or abuse trust.
Thus, the researcher’s best reply is
> r∗
p = 1 if r ∧ EV [Exp] > EV [Std]
< r∗
p = 0 if r ∧ EV [Exp] > EV [Std]
BRr =
p = 1 if r < r∗ ∧ EV [Exp] < EV [Std]
> r∗ ∧
p = 0 if r EV [Exp] < EV [Std]
The researcher’s best strategy is defined, once all parameters are fixed.
Patient To conclude the analysis, root node is analysed: the patient is called
to move. Since it is a game of perfect information, the patient knows what is the
researcher’s rational choice.
Let
EU [Exp] = e · U1 + (1 − e) · U2 EU [Std] = s · U3 + (1 − s) · U4
3.2.1 Data
U1 ≥ U3 ≥ U2 U1 ≥ U3 ≥ U4
V1 ≥ V2 V3 ≥ V4 V2 ≥ U2
Specifically,
Researcher Patient
V1 =95 U1 =90
V2 =54 U2 =16.3
V3 =70 U3 =84
V4 =44 U4 =16.9
G=0.2 R=0.2
Moreover, let r = 0.5: it is assumed equal probability of being assigned to the
standard or to the experimental procedure.
Using data, it results that
26 10
EV [Exp] − EV [Std] > 0 ⇔ e> s−
41 41
(1 − e) · G · (V2 − U2 ) 26 5.08
r > r∗ =: 1 − ⇔ e< s+
EV [Exp] − EV [Std] 56.08 56.08
Chapter 3, The participation of a patient to a RCT 31
Thus, all the results are rewritten, highlighting the dependence on e and s. Figures
are used to display the results of the patient’s and the researcher’s best strategy
over all possible values of the success of experimental and standard treatment.
1.0
0.8
0.6
0.2
0.0
0.0 0.2 0.4 0.6 0.8 1.0
s
e
- ratio s
is close to 0.5: the probability of success of the standard treatment
is, at least, twice the probability of success of the experimental treatment.
For all other combination of e and s, the researcher abuses the patient’s trust
(p=0 ) and gives him the new experimental treatment outside the trial.
Specifically, it happens if:
- both probabilities are large (the higher the probability that the experimental
treatment will be successful, the more incentive the researcher has to abuse
the patient’s trust);
the researcher honours trust (p = 1) and enrols the patient in the RCT.
Thus, the patient trusts the researcher (τ = 1) if P1 > P3 .
96.34 28.64
e> s−
73.3 73.7
1.0
0.8
0.6
Τ=1, Trust
Τ=0, No Trust
0.4
0.2
0.0
0.0 0.2 0.4 0.6 0.8 1.0
Under the conditions that make Honour the researcher’s best choice, the
patient chooses to trust the researcher if both the probabilities of success of
the treatments, e and s, are close to zero. Otherwise, for high values of the
probability of success associated with the standard treatment, the patient’s
best choice is No Trust: he gets directly the standard treatment.
26 5.08 26 10
e> s+ ∧ e> s− (b)
56.08 56.08 41 41
Chapter 3, The participation of a patient to a RCT 34
1.0
0.8
0.6
Τ=1, Trust
Τ=0, No Trust
0.4
0.2
0.0
0.0 0.2 0.4 0.6 0.8 1.0
Under the conditions r < r∗ ∧ EV [Exp] > EV [Std], that make Abuse the
researcher’s best choice, the patient chooses to trust the researcher and to
volunteer participation in the trial if the probability of success associated
with the experimental treatment is larger than the one associated with the
standard treatment.
81.72 0.48
e> s−
87.24 87.24
81.72 0.48 26 10
However, e > 87.24
s − 87.24
and e < 41
s − 41
are incompatible, therefore
this is an empty region: it is not possible that, under the conditions that
the researcher prefers the standard treatment over the experimental one
(EV [Exp] < EV [Std]), the patient’s optimal choice is Trust.
Under these conditions, the patient chooses No Trust always.
1.0
0.8
0.6
Τ=0, No Trust
0.4
0.2
0.0
0.0 0.2 0.4 0.6 0.8 1.0
26 5.08
4. if e = 56.08
s + 56.08
, the researcher is indifferent between choosing Honour
or Abuse. In this situation, backward induction does not provide a unique
outcome of the game.
Chapter 3, The participation of a patient to a RCT 36
Once the players’ utilities, trust variables and the randomization probability are
fixed, players’ best strategies depend on the probabilities of success e and s.
The final situation is depicted in the following figure, which displays the results
of the patient’s and the researcher’s best strategy over all possible values of the
success of experimental and standard treatment.
1.0
0.8
0.6
Τ=1, p=0
Τ=0, p=0
Τ=1, p=1
0.4 Τ=0, p=1
0.2
0.0
0.0 0.2 0.4 0.6 0.8 1.0
Figure 3.7: Players’ best strategies, function of e and s. The dot shows the most
likely values of e and s
The best possible outcome would be for the patient to trust the researcher and
for the researcher to honour trust (τ = 1 and p = 1, yellow field in figure): it is
favourable both for the researcher to have people enrolling to clinical trial and for
the patient to be able to trust his own doctor.
It happens for values of e and s close to zero: the researcher honours the patient’s
trust if both treatments have little probability to be successful.
From RCTs performed over 50 years in the field of cancer, the most likely values
of the probability of success e and s are assessed to be (e, s) = (0.41, 0.59).
As shown, the most likely situation is such that neither the patient trusts the
researcher, nor the researcher honours trust (τ = 0 and p = 0, the dot in the
Chapter 3, The participation of a patient to a RCT 37
purple field in figure). Thus, under randomization of 50%, the most rational
strategy for the player is not to cooperate, which is a negative and very socially
inefficient outcome.
This situation describes a Prisoners’ Dilemma: the players’ optimal strategies are
Abuse and No Trust.
The results of this model may explain the low rate of patients enrolling to clinical
trials, because they believe the researcher will not honour their trust. Therefore,
the model highlights the necessity to find a way to induce an optimal behaviour
of the researcher, in order to lower abuses and increase participation to clinical
trials.
Chapter 4
38
Chapter 4, Game Theory models for healthcare decisions 39
been provided by already existing studies [4], while sequential ones are new mod-
els. The choice of modifying models aims to create a more realistic game for
everyday clinical encounters.
Since every clinical interaction is fundamentally based on trust, concepts of regret,
guilt and frustration have to be integrated in Game Theory models.
In the specific situation when the doctor does not recommend the treatment and
the patient does not trust him (he disagrees with the doctor’s decision not to
recommend the treatment), the patient himself can ask for the treatment.
It leads to two slightly different models:
Model A : the patient asks for the treatment and he does not get it
Firstly, we consider model A: the patient asks for the treatment that the doctor
does not recommend and he does not get it.
Since it s a simultaneous game, its extensive form has an information set for the
patient (dashed line in the tree structure): the first player is the doctor and the
second player, the patient, when called to decide knows to be in one of the two
nodes of the information set, but not in which one.
+
D (V1 , U1 )
s t
Tru D− (V2 − G(U4 − V2 ) − Rd (V4 − V2 ), U2 − Rp (U4 − U2 ))
Patient
+
R No D (V3 − Fd (V1 − V3 ), U3 − Rp (U1 − U3 ))
Tru
s t
D− (V4 , U4 )
Doctor
+
D (V3 − G(U1 − V3 ) − Rd (V1 − V3 ), U3 − Rp (U1 − U3 ))
No st
R Tru D− (V4 , U4 )
Patient
+
No D (V3 − G(U1 − V3 ) − Rd (V1 − V3 ), U3 − (Rp + Fp )(U1 − U3 ))
(De Trus
man t (V4 , U4 − Fp (U4 − U2 ))
dR D−
)
V1 , U1 are the pay-offs associated with the prescription of the treatment in presence
of the disease
V2 , U2 are the pay-offs associated with the prescription of the treatment in absence
of the disease
It is assumed that the doctor gets more satisfaction in treating a patient with
disease (V1 ) than in non-treating a patient without disease (V4 ): action is valued
better than no action and the patient expects the doctor to do something. The
administration of no treatment to a patient without disease (V4 ) is valued more
than the unnecessary administration of the treatment to someone without disease
(V2 ). The worst outcome, however, is associated with failing to administer treat-
ment to a patient with disease (V3 ). Similarly, patient’s outcomes are ordered in
the same way.
0 ≤ V3 < V2 < V4 < V1
The patient’s utility of receiving the treatment in presence of disease (U1 ) is greater
than the doctor’s utility when he does not recommend the treatment to a patient
with disease (V3 ).
V3 ≤ U1
The patient’s utility of non-receiving the treatment when there is not disease (U4 )
is greater than the doctor’s utility when he recommends a treatment to a patient
without disease (V2 ).
V2 ≤ U4
This game models a clinical encounter and, since every doctor-patient interaction
is fundamentally based on trust, concepts of regret, guilt and frustration have been
integrated in the model: they all lead to smaller utilities and satisfaction for the
players.
+
D (V1 , U1 )
st
Tru D− (V2 − G(U4 − V2 ) − Rd (V4 − V2 ), U2 − Rp (U4 − U2 ))
Patient
+
R No D (V3 − Fd (V1 − V3 ), U3 − Rp (U1 − U3 ))
Tru
s t
D− (V4 , U4 )
Doctor
+
D (V3 − G(U1 − V3 ) − Rd (V1 − V3 ), U3 − Rp (U1 − U3 ))
No s t
R Tru D− (V4 , U4 )
Patient
+
No D (V3 − G(U1 − V3 ) − Rd (V1 − V3 ), U3 − (Rp + Fp )(U1 − U3 ))
(De Trus
man t (V4 , U4 − Fp (U4 − U2 ))
dR D−
)
Figure 4.2: Simultaneous Model A tree structure, highlighting regret, guilt and
frustration
When a player regrets his decision because he realizes that another course of action
would have been preferable, he has a loss of potential utility: R is defined as a
fraction of the difference between the utility of the taken action and the utility of
the best action he should have taken, a posteriori. For the sake of simplicity, R
Chapter 4, Game Theory models for healthcare decisions 43
is the same in all possible scenarios, but it may differ from doctor (Rd ) to patient
(Rp ).
Doctor may feel guilty when he abuses the patient’s trust: he fails to evaluate the
health condition and makes a mistake in the therapeutic decision. G diminishes
the doctor utility by a fraction of the difference between his and the patient’s
utility.
Eventually, frustration occurs when a player cannot do something because of the
resistance of the other player. Similarly to regret, F is defined as a fraction of the
difference between the utility of the taken action and the utility of the best action
he should have taken, a posteriori.
For example, we consider the path No R - No Trust - D+ in Fig. 4.2: in presence
of the disease, the doctor does not recommend the treatment to a patient, who
asks for it, without getting it.
The doctor:
2. feels guilty: his utility diminishes by a fraction of the utility that the patient
could have achieved and his utility → G(U1 − V3 )
3. regrets his decision (he should have chosen R): his utility diminishes by a
fraction of the difference between the utility he should have achieved and
the utility he gets → Rd (V1 − V3 )
The patient:
2. regrets his (forced) choice not to get the treatment: his utility diminishes
by a fraction of the difference between the utility he should have achieved
and the utility he gets → Rp (U1 − U3 )
3. is frustrated because the doctor refused to give him the demanded treatment:
his utility diminishes by a fraction of the difference between the utility he
should have achieved and the utility he gets → Fp (U1 − U3 )
The reduced model In order to solve the game, the model needs to be reduced.
The presence or absence of the disease (D+ or D− ) is a random event, which
introduces uncertainty in the model.
Let X be a random variable such as
(
1 if the disease is present (D+ )
X=
0 if the disease is absent (D− )
Let p be the probability, assessed by the doctor and known by the patient, that
the disease is present, P (X = 1) = p, and let 1 − p be the probability that the
disease is absent, P (X = 0) = 1 − p.
Thus, X is a random variable with Bernoulli distribution
X ∼ B(p)
which takes the value 1 with probability of disease p and the value 0 with proba-
bility 1 − p.
Let u(·) be the utility function, such that u(X = 1) is the player’s utility when
the disease is present and u(X = 0) the player’s utility when the disease is absent.
Thus, u(X) is a random variable with Bernoulli distribution
u(X) ∼ B(p)
terms of expected utilities. More specifically, the expected value of the random
variable u(X) is calculated as the probability-weighted average of all possible
values u(X) assumes.
X
E[u(X)] = P (X = i) · u(i) = p · u(1) + (1 − p) · u(0)
i
s t (D11 , P11 )
Tru
Patient
R No
Tru (D21 , P21 )
s t
Doctor
No s t (D12 , P12 )
R Tru
Patient
No
(De Trus (D22 , P22 )
man t
dR
)
Using the expressions of the pay-offs, it results that the expected pay-offs, denoted
by D and P for the doctor and the patient, respectively, are the following:
All the expected utilities depends on the parameter p, the probability of disease.
For example, D11 is the doctor’s utility when he recommends the treatment (R)
and the patient trusts him (Trust) and P12 is the patient’s utility when he agrees
(Trust) with the doctor’s decision not to prescribe the treatment (No R).
It is evident that D12 = D22 and P21 = P12 : when the doctor does not prescribe
the treatment, his utility does not depend on the patient’s choice (in any case
the patient does not get the treatment) and the patient’s utility, when he does
not get the treatment, does not depend on how he gets at this outcome (because
he refuses the recommended treatment or because he agrees with the doctor’s
decision not to prescribe the treatment).
Since this is a simultaneous game, it is useful to represent it into its strategic
form, by a 2x2 pay-offs bimatrix: the rows are doctor’s strategies (R, No R) and
the columns are patient’s strategies (Trust, No Trust).
Trust No Trust
R (D11 , P11 ) (D21 , P21 )
No R (D12 , P12 ) (D22 , P22 )
Analysis Solving this game means to determine doctor and patient’s optimal
and rational strategies. Since all the expected utilities depends on p, also the
solution of the game will be a function of p.
First of all, it is interesting to determine under which circumstances a player has
a strictly dominant strategy, a strategy which is superior to all other strategies
regardless of what the other player does. Since there are two possible strategies,
usually, elimination of strictly dominated strategies results in a unique rational
outcome of the game: each player plays an optimal pure strategy, which define a
player’s choice at each information set. A dominant strategy equilibrium is a pure
strategy Nash equilibrium.
Otherwise, if conditions for pure strategies equilibria are not met, the best strategy
Chapter 4, Game Theory models for healthcare decisions 47
Table 4.2: Strategic form - Model A, highlighting the utilities that are compared
in the analysis
Firstly, it is useful to compare the following utilities, since the existence of domi-
nated strategies depends on their signs.
p Bd U4 − V2 p U1 − V3
D11 − D12 ∝ − (1 + Rd ) 1 − +G −
1 − p Hd Hd 1 − p Hd
D22 − D21 ∝ − [(Rd − Fd )Bd + G(U1 − V3 )]
p Bp
P11 − P21 ∝ − 1 −
1 − p Hp
P22 − P12 < 0 always
D22 − D21 is fixed (positive negative or null), once players’ variables are fixed. On
the contrary, the sign of D11 − D12 and P11 − P21 depend on p.
1D. If D11 > D12 and D21 > D22 , R is a dominant strategy (optimal pure
strategy) for the doctor, therefore the patient’s best reply is
(
Trust if P11 > P21
BRII (R) =
No Trust if P11 < P21
2D. If D11 < D12 and D21 < D22 , No R is a dominant strategy (optimal pure
strategy) for the doctor, therefore patient’s best reply is
Since the sign of D21 − D22 is fixed, these conditions are mutually exclusive.
Thus, the doctor has a strictly dominant strategy when
D11 − D12
<0
D22 − D21
1P. If P11 > P21 and P12 > P22 , Trust is a dominant strategy (optimal pure
strategy) for the patient, therefore the doctor’s best reply is
(
R if D11 > D12
BRI (T rust) =
No R if D11 < D12
2P. No Trust cannot be a dominant strategy, since P12 < P22 always.
P11 − P21
<0
P22 − P12
Solving for mixed strategies If conditions for pure strategies equilibria are
not met, the best strategy is a mixed strategy, a probability distribution over the
set of pure strategies. It occurs, for both players, when
Suppose the doctor recommends the treatment x per cent of time and does not
recommend it 1 − x per cent of time and the patient trusts the doctor y per cent
of time and does not trust him 1 − y per cent of time.
Thus, they both play a mixed strategy, (x, 1 − x) for the doctor and (y, 1 − y) for
the patient.
y 1−y
Trust No Trust
x R (D11 , P11 ) (D21 , P21 )
1−x No R (D12 , P12 ) (D22 , P22 )
We put ourselves in the position of one of the players and for any choice the
other player can make, we calculate the best response, which is the choice that
maximizes the pay-off.
Patient From the point of view of the patient, his expected pay-off is
When
P11 − P21
>0
P22 − P12
the only possible situation is that P11 − P21 < 0, since P22 − P12 < 0 always. It
results that P11 − P21 + P22 − P12 < 0. Therefore, in order to study patient’s BR,
it is necessary to study the sign of the coefficient (∗∗) of y, since it depends on x.
1
(∗∗) > 0 ⇔ x< P11 −P21
1+ P22 −P12
P11 −P21
Since P22 −P12
> 0, it results that x is a probability, 0 < x < 1.
Thus, 1
y = 1 if x < P −P
1+ P11 −P21
BRII (x) = 22
1
12
y = 0 if x > P −P
1+ P11 −P21
22 12
y = 1 means that the patient trusts the doctor, otherwise y = 0 means that he
does not trust.
Doctor When both the players play a mixed strategy, the expected pay-off for
the doctor is
In order to study doctor’s BR, we need to study the sign of the coefficient (∗) of
x, since it depends on y.
If D11 − D12 > 0 and D22 − D21 > 0,
1
(∗) > 0 ⇔ y> D11 −D12
1+ D22 −D21
D11 −D12
Since D22 −D21
> 0, it results that y is a probability, 0 < y < 1.
Thus, 1
x = 1 if y > D −D
1+ D11 −D12
BRI (y) = 22
1
21
x = 0 if y < D −D
1+ D11 −D12
22 21
Chapter 4, Game Theory models for healthcare decisions 51
x = 1 means that the doctor chooses the strategy R and x = 0 means that he
chooses No R.
Patient, y
1 (x, y)
D −D
1+ D11 −D12
22 21
(0,0) Doctor, x
1
P −P
1
1+ P11 −P21
22 12
Figure 4.4: BR curves, D11 − D12 > 0 and D22 − D21 > 0
The plot in Fig.4.4 shows the best response curves. Specifically, the curve in blue
1
shows that the patient chooses Trust if x < P −P and he chooses No Trust
1+ P11 −P21
22 12
1
otherwise. If x = P −P , the patient is indifferent, hence he chooses any y
1+ P11 −P21
22 12
between 0 and 1.
1
The curve in red shows that the doctor chooses R if y > D −D and he chooses
1+ D11 −D12
22 21
1
No R otherwise. If y = D −D , the doctor is indifferent, hence he chooses any x
1+ D11 −D12
22 21
between 0 and 1. The intersection (x, y) of the two curves is a Nash equilibrium:
each player cannot obtain greater benefits from changing actions, assuming other
players remain constant in their strategies.
If D11 − D12 < 0 and D22 − D21 < 0,
1
(∗) > 0 ⇔ y< D11 −D12
1+ D22 −D21
Thus, 1
x = 1 if y < D −D
1+ D11 −D12
BRI (y) = 22
1
21
x = 0 if y > D −D
1+ D11 −D12
22 21
Chapter 4, Game Theory models for healthcare decisions 52
x = 1 means that the doctor chooses the strategy R and x = 0 means that he
chooses No R.
D11 −D12
Since D22 −D21
> 0, it results that y is a probability, 0 < y < 1.
Patient,y
1 (x, y)
D −D
1+ D11 −D12
22 21
(0,0) Doctor,x
1
P −P
1
1+ P11 −P21
22 12
Figure 4.5: BR curves, D11 − D12 < 0 and D22 − D21 < 0
The plot in Fig.4.5 shows the best response curves. This time, the intersections
indicate that there are three Nash Equilibria: (x, y), (1,0) and (0,1).
For example, the pure strategy equilibrium (1,0) means that R is a best response
of No Trust, and No Trust is the best response of R: under the conditions
P11 − P21 < 0, P22 − P12 < 0, D11 − D12 < 0, D22 − D21 < 0
if the doctor recommends the treatment, the patient does not trust him and if
the patient does not trust the doctor, his best response is to recommend the
treatment. Similarly, (0,1) is another pure strategy equilibrium.
Thus, when
D11 − D12 P11 − P21
>0 , >0
D22 − D21 P22 − P12
(x, y) is always a mixed strategy Nash equilibrium and, under certain condition
(0,1) and (1,0) are two pure strategy Nash equilibria.
Chapter 4, Game Theory models for healthcare decisions 53
1. If D11 − D12 > 0 and D22 − D21 < 0, R (to recommend the treatment)
is a dominant strategy for the doctor. The patient chooses to trust him if
P11 − P21 > 0, otherwise he chooses no to trust.
2. If D11 −D12 < 0 and D22 −D21 > 0, No R (not to recommend the treatment)
is a dominant strategy for the doctor. The patient always chooses to trust,
since P22 < P12 for all p: when the doctor does not recommend the treatment
it is rational for the patient to accept it.
3. If P11 − P21 > 0, Trust is a dominant strategy for the patient. The doctor
should decide depending on the sign of D11 − D12 : he chooses to recommend
the treatment if D11 − D12 > 0 and not to recommend it, otherwise.
P11 −P21
4. If P22 −P12
> 0, D11 − D12 > 0 and D22 − D21 > 0, both players play a mixed
strategy: the rational choice for the patient is to choose Trust y per cent of
time and No Trust 1-y per cent of time, and the rational strategy for the
doctor is to choose R x per cent of time and No R 1-x per cent of time,
where !
1 1
(x, y) = P11 −P21
, D11 −D12
1+ P22 −P12
1+ D22 −D21
P11 −P21
5. If P22 −P12
> 0, D11 − D12 < 0 and D22 − D21 < 0, there are three Nash
equilibria: (1,0), (0,1) and (x, y) where
!
1 1
(x, y) = P11 −P21
, D11 −D12
1+ P22 −P12
1+ D22 −D21
It is interesting to underline that, since D22 − D21 does not depends on the prob-
ability of disease p, when D22 − D21 > 0, No R cannot be a dominant strategy,
for all p and when D22 − D21 < 0, R cannot be a dominant strategy, for all p.
Chapter 4, Game Theory models for healthcare decisions 54
Now, we consider model B: the patient asks for the treatment that the doctor
does not recommend and he gets it.
It is a simultaneous game of complete and imperfect information.
s t (D11 , P11 )
Tru
Patient
R No
Tru (D21 , P21 )
s t
Doctor
No s t (D12 , P12 )
R Tru
Patient
No
T
(Ge rust (D22 , P22 )
tR
)
Parameters such as players’ utilities and emotion variables (regret, guilt and frus-
tration) are the same as in model A. The only difference lies in the pay-offs of the
path No R - No Trust, specifically, in different expressions of D22 and P22 .
In details, P22 = P11 and D22 = D11 . This is obvious, since the patient gets
the treatment even when the doctor does not recommend it, so both the utilities
are the same as the ones achieved through the path R - Trust, where the doctor
himself recommends the treatment.
+
I II D (V1 , U1 )
No R No Trust D− (V2 − G · (U4 − V2 ) − Rd · (V4 − V2 ), U2 − Rp · (U4 − U2 ))
(Get R)
Analysis In order to solve the game, we follow the same approach used in the
analysis of model A. Therefore, the game is described into its strategic form.
Trust No Trust
R (D11 , P11 ) (D21 , P21 )
No R (D12 , P12 ) (D22 , P22 )
1D. If D11 > D12 and D21 > D22 , R is a dominant strategy (optimal pure
strategy) for the doctor, therefore the patient’s best reply is
(
Trust if P11 > P21
BRII (R) =
No Trust if P11 < P21
If P11 = P21 , the patient is indifferent between choosing Trust or No Trust.
2D. If D11 < D12 and D21 < D22 , No R is a dominant strategy (optimal pure
strategy) for the doctor, therefore patient’s best reply is
(
Trust if P12 > P22
BRII (N oR) =
No Trust if P12 < P22
Chapter 4, Game Theory models for healthcare decisions 56
D11 − D12
<0
D22 − D21
Since P11 − P12 = P22 − P21 , there are not dominated strategies (optimal pure
P11 −P12
strategies) for the patient and P22 −P21
= 1.
Solving for mixed strategies If conditions for pure strategies equilibria are
not met, the best strategy is a mixed strategy, a probability distribution over the
set of pure strategies. It occurs, for both players, when
D11 − D12
>0
D22 − D21
P11 −P12
since P22 −P21
= 1 > 0 always.
Suppose the doctor recommends the treatment x per cent of time and does not
recommend it 1 − x per cent of time and the patient trusts the doctor y per cent
of time and does not trust him 1 − y per cent of time.
Thus, both players play a mixed strategy, (x, 1 − x) for the doctor and (y, 1 − y)
for the patient.
y 1−y
Trust No Trust
x R (D11 , P11 ) (D21 , P21 )
1−x No R (D12 , P12 ) (D22 , P22 )
Patient From the point of view of the patient, his expected pay-off is
Therefore, in order to study patient’s BR, it is necessary to study the sign of the
coefficient (∗∗) of y, since it depends on x.
If P11 − P21 = P22 − P12 > 0,
1
(∗∗) > 0 ⇔ x> P11 −P21
1+ P22 −P12
P11 −P21
Since P22 −P12
= 1, it results that
(
1
y = 1 if x > 2
BRII (x) = 1
y = 0 if x < 2
y = 1 means that the patient trusts the doctor, otherwise y = 0 means that he
does not trust.
If P11 − P21 = P22 − P12 < 0,
1
(∗∗) > 0 ⇔ x< P11 −P21
1+ P22 −P12
P11 −P21
Since P22 −P12
= 1, it results that
(
1
y = 1 if x < 2
BRII (x) = 1
y = 0 if x > 2
y = 1 means that the patient trusts the doctor, otherwise y = 0 means that he
does not trust.
Doctor When both players play a mixed strategy, the expected pay-off for the
doctor is
In order to study doctor’s BR, it is necessary to study the sign of the coefficient
(∗) of x, since it depends on y. If D11 − D12 > 0 and D22 − D21 > 0
1
(∗) > 0 ⇔ y> D11 −D12
1+ D22 −D21
Chapter 4, Game Theory models for healthcare decisions 58
It results that 1
x = 1 if y > D −D
1+ D11 −D12
BRI (y) = 22
1
21
x = 0 if y < D −D
1+ D11 −D12
22 21
x = 1 means that the doctor chooses the strategy R, x = 0 means that he chooses
No R.
If D11 − D12 < 0 and D22 − D21 < 0
1
(∗) > 0 ⇔ y< D11 −D12
1+ D22 −D21
It results that 1
x = 1 if y < D −D
1+ D11 −D12
BRI (y) = 22
1
21
x = 0 if y > D −D
1+ D11 −D12
22 21
x = 1 means that the doctor chooses the strategy R, x = 0 means that he chooses
No R.
y y
1 1
1 (x, y) 1 (x, y)
D −D D −D
1+ D11 −D12 1+ D11 −D12
22 21 22 21
(0,0) x (0,0) x
1 1 1 1
2 2
(a) (b)
Figure 4.7: BR curves: (a) P11 − P21 = P22 − P12 > 0, D11 − D12 < 0,
D22 − D21 < 0; (b) P11 − P21 = P22 − P12 < 0, D11 − D12 > 0, D22 − D21 > 0
(a) P11 − P21 = P22 − P12 > 0, D11 − D12 < 0, D22 − D21 < 0;
(b) P11 − P21 = P22 − P12 < 0, D11 − D12 > 0, D22 − D21 > 0.
Chapter 4, Game Theory models for healthcare decisions 59
Under these conditions, there is only one intersection. The Nash equilibrium is
!
1 1
(x, y) = , D11 −D12
2 1 + D22 −D21
y y
1 1
1 (x, y) 1 (x, y)
D −D D −D
1+ D11 −D12 1+ D11 −D12
22 21 22 21
(0,0) x (0,0) x
1 1 1 1
2 2
(c) (d)
Figure 4.8: BR curves: (c) P11 − P21 = P22 − P12 > 0, D11 − D12 > 0,
D22 − D21 > 0; (d) P11 − P21 = P22 − P12 < 0, D11 − D12 < 0, D22 − D21 < 0
Otherwise, when
(c) P11 − P21 = P22 − P12 > 0, D11 − D12 > 0, D22 − D21 > 0;
(d) P11 − P21 = P22 − P12 < 0, D11 − D12 < 0, D22 − D21 < 0.
as shown in Fig.4.8, there are three intersection, hence three Nash equilibria:
(0,0), (1,1), (x, y) and (0,1), (1,0), (x, y) in (c) and (d), respectively, where
!
1 1
(x, y) = , 11 −D12
2 1+ D D22 −D21
Thus, when
D11 − D12
>0
D22 − D21
(x, y) is always a Nash equilibrium. It means that the best behaviour for the
doctor is to choose half the time one strategy and half the time the other one: the
doctor’s decision does not depend on the probability of disease p.
Chapter 4, Game Theory models for healthcare decisions 60
1. If D11 − D12 > 0 and D22 − D21 < 0, R (to recommend the treatment) is
a dominant strategy for the doctor. On the other hand, if D11 − D21 < 0
and D22 − D12 > 0, the dominant strategy is No R (not to recommend
the treatment) Patient’ s choice depends on the sign of P11 − P21 , since
P11 − P21 = P22 − P12 .
If P11 − P21 > 0, no matter what the doctor does, the patient gets the treat-
ment (path R-Trust, No R-No Trust). On the contrary, if P11 − P21 < 0, no
matter what the doctor does, the patient does not get it (path R-No Trust,
No R-Trust).
2. If P11 − P21 = P22 − P12 > 0, D11 − D12 < 0, D22 − D21 < 0 or P11 − P21 =
P22 − P12 < 0, D11 − D12 > 0, D22 − D21 > 0, both players play a mixed
strategy: the rational choice for the patient is to choose Trust y per cent of
time and No Trust 1-y per cent of time, and the rational strategy for the
doctor is to choose R x per cent of time and No R 1-x per cent of time,
where !
1 1
(x, y) = , D11 −D12
2 1 + D22 −D21
3. If P11 − P21 = P22 − P12 > 0, D11 − D12 > 0, D22 − D21 > 0 or P11 − P21 =
P22 − P12 < 0, D11 − D12 < 0, D22 − D21 < 0, there are three Nash equilibria.
It results that in the Nash equilibrium (x, y), x is fixed, while y depends on the
parameters of the model and on the probability of disease p.
Chapter 4, Game Theory models for healthcare decisions 61
while, for the patient, they are Trust - Trust, Trust - No Trust, No Trust -
Trust, No Trust - No Trust: they specifies the action in all possible circum-
stances, if the doctor chooses R or No R, respectively. The patient’s strategies
consider even situations (nodes) which are not reached by the actual play of the
game.
In the specific situation when the doctor does not recommend the treatment and
the patient does not trust him (he disagrees with the doctor’s decision not to
recommend the treatment), the patient can ask for the treatment.
It leads to two slightly different models:
Model A : the patient asks for the treatment and he does not get it
Since the presence of the disease is a random event, which introduces uncertainty
in the model, the utility function of the players are evaluated in terms of expected
utilities. The expected values are the same as the ones in the simultaneous games.
D
N
o
R
P P
No
No
t
t
s
s
Tru
Tru
Tru
Tru
s
s
t
The method used to understand how rational players will play, in games of perfect
information, is backward induction.
Chapter 4, Game Theory models for healthcare decisions 63
Firstly, we consider model A: the patient asks for the treatment that the doctor
does not recommend and he does not get it. Backward induction is applied to
solve the game.
All terminal nodes are associated to the patient (labelled II in Fig.4.10), therefore,
the analysis of the tree starts from patient’s decision nodes, A and B respectively
in Fig.4.10.
t (D11 , P11 )
A Trus
II
R No T
rust (D21 , P21 )
I
No t (D12 , P12 )
R Trus
II
B No
(Dem Trust (D22 , P22 )
and
R)
Figure 4.10: Reduced sequential Model A tree structure, highlighting the pa-
tient’s decision nodes
The patient’s decision to trust or not to trust the doctor, recommending the
treatment, depends on the assessed probability of disease p and on how the patient
quantifies risk and benefit of the treatment.
Specifically, p∗ = 1
B is a probability threshold: once the doctor recommends
1+ Hp
p
the treatment, if the probability of disease exceeds the threshold, the preferable
course of action is to trust the doctor (recommending the treatment), otherwise
Chapter 4, Game Theory models for healthcare decisions 65
1
In literature [5], 1+ Benef it is the classic therapeutic threshold, used to help a doc-
Harm
+
D V1
R D− V2
D No
R +
D V3
D− V4
Figure 4.11: A doctor’s decision tree, facing the decision to treat a patient who
may be or may not be sick
Since uncertainty is present in the model, the doctor should select the option that
maximizes his expected utility.
E[R] = p · V1 + (1 − p) · V2
E[N oR] = p · V3 + (1 − p) · V4
Thus, the sign of P22 − P12 is always strictly negative, as according to the assump-
tions, Fp , 1 − p, U4 − U2 are non-negative.
At node B, the patient always chooses to trust the doctor (and consequently
he agrees not to receive the treatment) and this choice does not depend on the
parameter p.
Borderline case P22 − P12 is always strictly negative, therefore the patient is
never indifferent, but he always chooses to trust the doctor.
t (D11 , P11 )
A Trus
II p∗ = 1
B
1+ Hp
p
R No T
rust (D21 , P21 )
I
No t (D12 , P12 )
R Trus
II
B No
(Dem Trust (D22 , P22 )
and
R)
1. If p > p∗ , at node A, the patient chooses to trust the doctor and to accept
the treatment. Therefore, the doctor’s decision depends on the sign of D11 − D12 .
Let Bd = V1 − V3 and Hd = V4 − V2 be the benefit and risk of the treatment,
assessed by the doctor. It follows that
1
D11 − D12 > 0 ⇔ p > p∗∗ := (1+Rd )Bd +G(U1 −V3 )
1+ (1+Rd )Hd +G(U4 −V2 )
p∗∗ is the doctor’s probability threshold: if the probability of disease exceeds the
threshold, the preferable course of action is to recommend the treatment (R),
otherwise if the probability is below the threshold, the preferable course of action
is to withhold the treatment (No R).
(
R if p > p∗∗
Doctor
No R if p < p∗∗
• p∗∗ > p∗ : if p > p∗∗ , the doctor recommends the treatment and the pa-
tient trusts him, if p∗ < p < p∗∗ the doctor chooses not to recommend the
treatment and the patient trusts him.
p∗ p∗∗
p
No R R
(Trust) (Trust)
• p∗∗ ≤ p∗ : the doctor recommends the treatment and the patient trusts him
if p > max {p∗ , p∗∗ }.
p∗∗ p∗
p
R
(Trust)
p = p∗∗ makes sense only if p∗∗ ≥ p∗ : the doctor is indifferent but the patient
decides always to trust the doctor.
2. If p < p∗ , at node A, the patient does not trust the doctor and refuses the
treatment. Therefore, the doctor’s decision depends on the sign of D12 − D21 .
Using the expressions of the utilities, since p is a non-negative probability, it
follows that
Z does not depend on the parameter p: it is a fixed quantity, once all the param-
eters are fixed. It can be positive, negative or null.
(
R if Z < 0
Doctor
No R if Z > 0
t
A Trus
II
R No T
rust Z<0
I
No t Z>0
R Trus
II
B No
(Dem Trust
and
R)
If Z > 0, the doctor chooses to recommend the treatment to the patient, who
does not trust him and refuses the therapy. On the contrary, if Z > 0 the doctor
does not recommend the treatment and the patient trusts him.
Borderline case when p < p∗ . D12 − D21 = 0 if Z = 0: in this case, the doctor
is indifferent between choosing R or No R.
• the doctor does not recommend the treatment and the patient trusts him
(path: No R - Trust)
Chapter 4, Game Theory models for healthcare decisions 70
• the doctor recommends the treatment but the patient is indifferent between
choosing to trust or not to trust
t ( D11 , P11 )
A Trus
II
R No T
rust ( D21 , P21 )
I
No t ( D12 , P12 )
R Trus
II
B No
(Dem Trust (D22 , P22 )
and
R)
For example, suppose that, fixed the values of the utilities, it results that
By choosing No R, the doctor guarantees himself the pay-off D12 , otherwise, choos-
ing R he does not know for sure what he will get: he could get the best but also
the worst available pay-off.
To overcome the non-uniqueness of solution, we can assume that, when the pa-
tient is indifferent (p = p∗ ), he would trust the doctor’s decision, assuming past
positive interactions.
Thus, once again, we need to compare D11 and D12 : the doctor’s decision de-
pends on the comparison between the probability of disease p and the threshold
p∗∗ . Specifically, (
R if p > p∗∗
Doctor
No R if p < p∗∗
Chapter 4, Game Theory models for healthcare decisions 71
2. If p > max {p∗ , p∗∗ }, the doctor recommends the treatment; the patient
trusts the doctor if he chooses either R or No R.
3. If p∗ < p < p∗∗ , the doctor does not recommend the treatment; the patient
trusts the doctor if he chooses either R or No R.
4. If p < p∗ and Z < 0, the doctor recommends the treatment; the patient does
not trust him if he recommends the treatment and trust him otherwise.
5. If p < p∗ and Z > 0, the doctor does not recommend the treatment; the
patient does not trust him if he recommends the treatment and trust trusts
him otherwise.
STRATEGIES
Doctor Patient (A-B)
p > max {p∗ , p∗∗ } R Trust - Trust
p∗ < p < p∗∗ No R Trust - Trust
p < p∗ ∧ Z < 0 R No Trust - Trust
p < p∗ ∧ Z > 0 No R No Trust - Trust
1 1
p∗ = Bp
p∗∗ = (1+Rd )Bd +G(U1 −V3 )
Z = −(Rd − Fd )Bd + G(U1 − V3 )
1+ Hp 1+ (1+Rd )Hd +G(U4 −V2 )
Chapter 4, Game Theory models for healthcare decisions 72
Now, we consider model B: the patient asks for the treatment that the doctor
does not recommend and he gets it.
The parameters in the model are the same as in model A. The only difference lies
in the pay-offs of the path No R - No Trust, specifically, in different expressions
of D22 and P22 .
In details, P22 = P11 and D22 = D11 . This is obvious, since the patient gets the
treatment even when the doctor does not recommend it, so both the utilities are
the same as the ones achieved in the path R - Trust, where the doctor himself
recommends the treatment.
In a similar way to the analysis of model A, backward induction is applied to solve
the game.
All terminal nodes are associated to the patient (labelled II in Fig.4.15), therefore,
the analysis of the tree starts from patient’s decision nodes, A and B respectively
in Fig.4.15. From the point of view of the patient, the tree is symmetric, since
P22 = P11 and P12 = P21 . This remark simplifies the analysis: it is enough to
repeat the analysis of node A, in model A, to determine the patient’s behaviour
at both the decision nodes, in this model.
t (D11 , P11 )
A Trus
II
R No T
rust (D21 , P21 )
I
No t (D12 , P12 )
R Trus
II
B No T
r (D22 , P22 )
(Get ust
R)
Figure 4.15: Reduced sequential model B tree structure, highlighting the patient’s
decision nodes
Patient At node A, the patient’s choice depends on the sign of P11 − P21 .
Specifically, the patient chooses Trust (he accepts the treatment recommended) if
P11 − P21 > 0.
Using the expression of the utilities, it follows that
p Bp
P11 − P21 = −(1 + Rp )(1 − p)Hp 1 −
1 − p Hp
Let Bp = U1 −U3 (Benefit) be the net benefit of the treatment and let Hp = U4 −U2
(Harm) be the net risk of the treatment. Since 0 ≤ U3 < U2 < U4 < U1 , it follows
that Bp and Hp are positive values. Moreover, according to the assumptions,
1 − p = P (D− ) ≥ 0 and Rp is a non-negative value.
It results:
1
P11 − P21 > 0 ⇔ p > Bp
1+ Hp
The patient’s decision to trust or not the doctor depends on the probability of
disease p and its comparison with the threshold p∗ = 1
B .
1+ Hp
p
1
Trust
if p > B
1+ Hp
Patient at node A 1
p
1
No Trust if p >
B
1+ Hp
Patient at node B 1
p
Trust
if p < B
1+ Hp
p
1. p > p∗
2. p < p∗
3. p = p∗
1. If p > p∗ , at node A, the patient chooses to trust the doctor and to accept
the treatment, while, at node B he disagrees with the doctor, he demands for the
treatment and gets it.
Therefore, the doctor’s decision depends on the sign of D11 − D22 . It results that
D11 − D22 = 0, so the doctor is indifferent between choosing to recommend the
treatment, independently of the probability of disease p.
2. If p < p∗ , at node A, the patient does not trust the doctor and refuses the
treatment, while, at node B, he agrees with the doctor’s decision not to recommend
the treatment. Therefore, the doctor’s choice depends on the sign of D12 − D21 .
Chapter 4, Game Theory models for healthcare decisions 75
Obviously, Z is the same quantity calculated in model A, since utilities D21 and
D12 do not change: Z does not depend on the parameter p, but it is a fixed
quantity, once the parameters are fixed. It can be positive, negative or null.
(
R if Z < 0
Doctor
No R if Z > 0
t
A Trus
II
R No T
rust Z>0
I
No t Z<0
R Trus
II
B No T
r
(Get ust
R)
In this case, no matter what the doctor chooses, the patient will not get the
treatment, but doctor’s utility changes. Therefore, his decision depends on the
variable Z. If Z < 0, the doctor chooses to recommend the treatment to the
patient, who does not trust him and refuses the therapy. On the contrary, if
Z > 0 the doctor does not recommend the treatment and the patient trusts him.
Borderline case when p < p∗ . D21 − D12 = 0 if Z = 0: in this case, the doctor
is indifferent between choosing R or No R.
Chapter 4, Game Theory models for healthcare decisions 76
t (D11 , P11 )
A Trus
II
R No T
rust (D21 , P21 )
I
No t (D12 , P12 )
R Trus
II
B No T
r (D22 , P22 )
(Get ust
R)
2. If p < p∗ and Z < 0, the doctor chooses R; if the doctor chooses R, the
patient chooses No Trust, otherwise, the patient chooses Trust.
3. If p < p∗ and Z > 0, the doctor chooses No R; if the doctor chooses R, the
patient chooses No Trust, otherwise, the patient chooses Trust.
STRATEGIES
Doctor Patient (A-B)
p > p∗ Indiff Trust - No Trust
p < p∗ ∧ Z < 0 R No Trust - Trust
p < p∗ ∧ Z > 0 No R No Trust - Trust
1
p∗ = Bp
Z = −(Rd − Fd )Bd + G(U1 − V3 )
1+ Hp
Chapter 4, Game Theory models for healthcare decisions 77
In simultaneous model A, from the point of view of the patient, since P22 −P12 < 0
for all p, No Trust can never be a dominant strategy. Specifically, it exists a
probability threshold pp such that, if p > pp , Trust is a dominant strategy.
1
P11 − P21 > 0 ⇔ p > pp := Bp
1+ Hp
Since D22 − D21 ∝ − [(Rd − Fd )Bd + G(U1 − V3 )], its sign does not depend on the
probability of disease p, but it is fixed (negative, positive or null), once all the
variables are quantified. Specifically, the sign of D22 − D21 depends on how the
doctor quantifies the emotion variables Rd , Fd and G. For example, the more Rd
is larger than Fd (the doctor prefers to be frustrated than to regret his decision),
the more the sign of D22 − D21 is negative.
Thus, if D22 − D21 > 0, R cannot be a dominant strategy for the doctor, while, if
D22 − D21 < 0, No R cannot be a dominant strategy for the doctor.
Specifically, if D22 − D21 < 0, it exists a probability threshold pd such that, if
Chapter 4, Game Theory models for healthcare decisions 79
1
D11 − D12 > 0 ⇔ p > pd := (1+Rd )Bd +G(U1 −V3 )
1+ (1+Rd )Hd +G(U4 −V2 )
Otherwise, if D22 − D21 > 0, the same probability threshold pd is such that, if
p < pd , No R is a dominant strategy.
In other words, pd represents either a lower limit for the strategy R to be dom-
inant and an upper limit for the strategy No R to be dominant (under different
conditions).
Moreover, if R is a dominant strategy, the patient chooses Trust, if the expected
benefit are sufficiently greater than the harm. Otherwise, if No R is a dominant
strategy, the patient chooses always Trust. All the possible situations and the
solutions are summarized below.
p > pd R - Trust;
p > pp R - Trust;
p > pd R - Trust;
p < pd No R - Trust.
p > pp R - Trust;
Chapter 4, Game Theory models for healthcare decisions 80
p < pd No R - Trust.
The analysis shows that, for p > max {pp , pd }, the rational strategy is always for
the doctor to recommend the treatment and for the patient to accept it. If No R
is a dominant strategy, for p < pd , the rational strategy is always for the doctor
not to recommend the treatment and for the patient to trust him.
On a quality level, the players play a mixed strategy (x, y), for medium-low values
of the probability of disease p.
1
x= h
p Bp
i
(1+Rp ) 1− 1−p Hp
1+ h
p Bp
i
Fp 1+ 1−p H p
1
y=
p Bd
U −V p U1 −V3
(1+Rd ) 1− 1−p Hd
+G 4H 2 − 1−p Hd
1+ p
h
B
d
U −V
i
1−p
(Rd −Fd ) Hd +G 1H 3
d d
Thus, in order to describe a specific clinical encounter, where the players decides
without knowing others’ moves, as in surgical decisions, the model is quite realistic.
It just seems strange that, under some conditions (D22 − D21 > 0), the strategy R
can never be a dominant one: it means that even for p close to 1 (certainty of the
disease), the doctor does not prefer strategy R over No R, regardless of what the
patient chooses. However, it results that R is the best response to the dominant
strategy Trust (p > pp ). Nevertheless, this situation represents a criticality of this
model. Moreover, assuming that the game can be played only once, it is difficult
to give an interpretations to mixed strategies.
Firstly, in simultaneous model B, the patient has never a dominant strategy, since
P11 − P21 = P22 − P12 . Moreover, let pup and pdown be the probability threshold,
such that D11 − D12 > 0 if and only if p > pup and D22 − D21 > 0 if and only if
Chapter 4, Game Theory models for healthcare decisions 81
p > pdown .
1
D11 − D12 > 0 ⇔ p > pup := (1+Rd )Bd +G(U1 −V3 )
1+ (1+Rd )Hd +G(U4 −V2 )
1
D22 − D21 > 0 ⇔ p > pdown := Bd
.
1+ (1+Rd )Hd +G−Bd
Moreover,
1
P11 − P21 = P22 − P12 > 0 ⇔ p > pp := Bp
.
1+ Hp
Lastly, if p > pp ∧ p < min {pup , pdown } or if p < pp ∧ p > max {pup , pdown }, both
the players will play a mixed strategy.
Specifically, the mixed strategy is
!
1 1
(x, y) = , D11 −D12
2 1 + D22 −D21
Chapter 4, Game Theory models for healthcare decisions 82
The analysis shows that the doctor’s decision is not relevant. In fact, even if the
doctor has a dominant strategy, the patient is able to choose his favourite out-
come: for example, if No R is a dominant strategy for the doctor and p > pu , the
patient’s best reply is No Trust, which guarantees him to get the treatment, even
if the doctor does not recommend it.
In analogous way, when the players play a mixed strategy, the doctor plays half
the time R and half the time No R, independently from the probability of disease
p.
It follows from the structure of the game: the patient can ask for the treatment
and obtain it, therefore, the game tree is specular, from the point of view of the
patient.
This model is not realistic in describing a typical clinical encounter, since it as-
sumes that a doctor can be consulted but the patient himself assesses if he needs
a treatment or not.
Thus, the patient accepts the treatment whenever p is larger than p∗ and, since
p∗ < 21 , the patient refuses the treatment only when the probability of disease p
is low (p < p∗ < 21 ).
If p > p∗ , let p∗∗ another probability threshold such that
(
R if p > p∗∗
Doctor
No R if p < p∗∗
Z does not depend on p but it depends on the doctor’s utilities and on how he
quantifies emotion variables such as regret, guilt and frustration.
For example, if the doctor assesses that to regret a choice is worse than to be
frustrated (Rd > Fd , then Z < 0), he will choose to recommend the treatment
(path R - No Trust instead of path No R - Trust).
As expected, if the probability of disease is high (p > max {p∗ , p∗∗ }) the doctor’s
rational choice is for the doctor to recommend the treatment, moreover, the pa-
tient trusts the doctor if he chooses either or not to treat. On the other hand, if
the probability of disease is low (p < p∗ ) the rational outcome is for the patient
not to get the treatment. The possible combinations of strategies are:
STRATEGIES
Doctor Patient (A-B)
p > max {p∗ , p∗∗ } R Trust - Trust
p∗ < p < p∗∗ No R Trust - Trust
p < p∗ ∧ Z < 0 R No Trust - Trust
p < p∗ ∧ Z > 0 No R No Trust - Trust
1 1
p∗ = Bp
p∗∗ = (1+Rd )Bd +G(U1 −V3 )
Z = −(Rd − Fd )Bd + G(U1 − V3 )
1+ Hp 1+ (1+Rd )Hd +G(U4 −V2 )
Table 4.6: Sequential Model A - Backward induction results (A-B are the pa-
tient’s decision nodes)
This model is realistic to describe a generic clinical encounter: for all the proba-
bility of disease p, backward induction selects the rational path and specifies the
players’ moves in all the possible circumstances.
Let p∗ = 1
B be a probability threshold such that
1+ Hp
p
(
gets the treatment if p > p∗
The patient
does not get the treatment if p < p∗
Specifically, if p > p∗ , the patient accepts the treatment if the doctor treat him
(path R - Trust) or asks for the treatment and obtain it otherwise (path No R -
No Trust). Under these conditions, the doctor is indifferent, since no matter what
he does, the patient gets the treatment and doctor’s utility does not change.
For low values of probability of disease (p < p∗ ), let
Z does not depend on p but it depends on the doctor’s utilities and on how he
quantifies emotion variables such as regret, guilt and frustration.
Under this conditions (p < p∗ < 21 ), the patient does not get the treatment: it
happens if the patient refuses the treatment (path R - No Trust) or if he trusts
the doctor’s choice to withhold the treatment (path No R - Trust).
The analysis shows that the doctor’s decision is not relevant for the outcome
treatment or not treatment: no matter what he chooses, the patient is able to
choose his favourite one. Obviously, the doctor’s utility changes if the path that
leads to the outcome changes.
As simultaneous model B, this model is not realistic in describing a typical clinical
encounter, since it assumes that the patient is the sole agent that decides if he
needs a treatment or not.
STRATEGIES
Doctor Patient (A-B)
p > p∗ Indiff Trust - No Trust
p < p∗ ∧ Z < 0 R No Trust - Trust
p < p∗ ∧ Z > 0 No R No Trust - Trust
1
p∗ = Bp
Z = −(Rd − Fd )Bd + G(U1 − V3 )
1+ Hp
Table 4.7: Sequential Model B - Backward induction results (A-B are the pa-
tient’s decision nodes)
Chapter 4, Game Theory models for healthcare decisions 86
1
D11 − D12 > 0 ⇔ p> (1+Rd )Bd +G(U1 −V3 )
= 0.28
1+ (1+Rd )Hd +G(U4 −V2 )
strategy for the patient. Moreover, if the patient’s strategy Trust is a dominant
one, the doctor always chooses to recommend the treatment. When the doctor’s
strategy R is a dominant one, the patient’s best strategy is to trust the doctor if
he assesses that the expected benefits outweigh the expected harm (p > pp ).
100
80
60
D11 -D12
40 D22 -D21
20 P11 -P21
P22 -P12
0.2 0.4 0.6 0.8 1.0
-20
-40
Therefore,
• if 0.28 < p < 0.4 the rational outcome is R - No Trust: the doctor recom-
mends the treatment but the patient does not trust him;
• if p > 0.4 the rational outcome is R - Trust: the doctor recommends the
treatment and the patient trusts him;
• if p < 0.28 neither strategy is dominant and both players choose a mixed
strategy: the doctor selects R with probability x and No R with probability
1-x and the patient selects Trust with probability y and No Trust with
probability 1-y. (x,y) is a Nash equilibrium.
If the probability of disease is high (p > 0.4) the best strategy is for the doctor to
recommend the treatment and for the patient to accept it. Instead, for low values
of p (p < 0.28), both players play mixed strategy.
Chapter 4, Game Theory models for healthcare decisions 89
1.0 1.0
0.8 0.8
0.6 0.6
0.4 0.4
0.2 0.2
0.0 0.1 0.2 0.3 0.4 0.00 0.05 0.10 0.15 0.20 0.25
Figure 4.19: Simultaneous Model A - The doctor’s mixed strategy x(p) and the
patient’s mixed strategy y(p)
Therefore, pup = 0.28, pdown = 0.36, pp = 0.4 and pup < pdown . The patient
never has a dominant strategy, while R is a dominant strategy for the doctor, if
pup < p < pdown .
It results that
• if 0.28 < p < 0.36, the rational outcome is R - No Trust: the doctor recom-
mends the treatment but the patient does not accept it;
• if 0.36 < p < 0.4, neither strategy is dominant and both players choose
1
a mixed strategy: the doctor selects R with probability 2
and No R with
1
probability 2
and the patient selects Trust with probability y and No Trust
with probability 1-y. ( 21 ,y) is a Nash equilibrium.
Chapter 4, Game Theory models for healthcare decisions 90
The result is what we have already seen in the analysis: the outcome of the game
(treatment or not treatment) depends on the patient’s preference.
• if p > 0.4, the doctor recommends the treatment; the patient trusts the
doctor if he chooses either R or No R (R/Trust-Trust);
• if p < 0.4, the doctor recommends the treatment; the patient does not trust
him if he recommends the treatment and trust him otherwise (R/No Trust-
Trust).
For high values of p (p > 0.4) the rational outcome is for the patient to get the
treatment. The doctor’s optimal strategy is always to recommend the treatment:
this choice depends on the sign of Z : he prefers to be frustrated (R - No Trust),
rather than feel guilty (No R - Trust).
• if p > 0.4, the doctor is indifferent; if the he chooses R, the patient chooses
Trust, otherwise, if he chooses No R, the patient chooses No Trust.
• If p < 0.4, the doctor chooses R; if the doctor chooses R, the patient chooses
No Trust, otherwise, the patient chooses Trust.
Chapter 4, Game Theory models for healthcare decisions 91
Thus, for high values of p, the patient gets the treatment, no matter what the
doctor does (he is indifferent), otherwise the patient does not get it.
The data simulation shows, once again, how both models B are not realistic in
describing a doctor-patient interaction, since, here, the doctor has only a consul-
tative role.
For high values of probability, the outcome is the same in every models and it is
for the patient to get the treatment. For medium-low values, simultaneous games
provide a mixed strategy, while sequential games suggest always a pure strategy
in every circumstance. Thus, a sequential game can well describe a typical clinical
encounter and it can guide decision-making.
Conclusion
92
List of Figures
93
LIST OF FIGURES 94
95
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