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Accident Analysis and Prevention 62 (2014) 388396

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Accident Analysis and Prevention


journal homepage: www.elsevier.com/locate/aap

A review of game-theoretic models of road user behaviour


Rune Elvik
Institute of Transport Economics, Gaustadalleen 21, NO-0349 Oslo, Norway

a r t i c l e i n f o a b s t r a c t

Article history: This paper reviews game-theoretic models that have been developed to explain road user behaviour in
Received 26 October 2012 situations where road users interact with each other. The paper includes the following game-theoretic
Received in revised form 8 May 2013 models:
Accepted 5 June 2013

1. A general model of the interaction between road users and their possible reaction to measures improv-
Keywords:
ing safety (behavioural adaptation).
Game-theory
Road user behaviour
2. Choice of vehicle size as a Prisoners dilemma game.
Interaction 3. Speed choice as a co-ordination game.
Review 4. Speed compliance as a game between drivers and the police.
5. Merging into trafc from an acceleration lane as a mixed-strategy game.
6. Choice of level of attention in following situations as an evolutionary game.
7. Choice of departure time to avoid congestion as variant of a Prisoners dilemma game.
8. Interaction between cyclists crossing the road and car drivers.
9. Dipping headlights at night well ahead of the point when glare becomes noticeable.
10. Choice of evasive action in a situation when cars are on collision course.

The models reviewed are different in many respects, but a common feature of the models is that they
can explain how informal norms of behaviour can develop among road users and be sustained even
if these informal norms violate the formal regulations of the trafc code. Game-theoretic models are
not applicable to every conceivable interaction between road users or to situations in which road users
choose behaviour without interacting with other road users. Nevertheless, it is likely that game-theoretic
models can be applied more widely than they have been until now.
2013 Elsevier Ltd. All rights reserved.

1. Introduction road users interact in complex trafc environments, merely that


their interactions more often are associated with accidents than in
The absence of a strong theoretical foundation for road safety simpler trafc environments.
research has often been pointed out. There has been a rapid devel- A number of models of driver behaviour have also been pro-
opment of statistical methods for studying accident data in recent posed recently (Fuller, 2005; Shinar, 2007; Vaa, 2007). These
years. A large number of statistical models now exist, but it is models describe driver behaviour at a very general level. It is not
not clear that these models reveal causal relationships (Hauer, clear that the models provide the needed theoretical foundation
2010). Statistical models show that variables are related; they do for statistical modelling, nor even that the models can predict how
not explain why the variables are related. One can measure the road users will behave in specic situations where they need to
complexity of the trafc environment in various ways and show co-ordinate behaviour in order to avoid accidents. There is, how-
statistically that, all else equal, more accidents occur in a com- ever, a well-developed body of theory that can be applied to the
plex trafc environment than in a simple one. One may speculate study of interaction between road users. Game theory offers a
that in complex trafc environments, road users are faced with a rich set of models that can fruitfully be applied to the study of
more demanding task than in simple trafc environments, and are road user behaviour. The purpose of this paper is to review the
therefore more likely to make errors that lead to accidents. This con- use of game-theoretic models of road user behaviour and dis-
jecture is reasonable, but the statistical models do not show how cuss how such models can contribute to explaining a number of
commonly observed forms of road user behaviour. More speci-
cally, the following choices of behaviour have all been modelled as
Tel.: +47 48943353; fax: +47 22 609200. games either between road users or between road users and police
E-mail address: re@toi.no ofcers:

0001-4575/$ see front matter 2013 Elsevier Ltd. All rights reserved.
http://dx.doi.org/10.1016/j.aap.2013.06.016
R. Elvik / Accident Analysis and Prevention 62 (2014) 388396 389

Safe driving speed on 27 road secons according to Dutch drivers maximum safe speed was 100 km/h or more. Only 11 percent of the
45.0
drivers stated a maximum safe speed of between 81 and 99 km/h.
40.0 38.6 Pedersen derived solutions of the game-theoretic model for the
35.0
interaction between doves, for the response of doves to an external
31.6 improvement in safety (i.e. improved safety not brought about by
Percentage of drivers (N = 572)

30.0
the actions of road users, but, for example, by system improvements
25.0 implemented by government); for the interaction between a hawk
20.0
and a dove and their joint response to an external improvement in
safety; and for the interaction between two hawks.
15.0
12.1 11.4
He found that when two doves meet in trafc, both of them ben-
10.0 et from the fact that they behave cautiously; this can in turn induce
6.2
one or both of them to be less careful. Moreover, doves may become
5.0
less careful as a result of an external improvement of safety, i.e. they
0.0
Below 80 80 km/h 81-99 km/h 100 km/h Above 100
may adapt their behaviour by reducing the effort made to maintain
Safe speed in kilometres per hour safety. When a hawk and a dove meet, the dove will tend to become
more cautious and the hawk less cautious than if both were doves.
Fig. 1. Distribution of Dutch drivers according their opinion about safe speed on 27
road sections. As for behavioural adaptation to an external improvement of safety,
the model did not give a unique prediction for the situation where
a dove and a hawk interact. When two hawks meet, they will com-
1. A general model of the interaction between road users and their pete for a rst-mover advantage at the expense of each other and
possible reaction to measures improving safety (behavioural risk can become high. Ultimately, this may induce one of the hawks
adaptation). to behave as a dove to avoid an accident. Finally, it was concluded
2. Choice of vehicle size as a Prisoners dilemma game. that an external safety improvement will tend to increase the share
3. Speed choice as a co-ordination game. of hawks in trafc.
4. Speed compliance as a game between drivers and the police. These model results are at a high level of generality and
5. Merging into trafc from an acceleration lane as a mixed- do not easily lend themselves to presentation in gures and
strategy game. tables. Nevertheless, if concepts such as carefulness and external
6. Choice of level of attention in following situations as an evolu- safety improvement can be measured, the model has empirical
tionary game. implications. Some of the games modelling specic trafc situa-
7. Choice of departure time to avoid congestion as variant of a tions presented below can be viewed as instances of interactions
Prisoners dilemma game. between hawks and doves and as cases of adaptation to external
8. Interaction between cyclists crossing the road and car drivers. safety improvements.
9. Dipping headlights at night well ahead of the point when glare
becomes noticeable.
10. Choice of evasive action in a situation when cars are on collision
course. 3. Choice of vehicle size as a prisoners dilemma game

Tay (2002) modelled the choice of vehicle size as a Prisoners


All these games have been presented in the literature, but an
dilemma. The model is shown in Table 1.
overview and discussion of them has never been presented. The
The owner (driver) of car 1 chooses between the rows of the
game-theoretic models presented in this review have all been
Table. The owner (driver) of car 2 chooses between the columns
tested empirically or are in principle amenable to empirical testing.
of the Table. The entries in the table show relative fatality risk to
drivers of the two cars. Relative fatality risk has been set to 1 for
2. A general model of road user interaction and adaptation accidents involving two large cars. The risk faced by the driver of
to exogenous changes in safety car 1 is shown in the lower left corner of each cell of Table 1. The risk
faced by the driver of car 2 is shown in the upper right corner of each
Pedersen (2001, 2003) developed a general game-theoretic cell. It is seen that the risk to both drivers is lower when two small
model of road user interaction and adaptation to exogenous cars are involved in an accident (relative risk 0.8 for both drivers)
changes in safety, based on the framework developed by Boyer and than when two large cars are involved in an accident (relative risk
Dionne (1987). The model describes interaction between two road 1.0 for both drivers). The relative risks entered in Table 1 are based
users in general terms. Unlike the other games presented in this on an Australian study quoted by Tay (2002).
paper, it does not refer to specic trafc situations. A distinction It is assumed that both drivers prefer a lower fatality risk to a
is made between two types of road users: aggressive road users, higher fatality risk. If the owner of car 1, who presumably is also
referred to as hawks, and cautious road users, referred to as doves. the driver of that car, chooses a small car (upper row), the owner
While the paper does not document the existence of these two of car 2 is better off by choosing a large car since a relative risk of
types of road users, a Dutch study indirectly provides evidence sup- 0.06 is clearly lower than a relative risk of 0.8. By the same token,
porting their existence. Fig. 1 shows an example of results from that if the owner (driver) of car 1 chooses a large car (lower row), the
study. owner of car 2 is better off by also choosing a large car, because
Data from the study (Goldenbeld and van Schagen, 2007), re- the relative risk (1.0) would then be much lower than if a small car
analysed by Elvik (2010) show a distinctly bimodal distribution of was chosen (17.0). In other words, no matter whether the owner
driver preferences with respect to safe speed on Dutch roads that of car 1 chooses a small car or a large car, it is better for the owner
all had a speed limit of 80 km/h. Drivers were shown pictures of of car 2 to choose a large car. The reasoning is entirely analogous
27 roads and asked to state the highest speed they considered to for the owner of car 1, who will also prefer a large car. Thus both
be safe for each of these roads. They were not informed about the car owners end up choosing a large car. Choosing a large car is a
speed limit. 51 percent of the drivers stated that 80 km/h or less was dominant strategy in the game, i.e. it is the best choice irrespective
the maximum safe speed. 38 percent of the drivers started that the of what the other car owner chooses. The solution to the game, and
390 R. Elvik / Accident Analysis and Prevention 62 (2014) 388396

Table 1
Relative driver fatality risk in accidents involving small and large cars.
Driver of car 2
Small car Large car
0.8 0.06
Small car
Driver of car 1 0.8 17.0
17.0 1.0
Large car
0.06 1.0
Source: Tay (2002).

to the other games presented in tables in this paper, are shown in but overtaking is a hassle and it may, on balance, be more pleas-
bold italics in the tables. ant to put up with the slow driver and stay in line. If everybody
By choosing large cars both drivers end up with a higher risk thinks like that, the speed of trafc will be 80 km/h. A driver who
than if they had chosen small cars. There is evidence supporting is less sensitive to the speeds chosen by other drivers may decide
the assumptions made in this game. Studies by Broughton (1995), to overtake the slow driver and may thereby induce other drivers
Mizuno and Kajzer (1999) and Fredette et al. (2008) all show that a to do the same. Suddenly, many drivers will be overtaking the slow
uniform reduction of vehicle mass would be associated with fewer driver and the speed of trafc will increase.
injuries and fatalities, despite the fact that large cars protect the
occupants better in case of an accident than small cars. 5. Speeding as a mixed-strategy game

4. Speed choice as a co-ordination game The game presented above had two solutions. One of them,
the fast mover solution, is consistent with widespread speeding,
The choice of speed is clearly inuenced by many factors, of i.e. with a situation in which most drivers are violating speed
which the speed limit is a very important factor. However, most limits. Speeding is very common. Statistics compiled by the Euro-
drivers do not want to maintain a speed that differs too much pean Transport Safety Council (ETSC, 2010) for nearly 30 European
from the speed chosen by other drivers. Lave (1985) argued that countries show that it is not uncommon that around 50% of trafc
speed limits are an instrument for co-ordinating speed choice and violates speed limits.
making it more uniform. The importance of the speed chosen by Bjrnskau and Elvik (1992) developed a game-theoretic model
other drivers in inuencing ones own speed is conrmed by a of speeding as an interaction between drivers and the police. It
recent stated-preference survey of factors inuencing speed choice was assumed that drivers prefer to speed when there is no police
(Ryeng, 2012). One may therefore model speed choice as a co- enforcement. When there is police enforcement, drivers prefer not
ordination game between two main groups of drivers: the fast to speed. The police prefer to do enforcement when there is speed-
movers (those who stated that safe speed on the 27 Dutch roads ing. When there is no speeding, the police will not see a need for
was at least 100 km/h; see Section 2) and the slow movers (those performing enforcement. Table 3 shows this game in normal form
who stated that safe speed on the 27 Dutch roads was 80 km/h or with numerical payoffs that are intended to indicate costs to soci-
less). Table 2 shows this game in normal form. ety of the choices made by the police and costs to drivers resulting
The ordinal preferences of drivers are indicated by numbers; 4 from their choice of speed.
is the most preferred outcome, 1 is the least preferred outcome. This game does not have a pure strategy solution. Suppose that
The fast movers choose between columns; their preferences are the police enforce speed limits. Drivers will then prefer not to speed
shown in the upper right corner of each cell of the Table. The slow (50 is better than 300; left cells of Table 3). However, when
movers choose between rows; their preferences are shown in the drivers do not speed, the police will prefer not to enforce (0 is better
bottom left corner of each cell of the table. Both groups of drivers than 10,000; upper row of Table 3). When there is no enforcement,
are assumed to prefer driving at the same speed as the other group drivers will prefer to speed (50 is better than 50). Thus, one could
to driving at a speed that differs from the other group. move around the four cells of Table 3 forever; moving from any of
For the fast movers, the best outcome is that everybody drives these cells to the one below it, to the one right of it, to the one on
at a speed of 100 km/h. The slow movers will prefer this outcome top of it, or to the one left of it will always be preferred by one of
to driving at 80 km/h, given that the fast movers continue to drive the players, but not the other.
at 100 km/h. However, the most preferred outcome for the slow The game does, however, have a mixed-strategy solution. From
movers is that everybody drives at 80 km/h. Both this outcome, the point of view of the police, this is to assign a probability to
and the outcome in which everybody drives at 100 km/h, are Nash enforcing which is such that drivers get the same expected payoff
equilibria, in the sense that no group can get a more preferred out- from speeding as from not speeding:
come by unilaterally changing its choice. As an example, if the slow
movers decide to drive at 80 km/h when the fast movers are driving EU(speed) = p(300) + (1 p)50
at 100 km/h, their preference rating is reduced from 3 to 2.
Neither of the equilibria is likely to be stable. Connolly and berg EU(not speed) = p(50) + (1 p)(50)
(1993) explore a contagion model of speeding, in which speed
choice is inuenced by other drivers. Depending on how sensitive
drivers are to the choices made by other drivers, the mean speed EU(speed) = EU(not speed) = p(300) + (1 p)50
of trafc may be determined by the choices made by even a small = p(50) + (1 p)(50)
minority of drivers. Suppose, for example, that a slow driver main-
tains a speed of 80 km/h. A fast driver may regard this as too slow,
R. Elvik / Accident Analysis and Prevention 62 (2014) 388396 391

Table 2
Speed choice as a co-ordination game. Ordinal preferences. 4 = most preferred, 1 = least preferred.
The fast movers
80 km/h 100 km/h
3 2
80 km/h
The slow movers 4 2
1 4
100 km/h
1 3

Table 3
Speeding as a mixed-strategy game between the police and drivers. Payoffs to the police (upper right
corner of each cell) represent societal costs of enforcement and accident. Payoffs to drivers (bottom
left corner of each cell) represent the value for drivers of travel time saving and trafc tickets.
The police
Enforce Not enforce
10,000 0
Not speed
Drivers 50 50
10,000 20,000
Speed
300 50

Solving this for p produces a value of 0.2857. It can be veried an acceleration lane and has to decide whether to merge into the
that drivers would then be indifferent between speeding and not through lane or stop in the acceleration lane to wait for a sufcient
speeding: gap in trafc. Player 2 is driving a car on the through lane adjacent to
the acceleration lane and has to decide whether to give way to the
EU(speed) = 0.2857 (300) + 0.7143 50 = 50 entering car or not give way. Player 2 can give way either by slow-
ing down or by moving to the other through lane. Fig. 2 shows the
EU(not speed) = 0.2857 (50) + 0.7143 (50) = 50 players as well as additional cars in the situation that may inuence
choices, in particular car 5, which inuences the choice of player 2
From the car drivers point of view, they can adopt a mixed strat- in changing lane.
egy which is such that the police obtain the same expected payoff The drivers are assumed to play mixed strategies, i.e. they will
by enforcing as by not enforcing. Given the payoffs in Table 3, it not always merge into trafc, nor always give way; the choices
can be calculated that the mixed-strategy equilibrium for drivers between the options facing each driver are made by certain prob-
is to speed with a probability of 0.50 and not speed with a prob- abilities. The values of these depend on the trafc situation. The
ability of 0.50. Thus, the game implies that the best strategy for following variables are assumed to inuence choices:
drivers to speed half the time, and the best strategy for the police
is to enforce 28.57 percent of the time. These specic values are
obviously determined by the values assumed in Table 3. The result T1: The distance between the merging car (player 1) and the end of
is, however, stable and it is easy to show that any deviation from the acceleration lane, divided by the speed of the merging car. This
the mixed-strategy equilibrium will elicit a tendency to move back variable can be interpreted as the time left for player 1 to decide
to it. Suppose, for example, that the police would like to reduce whether to merge or give it up.
speeding by stepping up enforcement from 0.2857 to 0.30. It can T2: The time to collision between the merging car and the nearest
then be calculated that the expected payoff to drivers by speeding through car (car 3 in Fig. 2). This time depends on how close behind
is 55, and the expected payoff by not speeding is 50. Drivers the merging car the through car is.
will thus prefer not to speed. This will in turn reduce the payoff
to the police by enforcing and induce a reduction of enforcement.
The model also implies that imposing stricter penalties for speed-
ing will have no effect on the level of speeding, because the police
will adapt to stricter penalties by reducing enforcement. This will in
turn make speeding as attractive as it was before stricter penalties
were imposed.

6. Merging into trafc as a mixed strategy game

Kita (1999) developed in game-theoretic model of merging


behaviour when entering a major road from an acceleration lane. Fig. 2. Key variables inuencing choices when merging into trafc from an acceler-
There are two players in the game, as well additional elements that ation lane.
may inuence the outcome of the game. Player 1 is driving a car in Source: Kita (1999), Fig. 2.
392 R. Elvik / Accident Analysis and Prevention 62 (2014) 388396

Table 4
Interaction between a leading driver and a following driver in a following situation.
Following driver
Attentive Inattentive
6 10
Attentive
Leading driver 6 6
6 590
Inattentive
10 590
Source: Chatterjee and Davis (2013), Table 1.

T3: The time to collision between the merging car and the second the upper right corner of each cell. The game has two Nash equilib-
through car (car 4 in Fig. 2). If car 3 is close and car 4 is far away, ria in pure strategies: (1) The leading driver is attentive, following
the driver of car 1 may decide to let car 3 pass and merge behind driver is inattentive, and (2) The leading driver is inattentive, the
it. following driver is attentive. There is also a mixed-strategy solution
T4: The time headway between through cars 2 and 3. to the game, in which being attentive is chosen by a probability of
T5: The time to collision between through cars 3 and 5, dened 0.993 and being inattentive by a probability of 0.007. All these solu-
as the space headway between these cars divided by their relative tions imply that the best outcome is that some drivers are always
speed. inattentive, or, equivalently that each driver is inattentive some of
the time. This may seem counterintuitive, since it is associated with
Coefcients describing the effects of variables T1 to T5 were a higher risk than if all drivers were always attentive. Chatterjee and
estimated by observing merging and give-way behaviour on an Davis therefore ask if all drivers being attentive is an evolutionary
expressway in Japan. A total of seven coefcients were estimated. stable strategy.
By inserting these in seven equations, the payoffs to the players They conclude that it is not. They show that an evolutionary
of different choices could be estimated. In general payoffs take on stable solution is that 94.57 percent of drivers are attentive and
higher values in situations characterised by large safety margins 5.43 percent are inattentive. They go on to study whether impos-
with respect to the variables T1 to T5. Once payoffs are known for a ing penalties on inattentive drivers by means of insurance schemes
given combination of values on T1 to T5, the probabilities of choos- can inuence the proportion of inattentive drivers in a popula-
ing one or the other option can be estimated for each player. The tion. They conclude that insurance schemes penalising inattentive
best strategy is the one in which player 1 gets a higher expected drivers may indeed reduce their share in the population of drivers.
payoff by choosing an option with probability p*, rather than a dif- This model is interesting in that it, like some of the other models
ferent probability p, given that player 2 chooses an option with presented in this paper, suggests that normatively inappropriate
probability q*. The game may have multiple equilibrium values for behaviour, in this case not paying attention to trafc, could actu-
the probabilities and a numerical example of equilibrium values ally be the best choice for a road user, or a certain share of road
is therefore not given here. It should be noted, however, that this users.
study is a good example of an empirical testing of a game-theoretic
model and that the study should be easy to replicate. 8. Choice of departure time to avoid congestion

7. Choice of level of attention in following situations Trafc congestion is widely regarded as a waste of time and
many drivers try to avoid it. One way of trying to avoid congested
Chatterjee and Davis (2013) developed an evolutionary game- trafc is to leave early, before the majority of drivers have left, or to
theoretic model of driver attention in following situations. leave late, after the rush-hour has started subsiding. Neither choice,
Rear-end collisions are very common in dense urban trafc and however, guarantees success. Congestion is to some extent unpre-
driver inattention contributes importantly to these accidents. Chat- dictable, so that even drivers who start early or late could be caught
terjee and Davis model driver attention in following situations by in congested trafc. Levinson (2005) developed a game-theoretic
means of evolutionary game theory. This version of game theory model of driver choices in congested trafc. The game is modelled
has been developed and applied in biology to study the evolution of as a two-person game only, but, as argued in the paper, this for-
traits in animal populations. The solution to an evolutionary game mulation of the game involves no loss of generality. Each driver
is an evolutionary stable strategy. An evolutionary stable strategy has three options: (1) Leave early, (2) Leave on-time, (3) Leave late.
is a strategy, which if adopted by the entire population cannot be There are three outcomes associated with these choices: (1) Arrive
successfully invaded by a different strategy. This means that once early, (2) Arrive on-time, (3) Arrive late. Arriving on-time is the
equilibrium has been established, it will be maintained forever. most preferred outcome. Arriving early or late is assumed to involve
Chatterjee and Davis assume that an attentive driver will have additional costs compared to arriving on-time.
a reaction time of 1 s; an inattentive driver will have a reaction The payoffs associated with the different choices in this game
time of 3 s. Sustained attention requires effort; hence driving is are shown in Table 5. These payoffs represent disutilities; hence the
less demanding and more comfortable if less attention is given lower the numbers, the better the outcome. There are three com-
to it. Based on assumptions about the utility functions of drivers, ponents of the disutilities: arriving early (before the desired time
the speed of trafc and the speed of retardation, the interaction of arrival), being delayed in trafc (trip takes longer than normal),
between a leading driver and a following driver results in the pay- arriving late (after the desired time of arrival).
offs shown in Table 4. The upper part of Table 5 shows payoffs when arriving early is
The payoffs to the leading driver are shown in the bottom left assigned the value of 1, being delayed the value of 2 and arriving
corner of each cell; the payoffs to the following driver are shown in late the value of 3. Thus, arriving early is regarded at the smallest
R. Elvik / Accident Analysis and Prevention 62 (2014) 388396 393

Table 5
Choice of departure time to avoid congestion. Equilibrium depends an assumptions made regarding valuation of outcomes.
Vehicle 2
Early On-time Late
Payoffs: early = 1, delayed = 2, late = 3
1.5 0 1
Early
1.5 1 3
1 2.5 3
Vehicle 1 On-time
0 2.5 0
1 0 5.5
Late
3 3 5.5
Payoffs: early = 3, delayed = 1, late = 4
2 0 4
Early
2 3 3
3 2.5 4
Vehicle 1 On-time
0 2.5 0
3 0 6.5
Late
4 4 6.5
Source: Levinson (2005).

of the three disutilities. As can be seen from Table 5, the game has If the cyclist stays mounted on the bike, he or she does not have the
two solutions: (1) Driver 1 departs early and driver 2 departs on right-of-way at pedestrian crossings and must wait for a gap in
time; (2) Driver 1 departs on time and driver 2 departs early. trafc before riding across the crossing. It has been observed that
It is, however, not obvious that the values assigned to arriving in practice, what most often happens when a cyclist approaches a
early, being delayed or arriving late are the only possible values that pedestrian crossing is that car drivers give way to the cyclist who
can be used. In the lower part of Table 5, being early was assigned stays mounted on the bike and rides across the pedestrian crossing.
the value of 3, getting delayed the value of 1 and arriving late the This will normally take considerably shorter time than if the cyclist
value of 4. The game then has only one solution: that both drivers dismounted and walked across the pedestrian crossing.
depart on time. This illustrates an important point about game- Bjrnskau (2007) has developed a game-theoretic model to
theoretic models: the best outcome depends on the assumptions account for this. The model is shown in normal form in Table 6.
made regarding the preferences and valuations of the players. It is The entries of the Table show the ordinal preferences of the cyclist
therefore important to justify the values that are used to represent and car driver for the various outcomes. The most preferred out-
player preferences; ideally speaking these values should be based come has the value of 6; the least preferred outcome has the value
on empirical evidence. However, in most game-theoretic models, of 1.
the values used to represent preferences are ordinal only; i.e. they There are two solutions to the game. One of them, that the
only represent the rank-ordering of outcomes from best to worst. cyclist stops and the car driver passes the crossing, is consistent
If only ordinal preferences are assumed it does not matter whether with legal regulations. The other solution prescribed by the law is
these are represented as 4, 3, 2, 1 or as 100, 25, 10, 5. The ranking the outcome in the bottom left cell of Table 6. This outcome has
will be the same in both cases. It is only when stronger assumptions a preference ranking of 5 for the cyclist and 4 for the car driver,
need to be made about preferences that the need arises to justify suggesting that there exists a better outcome for both parties to
the particular values used to represent preferences regarding out- the interaction. In this game, it is reasonable to assume that the
comes. Games that only have mixed-strategy solutions are more players move in sequence. When approaching the crossing, the car
sensitive to the values assigned to the outcomes than games that driver will observe the behaviour of the cyclist and try to predict
have xed-strategy solutions. what he or she will do. This gives the cyclist the opportunity to
signal his or her intentions, thus giving the cyclist a rst-mover
9. Interaction between cars and cyclists crossing the road advantage. The best outcome for the cyclist is simply to continue
riding across, not having to stop or get off the bike. This saves both
According to the rules for trafc in Norway, a cyclist who wants time and energy. By maintaining speed, direction and posture, the
to cross the road at a pedestrian crossing should get off the bicycle cyclist can signal his or her intentions to the driver. This will force
and walk across the crossing or, if he or she stays mounted on the the driver to stop, leading to the outcome in the upper left cell of
bike, stop to let cars pass rst. Legally, a cyclist who gets off the bike Table 6. This outcome, although not the most preferred outcome
will become a pedestrian and have the right-of-way at the crossing. from the drivers point of view, is better than the legally prescribed
394 R. Elvik / Accident Analysis and Prevention 62 (2014) 388396

Table 6
Giving way to cyclists at pedestrian crossings as a co-ordination game. Ordinal preferences. 6 = most
preferred, 1 = least preferred.
Driver
Stop Go
5 2
Cycle
6 1
3 6
Cyclist Stop
3 4
4 1
Get off and walk
5 2

outcome, because the cyclist will almost always cross faster when the series of repeated encounters will only be broken if one
riding than when walking, and this will save time for both parties. It of the cars turns into a side road before they pass each other.
is, as shown by Bjrnskau (2007), also the outcome that is observed Moreover, both drivers know that they can punish a lack of co-
in the huge majority of cases (about 75%). operative behaviour by using full beam headlights, although this
comes at a cost. Thus, incentives for dipping headlights are fairly
strong.
10. Dipping of headlights at night

When cars pass each other in the dark in Norway, it is com- 11. Choice of evasive manoeuvre
mon to dip the headlights well before the full beam headlights
start to cause glare. In fact, headlights are normally dipped at such a The nal game to be discussed in this paper involves choice of
great distance, that in driver training in Norway, drivers are encour- evasive manoeuvre when two cars are on collision course. The game
aged to keep their full beam headlights on as long as possible, was introduced by John Prentice in 1974 (Prentice, 1974). The trafc
because they can see a lot better with full beam headlights than situation modelled in the game is shown in Fig. 3. Miss Petty was
with dipped headlights. The problem when driving at night, driver about to cross a junction, but had overlooked the stop sign and
educators argue, is not that there is too much light, but that there was entering the junction when she saw a car approaching from
is too little of it. Bjrnskau (1989) has developed a game-theoretic her left side. This car was driven by Mister McKay, who had the
model intended to explain the widespread use of dipped headlights right-of-way.
when driving at night. He models the choice between full beam and To avoid the accident, there are various options. For Miss Petty,
dipped headlights as a repeated Prisoners dilemma game. The pref- the options are to accelerate, hoping to clear the junction before
erence ranking of the various outcomes of this game is shown in the car driven by Mr. McKay arrives, or to brake, hoping to come to
Table 7. The most preferred outcome has the value of 4, the least a stop before entering Mr. McKays driving lane. For Mr. McKay, the
preferred outcome the value of 1. options as modelled by Prentice are: (1) to accelerate and steer left,
The idea is that when two cars are approaching each other, trying to pass in front of Miss Pettys car before it enters the junc-
drivers will continuously assess just when they think it is right to tion; (2) to steer right, trying to pass behind Miss Pettys car after
dip the headlights. On the one hand, each driver wants to see as it has entered the junction; (3) to brake. The payoffs to the drivers
well as possible. On the other hand, each driver wants to avoid glare, associated with the possible outcomes of the game are shown in
which in effect reduces what a driver can see, because he or she will Table 8.
tend to look away from the full beam headlights of an oncoming car
in order to reduce the discomfort. The game is repeated continu-
ously. It is repeated every millisecond, and every millisecond you
meet the driver again. You do of course not see the driver nor are
you able to identify him or her. In that sense the game is completely
anonymous. But as the two cars get closer, both of them know that
they can punish the other driver, or offer to co-operate by dip-
Stop sign
ping the headlights. A practice has developed of dipping headlights
well before glare becomes uncomfortable. This can be modelled
as the optimal (i.e. co-operative) solution to a repeated Prisoners Miss Petty

dilemma game.
The dominant strategy in the Prisoners dilemma game is to Mr McKay
defect, i.e. choose to keep the full beam on no matter what the
other driver does. It is, however, well-known that in repeated Pris-
oners dilemma games, the co-operative solution can emerge, in
particular if there is a high probability of encountering the other
player again (Axelrod, 1984). The players may then remember
that they co-operated the last time and will try to do so again.
Bjrnskau (1989) argues cars approaching each other from oppo- Fig. 3. Sketch of situation in games regarding evasive action for cars on collision
site directions can be thought of as a series of repeated encounters; course.
R. Elvik / Accident Analysis and Prevention 62 (2014) 388396 395

Table 7
Dipping of headlights at nights as a repeated Prisoners dilemma game. Ordinal preferences. 4 = most
preferred, 1 = least preferred.
Second car
Dipped headlights Full beam
3 4
Dipped headlights
First car 3 1
1 2
Full beam
4 2

If the accident is avoided, a payoff of zero has been assigned. If 12. Discussion
the accident occurs, a negative payoff is expected. A minor accident
has a small negative payoff; a more serious accident has a larger The need for establishing a rmer theoretical foundation for
negative payoff. It is assumed that both drivers want to minimise studying various aspects of road safety has often been pointed out,
the maximum potential loss. The maximum potential loss is asso- see, for example Davis et al. (2008). Does game theory provide
ciated with the outcome when both drivers accelerate. This will such a theoretical foundation? To some extent it does, but it
result in a severe accident, since impact speed will be higher than does not represent a comprehensive theory that accounts for all
if one or both drivers brake. To avoid such an outcome, neither safety-related phenomena that call for a theoretical understanding.
Miss Petty nor Mr. McKay should accelerate. For Miss Petty, the Game-theoretic models are best suited for modelling the interac-
only remaining option is to brake. For Mr. McKay, the remaining tion between road users, such as the choice of speed, giving way
options are to steer right or to brake. If steering right, Mr. McKay in junctions or pedestrian crossings and signalling intentions by
will not be braking; hence if this results in an accident, it will be means of speed or lateral placement. In particular, game-theoretic
slightly more severe than if both drivers brake. Consequently, the models may explain why informal norms develop and are sustained
best option for Mr. McKay is to brake. The solution to the game by road user behaviour. This behaviour may conict with formal
is that both drivers brake. Given the assumptions made, this will regulations. Thus, drivers may co-ordinate their choice of speed at
not prevent an accident from occurring, but will reduce its sever- a level exceeding the speed limit; in particular if in doing so repeat-
ity. Although the choice of other options may prevent the accident edly, they have learned that the risk of detection by the police is
from occurring, these options may also result in a more severe acci- low. In junctions between a wide road carrying a relatively large
dent. Rather than gambling on these options, both drivers should trafc volume and a narrow road carrying a relatively small trafc
therefore simply brake to reduce impact speed. volume, an informal rule of giving way to trafc entering from the
In this game, it is essential to remember that both drivers have wide road may develop, even if the junction is controlled by the rule
to act quickly and cannot wait to see what the other driver is doing. of giving way to trafc entering from the right. A game-theoretic
By that time, it may be too late to avoid an accident, although model suggests that some level of speeding will be tolerated and
this is obviously the most desirable outcome from both drivers police enforcement less than 100 percent effective in deterring
point of view. If Mister McKay knew that Miss Petty would accel- speeding. Evolutionary game theory suggests that it is not rational
erate, steering right to pass behind her would indeed be the best for all drivers to pay full attention to trafc at all times. Numer-
choice. But Mister McKay does not know what Miss Petty will do ous other examples of informal norms that are sustained by being
and does not have the time to wait for her to decide. If she brakes, equilibrium solutions to games can be imagined.
they will end up in the Steer right/Brake cell, in which a crash will It seems clear, however, that game theory cannot serve as a
occur. Since, in this pair of choices, Mister McKay did not brake, general theory of road user behaviour. It is best suited to situa-
the crash will occur at a greater speed than when both drivers tions where road users interact. It may not be capable of explaining
brake. the behaviour of a single road user not interacting with others.

Table 8
Choice of evasive action for cars on collision course. Payoffs represent accident severity. Lowest number
(10) = most severe accident, highest number (0) = accident avoided.
Miss Petty
Accelerate Brake
10 0
Accelerate and steer left
10 0
0 6
Mister McKay Steer right
0 6
5 5
Brake
5 5
396 R. Elvik / Accident Analysis and Prevention 62 (2014) 388396

Furthermore, it is based on an assumption of rationality that may Bjrnskau, T., 1989. Rasjonalitetsmodeller og virkeligheten. Kan laboratorie-
not apply fully to all road users. One cannot, for example, attribute eksperimenter med gjentatte fangens dilemma-spill ha empirisk relevans?
Norsk Statsvitenskapelig Tidsskrift 5, 237249.
the same level of rationality to children as road users as to adults. Bjrnskau, T., 2007. Spillet om gangfeltet 6 r etter. Samferdsel 4, 2223.
Another limitation of game theory is that some games will not have Bjrnskau, T., Elvik, R., 1992. Can road trafc law enforcement permanently reduce
unique solutions, but may have more than one solution, like the the number of accidents? Accident Analysis and Prevention 24, 507520.
Boyer, M., Dionne, G., 1987. The economics of road safety. Transportation Research
speed-choice co-ordination game discussed above. In such cases, Part B 21, 413431.
explanations of why one among several equivalent solutions tends Broughton, J., 1995. The likely effects of downsizing on driver casualties in two-car
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Chatterjee, I., Davis, G.A., 2013. An evolutionary game theoretic approach to rear-
Despite these limitations, game-theoretic models can be fruit- ending events on a congested freeway. Paper presented at 2013 Annual Meeting
fully applied in many situations. The examples given in this paper of the Transportation Research Board, Washington, DC.
Connolly, T., berg, L., 1993. Some contagion models of speeding. Accident Analysis
are not exhaustive. One promising area for the application of game
and Prevention 25, 5766.
theory is in modelling the effects of road safety measures, in par- Davis, G., Ivan, J., Sayed, T., Tarko, A., 2008. Theory, explanation, and prediction in
ticular those whose effects depend on interaction among road road safety: identication of promising directions and plan for advancement.
users. Thus Elvik (2013) has proposed a game-theoretic model of White Paper No. 3. Prepared by Future Directions Subcommittee of the Task
Force for the Development of a Highway Safety Manual. Transportation Research
the effects of daytime running lights, based on Schelling-diagrams Board, Washington, DC.
(Schelling, 1978). One can easily imagine that a similar model could Elvik, R., 2010. A restatement of the case for speed limits. Transport Policy 17,
be applied to, for example, the use of studded tyres in winter. Game 196204.
Elvik, R., 2013. Can a road safety measure be both effective and ineffective at the same
theory has been applied to compliance with truck weight limits time? A game-theoretic model of the effects of daytime running lights. Accident
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Fuller, R., 2005. Towards a general theory of driver behaviour. Accident Analysis and
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Goldenbeld, C., van Schagen, I., 2007. The credibility of speed limits on 80 km/h rural
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noticeable. A game-theoretic model also shows that it may be Pedersen, P.A., 2001. A game-theoretical approach to road safety. Department of
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Shinar, D., 2007. Trafc Safety and Human Behavior. Oxford, Elsevier Science.
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