TOULMIN ESSAY
The Multi-Player Performance-Enhancing Drug Game Kjetil K. Haugen1, Tamás Nepusz2, Andrea Petróczi3*
1 Faculty of Economics, Informatics and Social Science, Molde Univeristy College, Molde, Norway, 2 Department of Biological Physics, Eötvös Loránd University, Budapest,
Hungary, 3 Faculty of Science, Engineering and Computing, Kingston University, Surrey, United Kingdom
Abstract
This paper extends classical work on economics of doping into a multi-player game setting. Apart from being among the first papers formally formulating and analysing a multi-player doping situation, we find interesting results related to different types of Nash-equilibria (NE). Based mainly on analytic results, we claim at least two different NE structures linked to the choice of prize functions. Linear prize functions provide NEs characterised by either everyone or nobody taking drugs, while non-linear prize functions lead to qualitatively different NEs with significantly more complex predictive characteristics.
Citation: Haugen KK, Nepusz T, Petróczi A (2013) The Multi-Player Performance-Enhancing Drug Game. PLoS ONE 8(5): e63306. doi:10.1371/journal.pone.0063306
Editor: Rodrigo Huerta-Quintanilla, Cinvestav-Merida, Mexico
Received December 14, 2012; Accepted April 1, 2013; Published May 17, 2013
Copyright: � 2013 Haugen et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Funding: The authors have no support or funding to report.
Competing Interests: The authors have declared that no competing interests exist.
* E-mail: [email protected]
Introduction
Doping in competitive sport is a peculiar phenomenon. The
need for performance enhancement is emerging from the desire to
maximise or even expand human capacities [1], and by doping to
gain competitive edge in a situation where athletes’ performances
are judged on two levels simultaneously: athletes compete against
the opponents in situations where typically only one can win and
are also automatically entered into a quest for breaking records
which opens up the competitive arena including all from the past.
From the array of substances with performance enhancing
properties, a wide range represents fully acceptable means, whilst
a defined set is prohibited by some authorities. In general terms,
and for the purpose of this paper, the term ‘‘doping’’ refers to the
latter category.
From the system’s point of view, the current detection-based
anti-doping policy does not automatically eradicate the use of
prohibited substances, but rather presents a barrier with a
quantifiable risk of being caught. It is easy to see that such a
system leads to two primary strategies employed by the athletes: i)
compliance, driven by respect for the rules, desire to compete
clean or fear of being caught and ii) circumvention, i.e. outwitting
the system by using not-yet-known or undetectable substances,
masking or simply betting on chances of not being selected for
testing. Just before the creation of the World Anti-Doping Agency,
then-International Olympic Committee president Juan Antonio
Samaranch voiced his opinion that doping should be acknowl-
edged and allowed as long as it is safe [2]. The fierce reaction by
the public and sporting community has led to tightened rules,
creation of the World Anti-Doping Agency (WADA) and an ever
increasing demand for investment into testing [3]. We will show
that a situation where all athletes end up using doping is possible
even under the current prohibiting-detecting anti-doping system,
putting their health further in risk by using drugs and masking the
use at the same time, increasing the drug intake and the
possibilities of side effects from individual drugs and drug
interactions.
In order to design effective anti-doping measures, gaining
insight into the driving forces behind doping behaviour is vital.
Whilst the doping decision is very complex involving moral,
economical and health considerations, theoretically this complex-
ity can be distilled into a simple decision situation where pros and
cons are weighed against each other in the context of unknown but
assumed choices of the opponents. Based on the assumption that
eradicating doping from sport requires a significant change in this
decisional balance; by formulating and formally solving multi-
player doping games, we aim to make a contribution to developing
a better understanding of doping decisions.
In this paper, first we review the literature pertaining to the
game theoretical approach to sport and in particular, doping. We
set up a model for a doping game involving more than one pair of
opponents. This extends the classic doping game to a multi-player
situation, which resembles many actual doping situations better
than a game restricted to two players. We then report analytical
solutions for n~3 and n~4 cases complemented with two important propositions. Finally, we discuss both theoretical and
practical implications of the multi-player extension of the doping
game and offers directions for future research.
Relevant Literature on Economics of Doping
For athletes entering a high level sport competition, it is a
requirement to abide by the rules as set by the relevant governing
body. Philosophers would argue that at this point, the question
whether the athlete ought to follow these rules or whether they
have a reason to do so is contested and depending on the outcome,
a decision is made about the action which follows. With regard to
doping, athletes must decide whether they feel that they are under
obligation (normative) or have a compelling reason (rationality) to
obey the rules and refrain from using a prohibited performance
enhancing substance.
Homo Economicus: Pay-offs and Sanctions Lay explanation for doping rests on the assumption that for
those who engage in doping practices ‘‘winning is everything’’,
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hence they use prohibited methods to ensure this outcome. This
approach assumes that the choice is purely rational-economical
and responds to externally imposed incentives and deterrents [4].
As long as the perceived advantages from using doping constitute a
far better scenario than any scenario with no doping, factoring in
the risk of being detected and its consequences, the only logical
action is to dope.
Contrary to the detection-sanction based deterrence methods,
economical models recognise the importance of the prize
structure, considering both benefits and costs. Prize structures
can also be manipulated so the monitoring cost is kept low [5].
These models [6–12] suggest that eradicating doping would
require changes in the external factors, such as increased dis-utility
(including the chance of being detected and its consequences),
decreased utility (reduced pay-off) or some combination of the two.
In reality, it is unlikely that such change will be effectively
implemented. Based on a review of economical models of doping,
[13] posit that rank order contests such as sport competitions with
highly skewed prize structures inevitably lead to undesirable
practices (i.e. doping) players may employ in order to enhance
their chances to finish in positions with high pay-off. A follow-up
study with empirical data from thirteen different athletic events
reinforced the assumption that increase in competition increases
doping [14], and consequently lead to a quest for sophisticated
detection and a requirement for equitable sanctions.
The nature of doping makes policing difficult and leads to an
imperfect but costly monitoring system, where externally imposed
sanctions may inadvertently motivate doping use by indicating
that doping is widespread, hence the need for harsh sanctions [15].
Game-like Situations In addition to the mainstream doping research, a distinct
direction (economics of doping) evolved around game theoretical
approaches, focusing on different combinations of the normative
determinants. Early theoretical exploration of the doping dilemma
focused on typical game strategies athletes may engage in, starting
from 2-player symmetric and asymmetric games [16,17].
An empirical cross-sectional investigation, using ranked out-
comes of best, next best, next worst and worst, concluded that
‘‘ruthless’’, winning-at-all-cost-type athletes clearly dominated the
doping user group but drug users were also found among
Naessian-type athletes who value the process more than the
outcome [18]. Although very tentatively, a possibility to change
games upon some personal experience was also suggested. This
evolutionary characteristic is in keeping with Berentsen and
Lengwiler’s [19] cyclical dynamics of mostly honest or fraudulent
games among heterogeneous players. Subsequent game theoretical
models (e.g., [20], [21]) have shown that the likelihood of doping is
the function of i) intensity of the competition, ii) the efficiency of
the detection system, iii) sanctions if caught, iv) distribution of the
prizes and v) health costs.
Although several authors have discussed the obvious extension
into a multi-player setting, few formal attempts on modeling or
solving multi-player games exist in sports economics research. [8]
suggested that athletes with a win-at-all-costs attitude are likely to
find doping use the optimal strategy, regardless of the number of
other athletes who dope. Expanding on the previous work, [17]
also noted that a tendency toward doping use exists in n-player
games. Whilst this body of work draw attention to an important
element (i.e. sport competition is more often than not is an n-
player game), none of these offered analytical or numerical proof.
Berentsen and Lengwiler’s doping evolution game [19] expands
the 2-player setting to a multi-player model. However, despite the
multi-player setting of heterogeneous (weak and strong) players,
decisions are made in pairs. Hence the model avoids explicit multi-
player game formulation. The closest attempt to formally
investigate multi-player effects is found in Strulik’s model [22].
In order to avoid the complexity of a ‘‘real’’ multi-player
formulation, the utility received by player i in season t (according to the authors notation) does not depend directly on other players’
actions in season t. Other players’ actions are built-in into the variables such as the fraction of players taking doping in season t (ht).
Considering the existing models to date, sports economic
research appears to be lacking formal analysis of multi-player
doping games. The aim of this paper is to address this gap by
extending the classical doping game theoretical model to a multi-
player game.
Model Set-up
For this model, we consider athletes as those who are in the
Registered Testing Pool (RTP) by being identified as elite
performer by their respective governing bodies (thus subject to
doping testing at any time including sport events) or based on their
ranking at the sport events. The RTP includes international level
athletes being tested by their international sport federations, and
international and national level athletes being tested by national
anti doping organisations, or in some cases, national governing
bodies of sport, National Olympic Committees and Regional Anti-
Doping Organizations. In this respect, there is no distinction
between amateur or professional sport. Consequently, we consider
prize as the chance of winning vs. the chance of being caught and
sanctioned. However, we recognise the fact that in real life, both
affects the athlete’s ability to benefitting from sponsorships,
endorsement deals and prize money.
Assumptions and Basic Modeling We start with the performance-enhancing drug game of [21],
also discussed by [23], with the aim of adding multi-player
capabilities. We try to stay as close as possible to the original
model, only doing minimal necessary enhancements in order to
investigate the multi-player case.
We assume the following:
1) n athletes compete in a certain (one-shot) sports event.
2) Each athlete has a binary choice between taking perfor-
mance enhancing drugs (D) or keeping ‘‘clean’’ (ND). 3) All players are (at least initially) assumed equally good. This
‘‘cloning’’ assumption is merely a direct extension of the
original assumption of [21], and it will be discussed in some
more detail in the section titled Conclusions and suggestions
for further research.
4) Drug testing is routinely performed on all athletes, leading to
a certain probability of exposure of ri ,i[f1, . . . ,ng, given that drugs have been consumed. Here, we make a slight
generalization compared to [21], allowing for different
exposure probabilities between athletes. In practice, one
could for instance assume either that previous history has
trigged different testing programs between different athletes
(countries) or simply different doping prevalence between
different athletes of groups of athletes (countries).
5) The cost of exposure is again extended similarly as in 4)
above to ci ,i[f1, . . . ,ng. This extended assumption opens up for the model-wise ability to investigate different group
specific costs related to drug exposure. It may for instance
seem reasonable to assume that certain countries ‘‘forgive’’
dopers easier and earlier than others. Hence, variable ci ’s
Multi-Player Doping Game
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may introduce a certain difference in cultural views on
performance-enhancing drugs.
6) Drug tests are assumed perfect in the sense that anyone who
have not consumed drugs will not be exposed through a test.
7) There is only one drug available, and the effect of the drug is
assumed to be equal for all athletes i[1, . . . ,n. This assumption is also a strict copy of the original assumption,
it can of course be relaxed at later stages.
8) The given drug is assumed effective (with certainty) in the
sense that if any athlete on drugs compete against any
‘‘clean’’ athlete, the outcome is a certain victory in the sports
competition for the drug consumer.
So far, no really important assumptions have been made
compared to the original model [21]. We have opened up for
athlete specific exposure probabilities ri as well as exposure costs ci . Still, these assumptions are merely direct extensions to the original model.
However, the utility structure of this model needs some careful
remodelling. In the original model, a binary type of pay-off
structure was defined. In the multi-player case, it seems obvious
that a ‘‘winner takes all’’ pay-off structure is neither realistic nor
practical. Hence, it seems evident that a more flexible pay-off
structure is necessary. Let us furthermore define:
9) ai is the utility (w0) received by athletes through their ranks in the sports competition. That is, a1 is the utility received by the first prize winner, a2 is the utility received by the runner- up and so forth.
10) Furthermore, it seems reasonable to assume:
a1§a2§ � � �§an§0 ð1Þ
This multi-player model opens up for some different and
interesting options regarding the interpretation of solutions. In
the original model with 2 players, a concept like doping prevalence
was neither very interesting nor very realistic to focus on. In the
case of a multi-player game, the prevalence becomes both relevant
and tractable.
Let us now formally define decision variables for the players/
athletes:
di~ 1 if and only if athlete i chooses the D{strategy 0 if and only if athlete i chooses the ND{strategy
� ð2Þ
Given the definition of the binary decision variables di , the sumPn i~1 di may directly be interpreted as the group prevalence.
Hence we define
Xn i~1
di~d ð3Þ
where d is the prevalence, i.e. the number of athletes choosing to take drugs. With n denoting the total number of athletes, n{d then constitute the number of athletes not taking drugs.
Given the above assumptions 3) and 8), there will be two groups,
one group taking drugs and another group keeping clean. The first
d athletes (ranked first, second, . . . ,d th) take the drug, while the n{d ‘‘clean’’ athletes will occupy ranks dz1,dz2, . . . ,n. We
refer to this two groups as the D-group and the ND-group, respectively. Again, given assumptions 3) and 8), all drug-takers
are equally good and all ‘‘clean’’ athletes are equally bad, leading
to the following probability densities for the two groups:
P( Player i has ranking j D Player i [ D{group )~ 1 d
if jƒd
0 otherwise
( ð4Þ
P( Player i has ranking j D Player i [ ND{group )~
0 if jƒd
1 n{d
otherwise
( ð5Þ
Pay-off Functions Now, given assumptions 1) - 10) as well as derived equations (4)
and (5), the pay-off functions of the players can be defined. It will
prove convenient to define pay-off functions for the D-group and the ND-group separately. We define:
PDi ~E( pay-of f f or athlete i in the D -group ) ð6Þ
and
PNDi ~E( pay-of f f or athlete i in the ND -group ) ð7Þ
PDi and P ND i can be expressed using straightforward expected
value calculations as follows:
PDi ~ 1 d : Pd j~1
aj {ri ci if dw0
0 if d~0
8>< >: ð8Þ
and
PNDi ~ 1
n{d : Pn
j~dz1
aj if dvn
0 if d~n
8< : ð9Þ
It is straightforward to show by applying equations (8) and (9) that
the original 2-player performance-enhancing drug game [21]
emerges as a special case of the above model. The content is left
for Supporting Information File S1, section 1.
Analytical Results We performed a full scale computation (finding all possible NEs)
for the three-player case (n~3) while we settled for a partial analysis for the n~4-case. The reason is partly due to the overwhelming amount of analytic work involved, but more
importantly, our analytic efforts lead us to formulate and prove
two propositions which answer quite many relevant questions
related to the behaviour of the multi-player performance-
enhancing drug game.
Multi-Player Doping Game
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Results for the n~3-case are shown in Tables 1, 2 and 3. The corresponding derivations and the results for the n~4 case are included in the Supporting Information File S1.
As a simple decoding scheme is used to describe various Nash-
equilibria in Tables 1, 2 and 3, some further explanation is
necessary. A letter describes the behaviour of one player. Each
letter may be D (doping with certainty), F (plays fair with
certainty), m (mixed strategy) or * (any pure or mixed strategy). For
instance, DDF describes a strategy where two players cheat and
the third plays fair all the time, while mmD is a strategy where two
players play mixed strategies and the third cheats all the time. The
order of letters does not matter, mmD is the same as mDm or
Dmm. Note that there is a fine distinction between m and *: m
denotes a player playing a mixed strategy with a specific
probability of doping, while * denotes a player that can take
drugs with any probability without any effect on its own payoff.
Furthermore, Tables 1 and 3 contain Ad ~
Pd i~1 ai
d , i.e. the
average prize received by a player that cheated if there are d
cheaters in total. �AAd ~
Pn i~dz1 ai
n{d , i.e. the average prize remaining
for a fair player if there are d cheaters is also introduced. Note that �AAd also is a function of n and a more correct notation could be �AAnd . However, to avoid notational confusion, we stick to this simplification.
As can be readily observed from Tables 1 and 3, certain rc-
thresholds Ad { �AAd{1 � �
compose various regions of different NEs.
Similar rc-thresholds are found in the four-player case, leading to
a ‘‘regionalization’’ that is very similar to the three-player case, but
the number of regions is one larger and some of the conditions are
more complex to allow for cases when the prize function is not
strictly concave or strictly convex (unlike the three-player case,
where every prize function is concave, convex or linear). A more
comprehensive discussion and derivation of the four-player case is
to be found in the Supporting Information File S1.
Comparing Tables 1 and 3 indicate a striking difference. Apart
from the (obviously) undetermined rc~A2{ �AA1 case, either everybody plays fair or everybody cheats if the prize function is
linear, while more complicated Nash equilibria may appear if the
prize function is concave or convex. The question of whether this
simple NE characterization also is present in the n-player case led
us to formulate (and prove - refer to Supporting Information File
S1, section 2 for the proof) the following:
Theorem 1 Given an instance of the n-player doping game, a common rc product for all players, and a linear prize structure (i.e.
a common b~a1{a2), the Nash-equilibria are as follows:
1. Everyone cheats when rcv n{1
2 b.
2. Everyone plays fair when rcw n{1
2 b.
3. Any pure or mixed strategy when rc~ n{1
2 b.
Possible practical implications of Theorem 1 are discussed in the
Conclusions section.
One obvious point to look at when analysing a multi-player
version of the performance-enhancing drug game is how NEs
evolve as the number of players change. Furthermore, as
predictability (normally) is viewed as important related to doping
regulation, general knowledge related to when (under what
parametric conditions) will NEs be pure or mixed might prove
valuable in a practical context. These questions (and others) are to
some extent answered by the following theorem (refer to
Supporting Information File S1, section 2):
Theorem 2 Given an instance of the n-player doping game and a common rc product for all players, the sufficient and
necessary condition for the ‘‘k players cheat and n{k players play
fair’’ pure strategy to be a Nash-equilibrium is as follows:
Akz1{ �AAkƒrcƒAk{ �AAk{1
where Anz1 and �AA{1 are defined to be {?. As mentioned above, one obvious thing to look at when
analysing a multi-player game, and comparing it to a two-player
version, is how NEs change when the number of players change.
Theorem 2 may be applied more or less directly to shed some
interesting light on this question. Let us define Ln as the length of
the interval An{ �AAn{1,A1{ �AA0 � �
; that is,
Table 1. Summary of the three-player case - non-linear prize function.
rc Cases of Nash-equilibria
Less than A3{ �AA2 DDD
Exactly A3{ �AA2 DDD, DDF if b1vb2 or DD* if b1wb2
Between A3{ �AA2 and A2{ �AA1 DDF, Dmm, mmm
Exactly A2{ �AA1 mmm with p~0:5
Between A2{ �AA1 and A1{ �AA0 DFF, Fmm, mmm
Exactly A1{ �AA0 DFF, FFF if b1vb2 or FF* if b1wb2
Greater than A1{ �AA0 FFF
doi:10.1371/journal.pone.0063306.t001
Table 2. Exact probabilities of mixed Nash-equilibria for the three-player case. bi is defined as ai{aiz1, i.e. the prize difference between rank i and rank iz1.
Case Probabilities
mmm p1~p2~p3~3
rc{b1
b2{b1 {1
Dmm p1~1, p2~p3~6
rc{b1
b2{b1 {3
Fmm p1~0, p2~p3~6
rc{b1
b2{b1 {2
DD* 0ƒp3ƒ1p1~1, p2~1;
FF* 0ƒp3ƒ1p1~0, p2~0;
Note that DD* and FF* appears only if the prize function is convex, i.e. b1wb2 . doi:10.1371/journal.pone.0063306.t002
Table 3. Summary of the three-player case - linear prize function.
rc Cases of Nash-equilibria
A2{ �AA1 Less than DDD
A2{ �AA1 Exactly ***
A2{ �AA1 Greater than FFF
doi:10.1371/journal.pone.0063306.t003
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Ln~A1{ �AA0{Anz �AAn{1 ð10Þ
This interval contains NEs which are either mixed or pure with
a mixture of player behaviour. Hence, outside this interval either
everybody plays fair or everybody cheats. If we can identify the
behaviour of Ln as n increases it could be meaningful in a regulative setting. Let us investigate the contents of Ln closer.
A1 is by definition the maximal prize amax, while �AAn{1 is the minimal prize amin. The remaining two elements of Ln are both
equal to the average prize, �aa~ 1 n
Pn i~1 ai . Hence, equation (10)
can alternatively be expressed as:
Ln~amaxzamin{ 2
n
Xn i~1
ai ð11Þ
In order to judge Ln’s monotonicity, it turns out to be easier to assume a normalized prize structure. That is, we convert the given
prize function to a version where Pn
i~1 ai~1. Given this
assumption, equation (11) can be further simplified to:
Ln~amaxzamin{ 2
n ð12Þ
Assuming that amax and amin are constants, the only variable in this equation is n. When n increases, 2=n decreases, {2=n increases, thus Ln increases. But since Ln is the length of the unpredictable region with mixed NEs or pure NEs with mixed
player behaviours, the length of the predictable region decreases.
Therefore, when n increases, Ln increases, thus the length of the predictable region decreases.
Conclusions and Suggestions for Further Research
Conclusions Based on our results, one obvious conclusion to draw is the
extent of complexity increase in NE structures observed simply
when moving from a two-player to a three-player game. The
contents of Table 1 shows clearly that almost any possible NE can
be a game prediction. This constitutes a major difference from
existing game theoretic doping research - see for instance [21],
[20] or [23]. This is perhaps not surprising as such, but we did not
predict such a complexity increase before conducting this research.
In any case, some caution should be taken when generalizing
doping research based on two-player models when practical
regulative means are considered.
Furthermore, the results derived through Theorem 1 provides
valuable insight. A popularized version of the theorem could be to
say that if the prize function is linear and rc is constant (homogeneous athletes and doping tests), the n-player game behaves just like the two-player game. By itself, this is an
interesting result, but we should be cautious in drawing policy
implications too far. It could be tempting to say; then it is easy to
fight doping, both in 2-player as well as in any-player competi-
tions, by making all drug testing as well as punishment
standardized and change all prize functions to be linear. If that
can be achieved, then merely a single doping test on one athlete is
enough. Surely, this is way too far drawn. As Figure 1 indicates,
real world prize functions are not linear, and they should not be
linear either - see for instance [24] and [25]. The point is very
simple, demand for sport is (typically positively) related to the
effort that the athletes put into competing. Fans want to see
athletes trying harder, an egalitarian prize function does not lead
to optimal performance, and hence, the problem of fighting
doping can be said not to be independent of total sports demand.
As such, as noted by other authors, an optimal level of doping may
exist [21]. Still, as our results indicate, standardizing doping tests
as well as punishments (rc kept constant) makes sense as it reduces complexity in analysing doping games.
The popular version of Theorem 2 as depicted in equation (12)
is interesting. This equation tells us that the region of unpredict-
ability increases with the number of players in the game. To some
extent this could indicate that keeping the number of players low
actually is a good idea. Again, we should take care in pulling the
policy implication string too long, but to fight doping, being able to
predict athletes’ choices regarding doping seems evident. As such,
a smaller number of competitors should (at least theoretically) be
better than a larger number.
A practical example might be interesting to judge. Modern cross
country skiing has undergone a major structural change the latter
years. To a great extent, the classical competition structure of
interval starts have been replaced by an increasing number of
common (mass) start events. The actual reason for this changer is
of course labelled on demand and TV-viewers - who presumably
prefer to see a competition where the first man crossing the finish
line is the winner. The fact that the time spent in mass start events
is significantly shorter is of course also judged positive when
competing to get TV-time. In an interval start event, even though
you principally compete with the same number of competitors,
your actual number of real competitors (based on your perfor-
mance quality compared to the rest of the heat) is in practice way
below the total number of participants. However, in a mass start
event, the number of possible winners increase dramatically,
meaning that you efficiently compete with a much larger group.
Hence, based on this argument, if doping is to be controlled, this
development is perhaps not the best. Still, again, this is a totality,
and doping neither could nor should be fought regardless of
possible adverse demand effects. This underlines the complexity of
the task at hand.
Finally, the role of the prize function becomes evident when a
doping game is extended from a two-player to an n-player game. Our results in Table 1 show clearly that the shape of this function
is an important determinant for existence of various Nash
equilibria. To some extent, this is obvious, as a two-player game
can only contain a linear prize function. The possibility of dividing
prizes egalitarian or not opens up when the participation number
is larger than 2. Still, we feel that the results we have derived (even
if they are not perfectly complete) warrant greater caution from
sport officials when it comes to how prize functions are designed.
To some extent, other research points at a similar problem - see
for instance [26] and [27].
Suggestions for Further Research Handling multi-player games is in general far more difficult,
both model- and solution-wise compared to 2-player games.
Definitely, this is the situation we have faced conducting this
research. As a consequence, we have carefully chosen to make
assumptions which may seem crude compared to reality.
Assumptions 2), 6), 7) and 8) (see the section on Assumptions
and basic modeling), as well as the inherent not explicitly
mentioned assumptions of information completeness and non-
existent prize re-awards [5], are all examples of conditions that
may seem far from reality.
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Assumption 2) - homogeneity of player’s ability is a prime
candidate. Most two-player research - see e.g. [7,12,21] tend to
make such an assumption initially and then at later stages relax it.
From a practical point of view such an assumption may at least to
a certain extent seem sensible in a 2-player setting, but far more
dramatic in a multi-player setting. However, relaxing such an
assumption - in a multi-player setting - provides significant added
challenges in the modeling as well as in the analysis stage. The
reason is relatively straightforward to explain. In a multi player
heterogeneous player situation, players may naturally be separated
through a common knowledge probability distribution. Such a
probability distribution must be 2-dimensional in this setting, both
in prize as well as player dimensions. As a consequence, any given
player must have a probability distribution for all possible prizes
and all prizes must be won by at least on player. This fact
introduces two probabilistic (norming) constraints which turns out
to create significant modelling problems. In addition, the effect of
doping must be included as well, leading to a situation where the
model itself must account for all possible drug allocations and
probabilistic consequences for all possible combinations of players,
prizes and drug taking habits.
Unfortunately, this is not the only problem involved in relaxing
the homogeneity of player’s ability assumption. Note that the share
existence of a common knowledge ability 2-dimensional proba-
bility distribution actually means that all players must know (and
agree) on such a distribution and not only that, they must also
know and agree on all possible (individual) drug effects. So, to sum
up: relaxing this assumption leads, in our opinion, to an obvious
question related to the inherent complete information assumption.
In practice one would expect that an individual player would know
more on his abilities as well as the effect of taking drugs than his
opponents. As a consequence, a game of incomplete (and
asymmetric) information becomes even more appropriate. This
is, as we see it, obviously a candidate for further research.
Similar types of (of course not identical) problems emerge if
other assumptions are to be relaxed. For instance a relaxation of 7)
- introducing more than one drug and/or individual drug effects -
creates totally different modelling environments. This also holds
for an introduction of prize re-awards. Prize re-awards [5] relates
to the practical fact that if a player is caught in doping activity
certain costs emerge. Such costs are (at least in principle)
accounted for in our model through the ci parameters. However, a doping verdict also has other consequences, namely that of prize
re-awards - all other (not yet caught in doping) moves up one place
on the prize-list. Surely, such mechanisms holds potential for
significant game theoretic consequences, as reported in 2-player
research [5,7,9], but we again feel that this subject needs projects
of its own.
Figure 1. The ‘‘prize function’’ of the PGA tour [28]. doi:10.1371/journal.pone.0063306.g001
Multi-Player Doping Game
PLOS ONE | www.plosone.org 6 May 2013 | Volume 8 | Issue 5 | e63306
We have focused on modelling and solving a multi-player
doping game. We have found interesting results related to the
shape of prize functions and some results related to NE behaviour
as a function of n. Obviously, we have not solved all possible
modelling issues and it is relatively easy to criticise our models as
being crude and unrealistic. Whilst it is true, we would welcome
further investigations relaxing our assumptions and gaining even
more insight into the mystery of doping.
Supporting Information
Figure S1 The original pay-off matrix from [21].
(TIF)
Figure S2 Nash equilibria in the three-player doping game as a
function of the value of rc. Each Nash equilibrium is represented
by a box. Nash equilibria with the same rc product are in the same
column. rc increases from left to right. An arrow points from one
Nash equilibrium into another if changing rc transforms a Nash equilibrium into another one.
(TIF)
Figure S3 Nash equilibria in the four-player doping game as a
function of the value of rc. Each Nash equilibrium is represented by a box. Nash equilibria with the same rc product are in the same column. rc increases from left to right. An arrow points from one Nash equilibrium into another if changing rc transforms a Nash equilibrium into another one.
(TIF)
File S1
(PDF)
Author Contributions
Conceived and designed the experiments: KKH TN AP. Performed the
experiments: KKH TN. Analyzed the data: KKH TN. Wrote the paper:
KKH TN AP.
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