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Social Distancing Equilibria in Games under Conventional SI Dynamics

Connor D Olson, Timothy C Reluga

Abstract

The mathematical characterization of social-distancing games in classical epidemic theory remains an important question, for their applications to both infectious-disease theory and memetic theory. We consider a special case of the dynamic finite-duration SI social-distancing game where payoffs are accounted using Markov decision theory with zero-discounting, while distancing is constrained by threshold-linear running-costs, and the running-cost of perfect-distancing is finite. In this special case, we are able construct strategic equilibria satisfying the Nash best-response condition explicitly by integration. Our constructions are obtained using a new change of variables which simplifies the geometry and analysis.As it turns out, there are no singular solutions, and a time-dependent bang-bang strategy consisting of a wait-and-see phase followed by a lock-down phase is always the unique strategic equilibrium. We also show that in a restricted strategy space the bang-bang Nash equilibrium is an ESS, and that the optimal public policy exactly corresponds with the equilibrium strategy.

Social Distancing Equilibria in Games under Conventional SI Dynamics

Abstract

The mathematical characterization of social-distancing games in classical epidemic theory remains an important question, for their applications to both infectious-disease theory and memetic theory. We consider a special case of the dynamic finite-duration SI social-distancing game where payoffs are accounted using Markov decision theory with zero-discounting, while distancing is constrained by threshold-linear running-costs, and the running-cost of perfect-distancing is finite. In this special case, we are able construct strategic equilibria satisfying the Nash best-response condition explicitly by integration. Our constructions are obtained using a new change of variables which simplifies the geometry and analysis.As it turns out, there are no singular solutions, and a time-dependent bang-bang strategy consisting of a wait-and-see phase followed by a lock-down phase is always the unique strategic equilibrium. We also show that in a restricted strategy space the bang-bang Nash equilibrium is an ESS, and that the optimal public policy exactly corresponds with the equilibrium strategy.
Paper Structure (12 sections, 10 theorems, 80 equations, 8 figures, 1 table)

This paper contains 12 sections, 10 theorems, 80 equations, 8 figures, 1 table.

Key Result

Lemma 1

Fix $I_0 \in (0,1]$ and $V_0 \in (-\infty, \infty)$. Suppose $V(t)$ solves Eq. eq:OldSystemb. If there exists a $t \in [0,\infty)$ with $V(t) = 0$, then $V_0 \in [-1,0]$.

Figures (8)

  • Figure 1: The restricted disutility surface $\mathcal{D}(x,\overline{x})$ (left), the relative restricted disutility $\hat{\mathcal{D}}(x,\overline{x})$ (center), and the emblematic disutility $\mathcal{E}(\overline{x})$ (right) when $t_f = 6$, $m=6$, and initial condition $I_0 = 0.02$. The strategy at the saddle point ($x^* \approx 2.87$) of the center plot is the Nash equilibrium among all off-on two-phase strategies and is also the minimizer of the emblematic disutility (right), so is also the social optimal.
  • Figure 2: Colorized contour images of the (left) equilibria duration of social distancing $x^*$ of the restricted disutility \ref{['eq:DSISDG']} as a function of the game-duration ($t_f$) and the initial proportion infected ($I_0$) depends when the linear distancing efficiency $m=6$. As games get longer, the duration of distancing increases from $0$ to about $5$. The white line divides the surface into three regions depending on whether no distancing is used ($x^*=0$), distancing is used for the full game-duration ($x^*=t_f$), or some intermediate amount is used. The equilibrium per-capita burden (right, Eq. \ref{['eq:burden']}) increases monotonically as both the game duration and the initial case count increase.
  • Figure 3: A dimensional example of equilibrium (bottom) and corresponding burden (top, Eq. \ref{['eq:burden']}). For a community of 10,000 people the epidemic is detected when the first $\hat{I}_0 = 20$ are infected. The epidemic is initially doubling in size each 1 week ($=\ln 2 / \hat{\beta} \hat{N}$), infected people expect to lose $1,000 ($=C_i$) from the infection, but are not willing to pay more than $10 ($=1/\hat{m}$) a week in social distancing costs, then social-distancing can only reduce the burden significantly if the vaccine is rolled out in less than 100 weeks.
  • Figure 4: Epidemic burden as functions of $t_f$ and $m$ for given values of $I_0$. Dotted black line represents $t_f = m-1$. The case of $I_0=1$ (left) is gameless, as infection-risk is constant and independent of player actions. We see the burden increases monotonically as duration $t_f$ get longer but decreases monotonically as social-distancing is made more efficient. In the case of $I_0=10^{-4}$ (right), burden is small for short games because infection risk never becomes substantial, but for long games, the burden only decreases significantly once $m/t_f \approx 1$.
  • Figure 5: Colorized contour image of the reduction in burden by social distancing ($\Delta B^*$, Eq. \ref{['eq:improve']}) (left), and the relative reduction in burden (right) when $m=6$. The plots clearly show that for this epidemic model, the public-health value of social-distancing is concentrated at intermediate durations of time between detection and mass-vaccination. The dashed red line is our approximation of the time $t_f^@(m,I_0)$ (Eq. \ref{['eq:tpeak']}) when the improvement-over-indifference $\Delta B^*$ is maximal.
  • ...and 3 more figures

Theorems & Definitions (18)

  • Lemma 1
  • proof
  • Lemma 2
  • Lemma 3
  • proof
  • Lemma 4
  • proof
  • Lemma 5
  • proof
  • Theorem 6
  • ...and 8 more