Assisting the older driver - SWOV
Assisting the older driver - SWOV
Assisting the older driver - SWOV
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<strong>Assisting</strong> <strong>the</strong> <strong>older</strong> <strong>driver</strong><br />
taken into account by road designers and designers of ADAS and <strong>the</strong>ir<br />
human machine interface.<br />
4.5. Game <strong>the</strong>ory<br />
4.5.1. An introduction to game <strong>the</strong>ory<br />
Game <strong>the</strong>ory is about decision making and anticipating <strong>the</strong> likely reaction of<br />
o<strong>the</strong>rs (Von Neuman & Morgenstern, 1944). A famous example that<br />
originates from this <strong>the</strong>ory is <strong>the</strong> so‐called prisoner’s dilemma in which<br />
suspects of a crime have to decide whe<strong>the</strong>r <strong>the</strong>y should talk or remain silent<br />
about <strong>the</strong> o<strong>the</strong>r’s contribution to <strong>the</strong> crime committed. The combination of<br />
<strong>the</strong>ir decisions (talk or remain silent) determines <strong>the</strong> length of <strong>the</strong>ir<br />
imprisonment. People who are involved in a game like this often have<br />
conflicting interests and attempt to prevail <strong>the</strong>ir interest over those of <strong>the</strong><br />
o<strong>the</strong>rs. To achieve that goal, <strong>the</strong>y need information about <strong>the</strong> motives and<br />
intentions of <strong>the</strong> o<strong>the</strong>r ones involved. However, information is often not<br />
available. As a result, people base <strong>the</strong>ir decisions on <strong>the</strong> likely reaction of<br />
o<strong>the</strong>rs.<br />
A type of game that applies to traffic behaviour is <strong>the</strong> so‐called Chicken game.<br />
Oye (1985) describes this game using <strong>the</strong> situation in which two <strong>driver</strong>s meet<br />
each o<strong>the</strong>r on a narrow road. If one of <strong>the</strong> <strong>driver</strong>s makes room for <strong>the</strong> o<strong>the</strong>r,<br />
he could be regarded as <strong>the</strong> ‘chicken’ whereas <strong>the</strong> o<strong>the</strong>r one may call himself<br />
<strong>the</strong> ‘hero’. If nei<strong>the</strong>r of <strong>the</strong>m is willing to make room, both <strong>driver</strong>s may suffer<br />
from damage to <strong>the</strong>ir car. If both <strong>driver</strong>s decide to make some room, loss of<br />
reputation will be minimized for both <strong>driver</strong>s.<br />
Several factors can influence <strong>the</strong> outcome of a game. One factor that is<br />
described in literature is an existing balance of power. In <strong>the</strong> prisoner’s<br />
dilemma, for example, one of <strong>the</strong> prisoners may hold a higher rank in <strong>the</strong><br />
criminal organisation <strong>the</strong>y both belong to. In traffic, differences in power can<br />
result from traffic rules (e.g., right of way), <strong>the</strong> type of vehicle people drive,<br />
or <strong>the</strong> type of road <strong>the</strong>y are driving on. A second factor that may influence<br />
<strong>the</strong> outcome of a game is <strong>the</strong> extent to which ‘players’ can view <strong>the</strong><br />
behaviour of <strong>the</strong> o<strong>the</strong>r(s) involved. Being visible to <strong>the</strong> o<strong>the</strong>r ‘players’ of <strong>the</strong><br />
game may give people <strong>the</strong> opportunity to influence <strong>the</strong>ir behaviour. For<br />
example, <strong>driver</strong>s may approach an intersection at high speed, <strong>the</strong>reby<br />
enforcing right of way. A third factor is <strong>the</strong> willingness to cooperate.<br />
According to Oye (1985), this willingness depends on: 1) <strong>the</strong> value which<br />
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