PHYSICAL REVIEW E 102, 062302 (2020)
Dodge and survive: Modeling the predatory nature of dodgeball
Perrin E. Ruth
*
and Juan G. Restrepo
†
Department of Applied Mathematics, University of Colorado at Boulder, Boulder, Colorado 80309, USA
(Received 23 July 2020; accepted 20 October 2020; published 7 December 2020)
The analysis of games and sports as complex systems can give insights into the dynamics of human
competition and has been proven useful in soccer, basketball, and other professional sports. In this paper, we
present a model for dodgeball, a popular sport in U.S. schools, and analyze it using an ordinary differential
equation (ODE) compartmental model and stochastic agent-based game simulations. The ODE model reveals a
rich landscape with different game dynamics occurring depending on the strategies used by the teams, which can
in some cases be mapped to scenarios in competitive species models. Stochastic agent-based game simulations
confirm and complement the predictions of the deterministic ODE models. In some scenarios, game victory can
be interpreted as a noise-driven escape from the basin of attraction of a stable fixed point, resulting in extremely
long games when the number of players is large. Using the ODE and agent-based models, we construct a strategy
to increase the probability of winning.
DOI: 10.1103/PhysRevE.102.062302
I. INTRODUCTION
Games and sports are emerging as a rich test bed to study
the dynamics of competition in a controlled environment.
Examples include the analysis of passing networks [1,2] and
entropy [3] in soccer games (see also Ref. [4] for a discussion
on data-driven tactical approaches), scoring dynamics [5–7],
and play-by-play modeling [8,9] in professional sports such
as hockey, basketball, football, and table tennis, penalty kicks
in soccer games [10], and serves in tennis matches [11]. Here
we explore the dynamics of dodgeball, where the number of
players playing different roles changes dynamically and ulti-
mately determines the outcome of the game. While modeling
dodgeball might seem like a very specific task, it is a relatively
clean and well-defined system where the ability of mean-field
techniques [12,13] to describe human competition can be put
to the test. In addition, it complements ongoing efforts to
quantify and model dynamics in sports and games [1–11].
In this paper, we present and analyze a mathematical model
of dodgeball based on both agent-based stochastic game sim-
ulations and an ordinary differential equation (ODE)–based
compartmental model. By analyzing the stability of fixed
points of the ODE system, we find that different game dy-
namics can occur depending on the teams’ strategies: one of
the teams achieves a quick victory, either team can achieve a
victory depending on initial conditions, or the game evolves
into a stalemate. For the simplest strategy choice, these
regimes can be interpreted in the context of a competitive
Lotka-Volterra model. Numerical simulations of games based
on stochastic behavior of individual players reveal that the
stalemate regime corresponds to extremely long games with
large fluctuations. These long games can be interpreted as a
*
†
noise-driven escape from the basin of attraction of the stable
stalemate fixed point and are commonly observed in dodge-
ball games (see Fig. 2). Using both the stochastic and ODE
models, we develop a greedy strategy and demonstrate it using
stochastic simulations.
The structure for the paper is as follows. In Sec. II,we
describe the rules of the game we will analyze. In Sec. III,
we present and analyze a compartment-based model of dodge-
ball. In Sec. IV, we present stochastic numerical simulations
of dodgeball games and compare these with the predictions
of the compartmental model. We then discuss the notion of
strategy in the context of this stochastic model. Finally, we
present our conclusions in Sec. V.
II. DESCRIPTION OF DODGEBALL
In this paper, we consider the following variant played
often in elementary schools in the United States (sometimes
called prison dodgeball). Two teams (team 1 and team 2) of N
players each initially occupy two zones adjacent to each other,
which we will refer to as court 1 and court 2 (see Fig. 1).
Players in a court can throw balls at players of the opposite
team in the other court. If a player in a court is hit by such a
ball, they move to their respective team’s jail, an area behind
the opposite team’s court. A player in a court may also throw
a ball to a player of their own team in their jail, and if the
ball is caught, the catching player returns to their team’s court
(illustrated schematically in Fig. 3). We denote the number
of players on team i that are in court i and jail i by X
i
and
Y
i
, respectively. Team i loses when X
i
= 0. For simplicity,
we assume there are always available balls and neglect the
possibility that a player catches a ball thrown at them by an
enemy player.
In practice, games often last a long time without any of
the teams managing to send all the enemy players to jail.
Because of this, such games are stopped at a predetermined
2470-0045/2020/102(6)/062302(9) 062302-1 ©2020 American Physical Society