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Game-Theoretic Simulation Checklist (Batch 6): Priority Behaviours & Build Order

Source: User provided text (December 2025) Context: Prioritisation of behaviors for implementation, focusing on policy relevance and "NHRA-shaped" incentives. Includes a phased build order.


Priority behaviours

Priority Behaviour to reproduce Why it’s top-tier Minimal game lens What to measure (signature outputs)
1 Threshold & timing behaviour (EOFY surges, smoothing, “race-to-cap”, claim timing) It’s the cleanest fingerprint of caps + reconciliation + lags; drives big $ and real operational decisions Kinked payoff + repeated game Month-by-month NWAU spikes; cap consumption trajectory; reconciliation volatility; pre/post-threshold behaviour
2 Coding intensity / complexity drift (bounded upcoding, documentation effort, “creep”) Explains systematic growth in measured complexity independent of true acuity; central to ABF incentives Principal–agent (hidden effort) + audit risk Coding intensity index; complexity inflation vs clinical proxies; audit yield/repayments
3 ABF↔block (and boundary) shifting (classification/venue shifting) Eligibility boundaries create substitution incentives that look like “efficiency” but are often reclassification Mechanism design / boundary game Share of activity by stream; sudden shifts around rule changes; service-line boundary switches
4 Capacity-constrained access dynamics (queues, cancellations, ED crowding) Converts dollars/NWAU into the outcomes everyone argues about; prevents unrealistic “free growth” Congestion/queueing game ED LOS distribution; elective breaches; occupancy; cancellation rates; ramping proxy
5 Internal contracting / delegation (State↔LHN↔hospital target games) Most real decisions are internal: budget envelopes, targets, and blame-shifting; generates heterogeneity within states Nested principal–agent LHN-level variance; target chasing; internal transfer rules; localised surges/cuts
6 Cost shifting & substitution across settings (public↔private, hospital↔community, downstream spillovers) Captures externalities and “moving the problem” rather than solving it Common-pool + routing/substitution Displacement indicators: ED avoidance, short-stay/inpatient substitution, private share shifts, readmission bounce-backs
7 Audit / integrity “arms race” (targeting adapts to gaming) Turns gaming into a measurable equilibrium with policy levers (audit intensity, penalties) Dynamic enforcement game Detection rate vs intensity; deterrence curves; false-positive cost vs gaming reduction
8 Renegotiation & side-payment dynamics (extensions, settlement transfers, brinkmanship) Important for long-run realism, but less necessary for first-pass operational accuracy Bargaining / coalition game Probability of renegotiation breakdown; size/frequency of side-payments; rule-regime switches

A pragmatic “build order”

Core v1 (Must-Have)

Focus: Timing/Threshold (#1), Coding Drift (#2), Capacity/Queues (#4).

  • State: Time, Budget caps, Claim timing, NWAU, Coding intensity, Capacity utilization, Queue lengths.
  • Actions: Submit claim, Allocate capacity, Manage queues.

v2 (High Value)

Focus: Boundary Shifting (#3), Internal Contracting (#5).

  • State: v1 State + Eligibility rules, Internal contract targets.
  • Actions: v1 Actions + Reclassify activity, Adjust internal targets.

v3 (Policy Breadth)

Focus: Cost Shifting (#6), Audit Arms Race (#7).

  • State: v1/v2 State + Audit intensity, Penalty structure.
  • Actions: v1/v2 Actions + Adjust audit params, Gaming responses.

v4 (Long-Horizon Realism)

Focus: Renegotiation & Side-Payments (#8).

  • State: v1/v2/v3 State + Renegotiation params, Side-payment rules.
  • Actions: v1/v2/v3 Actions + Initiate renegotiation, Offer/accept side-payments.