Re: [EM] Simulation of political identity space in voting

2006-12-12 Thread raphfrk
 From: [EMAIL PROTECTED]
  Ka-Ping Ye did some excellent work
 
  The original is here, and was discussed on this list many months ago:
  http://zesty.ca/voting/sim/
 
 Yeah, it's cool.
 
  Mostly I've independently verified the results, but I've added my
  favorite pet method, Instant Runoff Normalized Ratings (IRNR) into
  the mix.
 
 When you say you average results, does that mean you mix the colour ?
 
 How do your voters vote ?
 
 I assume it is something like:
 
 Utility = 1/distance ?
 
 Max Social Utility: pick candidate with highest utilty
 
 Pick One: Pick nearest 
 
 IRV: Pick in order of distance
 
 IRNR: Pick in order of distance (do you have link to count rules?)
 
 Condorcet: Pick in order of distance
 
 Rating Summation: Rating = utility ? (Range)
 Are votes capped, if not then won't that give same as max utility ?
 
 Borda: Pick in order of distance
 
  This method is great because it makes behaviors of the election
  method readily apparent visually. I used to claim that IRNR would be
  free of IRV's oddities because IRNR considered the whole ballot and
  used continuous ratings. Someone here cleverly found a counter case,
  but graphically it jumps out of the picture that IRNR does have
  irregularities. On the plus side, they're much smaller than IRV's
  problems. :-)
 
 What would be cool would be if you re-ran the sims with strategic voting.
 
 Plurality -- run poll and then everyone votes for one of the top 2 in
 the poll. I am not sure this is accurate though.
 
 What about
 2 candidates are selected as the favourites (same 2 for entire run)
 
 Take a poll
 Pick favourite of the top 2 unless,
 the utility of both the top 2 is less than X, then pick favourite
 
 In election
 Vote for your favourite of the top 2 candidates in the poll
 
 This models the benefit of being one of the main party nominees.
 
 Another option is to keep rerunning the election until the winner
 is stable ... but that might be cyclic.
 
 IRV -- run poll and rank favourite of top 2 first and least favourite of
 top 2 last, rest honest. Not sure if that is actually what is strategic
 
 IRNR: Not sure
 
 Condorcet:
 
 Range/Rating Summation:
 - Rate favorite at max and least favourite at win and linear interpolate rest
 - Use approval strategy (give max to favorite of top 2 and min to other of top 
2)
 
 Borda:
 
  I understand that most of you aren't computer scientists and quick to
  program up new tests, but I'm excited about this testing right now
  and if you'll just implement your favorite election method in _some_
  language, C, C++, java, javascript, perl, python, heck I'll even
  accept PHP, LISP or FORTRAN, I'll translate it and fit it into the
  test harness.
 
 
 There aren't probably that many functions.
 
 You need 1 that converts a candidate/utility list to a vote and 1
 that converts a list of votes into a result.
 
 This allows people to code voting strategies (by changing the utility
 to vote function).
 
 In theory the vote would be defined by the person who submits the
 voting method.
 
Raphfrk
 
 Interesting site
 what if anyone could modify the laws
 
 www.wikocracy.com   
 
  

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Re: [EM] Simulation of political identity space in voting

2006-12-12 Thread raphfrk
 Also, what is interesting is that condorcet has alot less noise than max 
utility.
 
 I guess this is due to median being more resistant to noise than average.
Raphfrk
 
 Interesting site
 what if anyone could modify the laws
 
 www.wikocracy.com

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Re: [EM] Simulation of political identity space in voting

2006-12-12 Thread Brian Olson

On Dec 12, 2006, at 9:55 AM, [EMAIL PROTECTED] wrote:


From: [EMAIL PROTECTED]
 Mostly I've independently verified the results, but I've added my
 favorite pet method, Instant Runoff Normalized Ratings (IRNR) into
 the mix.

When you say you average results, does that mean you mix the colour ?


Yes. If the elections at one pixel don't all go the same way the  
colors of the winning choices are mixed proportionally to their  
number of wins.



How do your voters vote ?

I assume it is something like:

Utility = 1/distance ?


Yup. I've now added that to the page.


Max Social Utility:  pick candidate with highest utilty


highest total global utility, yes


Pick One:  Pick nearest

IRV:  Pick in order of distance

IRNR:  Pick in order of distance (do you have link to count rules?)


Being a ratings method, it's based on the 1/r utility.

http://bolson.org/voting/methods.html#IRNR


Condorcet:  Pick in order of distance

Rating Summation:  Rating = utility ?  (Range)
Are votes capped, if not then won't that give same as max utility ?


Yeah, given that everyone's voting honestly it's effectively the same  
summation as finding the global utility. But it's separately  
implemented code. I think it's worth running as a check.



Borda:  Pick in order of distance

 This method is great because it makes behaviors of the election
 method readily apparent visually. I used to claim that IRNR would be
 free of IRV's oddities because IRNR considered the whole ballot and
 used continuous ratings. Someone here cleverly found a counter case,
 but graphically it jumps out of the picture that IRNR does have
 irregularities. On the plus side, they're much smaller than IRV's
 problems. :-)

What would be cool would be if you re-ran the sims with strategic  
voting.


Simulating polling and what voters do about that is hard and I  
haven't settled on a method that seems entirely right to me. Some of  
what you say will probably be like what it should be.



Plurality -- run poll and then everyone votes for one of the top 2 in
the poll.  I am not sure this is accurate though.

What about
2 candidates are selected as the favourites (same 2 for entire run)

Take a poll
Pick favourite of the top 2 unless,
the utility of both the top 2 is less than X, then pick favourite

In election
Vote for your favourite of the top 2 candidates in the poll

This models the benefit of being one of the main party nominees.

Another option is to keep rerunning the election until the winner
is stable ... but that might be cyclic.

IRV -- run poll and rank favourite of top 2 first and least  
favourite of
top 2 last, rest honest.  Not sure if that is actually what is  
strategic


IRNR:  Not sure

Condorcet:

Range/Rating Summation:
- Rate favorite at max and least favourite at win and linear  
interpolate rest
- Use approval strategy (give max to favorite of top 2 and min to  
other of top 2)


Borda:

 I understand that most of you aren't computer scientists and  
quick to

 program up new tests, but I'm excited about this testing right now
 and if you'll just implement your favorite election method in _some_
 language, C, C++, java, javascript, perl, python, heck I'll even
 accept PHP, LISP or FORTRAN, I'll translate it and fit it into the
 test harness.


There aren't probably that many functions.

You need 1 that converts a candidate/utility list to a vote and 1
that converts a list of votes into a result.

This allows people to code voting strategies (by changing the utility
to vote function).

In theory the vote would be defined by the person who submits the
voting method.



This is the key part of the C++ interface for implementing a new  
election method in my simulation framework.


/* use these */

class Voter {
public:
float getPref( int candidateIndex );
};

class VoterArray {
public:
Voter operator[]( int voterIndex );
};

/* Implement a subclass of this */
class VotingSystem {
public:
virtual void init( const char** envp );
/* return winner in winnerArray[0], second place in [1], and so on */
virtual void runElection( int* winnerArary, const VoterArray they );
virtual ~VotingSystem();
};

Details here:
http://bolson.org/voting/sim_one_seat/Voter.h
http://bolson.org/voting/sim_one_seat/VotingSystem.h


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