Kathy Dopp wrote:
On Sun, Feb 1, 2009 at 6:01 AM, Raph Frank <[email protected]> wrote:
Party list systems are (mostly) monotonic.

Do not know what "Party list systems" are, but all plurality elections
are monotonic.

A party list system works like this. You have one vote. Vote for a party. The number of votes are counted, and then each party gets a share of the assembly proportional to the number of votes it got. Each party has a list, and if a party gets (say) four seats in the assembly, the first four candidates on the list are elected to the assembly.

Here's an example: there are three parties, the assembly is of size ten. We'll use Webster's method, since it's most fair (possibly with the exception of Warren's dynamic method).

The first party fields: A1, A2, A3, A4, A5, A6, A7, A8, A9, A10. The same for the second and third parties, except their candidates start with B and C respectively.

Run the election. Say the vote counts are:
        Party A: 847 votes = v_1
        Party B: 300 votes = v_2
        Party C: 640 votes = v_3

Now we need to pick x so that round(v_1 / x) + round(v_2 / x) + round(v_3 / x) = 10 (size of the assembly).

It's rather easy to find x by just trying[1]. In this case, x = 160 works, and you get:

        Party A: round(847 / 160) = 5 seats
        Party B: round(300 / 160) = 1 seat
        Party C: round(640 / 160) = 4 seats

which sums up as desired. To find out which candidates the parties got, just read off the list. There are five from the first party: A1 A2 A3 A4 A5; then there is one from the second party: B1; then there are four from the third party: C1 C2 C3 C4.

The assembly is A1 A2 A3 A4 A5 B1 C1 C2 C3 C4.

Open list PR works like this, but also lets the voters influence the order of the lists.

When comparing STV to party list, I don't like party list PR that much (since it makes parties formally a part of the process), but party list *is* both simple and proportional, and the results are much better than those given by a two-party system.

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[1] the function (size of assembly) - (round(v_1 / x) + round(v_2 / x) + round(v_3 / x)) crosses zero at the desired value of x, and it's also rather linear and certainly monotone, so we can use root finding with little trouble, or just try it manually. As an aside, it might be interesting to determine the asymptotic runtime of the fastest algorithm that finds x.
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