Peter Zbornik wrote:


On Wed, May 19, 2010 at 9:43 PM, Kristofer Munsterhjelm <[email protected] <mailto:[email protected]>> wrote:

    I may have given the link before, but I think it's a good graph
    showing this tradeoff for a council of two candidates:
    http://munsterhjelm.no/km/elections/multiwinner_tradeoffs/

    Scroll down a little to see the results graph.

Yes, your example is cool and gives food for thought.
However some explanations might help. What is the Social optimum Pareto front? How do you calculate it? In what publication is "Social optimum Pareto front"

Since the voting simulator generates opinion data for every voter, it can simply go through all possible councils and determine the proportionality and satisfaction scores for each. Some of these councils are bad (disproportional *and* have bad satisfaction) and some of them are good.

Let me first define a few terms before I go on, because they're needed in order to describe how the simulator determines the social optimum front.

The simulator works by going through a large number of rounds. In each round, opinions are assigned to the voters and candidates, ballots generated depending on this, and proportionality and satisfaction scores determined for each method (in the manner I have shown earlier). What is important is that you can consider any given council to have two error scores associated with it: the disproportionality "score" and the regret "score", and for both of these, greater is worse.

When determining the social optimum, the method doesn't just generate councils by running the generated ballots through methods - it generates all possible councils of the configuration given by the round. The idea here is that one of these must clearly be the best, and in a 2D situation where there's a tradeoff, some of the councils will form a Pareto front.

Consider a council as "dominated" if there exists another council that is better at either proportionality or regret, and the dominated council isn't better than that council on either. (If one's more proportional than the other, but the other has lower regret, neither is dominated)

Then the Pareto front for that round is simply those councils (out of all possible) that are undominated.

However, the whole point of using multiple rounds is to average out oscillations - to get a representative sample. Thus, we need some way of augmenting the first round's Pareto front with the second's, so we get the Pareto front had all councils from both rounds been considered. The simulator does this in the following way:

The first round, we record the score pairs for all the councils on the Pareto front.

At any later round, call the score pairs we've retained (i.e. not of this round) a_1...a_n, and the score pairs of the Pareto front for this round, b_1...b_k. Then we generate an estimate:
 for all i from 1 to n
  for all j from 1 to k
   c_i_j = a_i + b_j.

where Z = X + Y means "Z has disproportionality score equal to the sum of X's and Y's, and has regret score equal to the sum of X's and Y's".

Now c contains the Pareto front for the previous rounds and this round combined. All that remains is to remove the dominated score pairs from c and move c to a so that the same thing can be done the next round.

-

In more simple terms, the simulator updates the Pareto front for all previous rounds combined with the Pareto front for the current round, then removes dominated councils. The number of points on that front still grows very quickly, though, so it takes a long time and can only be done for fewer rounds than the actual method testing.

The social optimum Pareto front then gives a barrier below which it's impossible to go, at least for the particular situation given by the parameters.

On the page above, you write "Detailed data: election methods scores (Pareto front)" -What is the difference between the election methods scores and the Pareto front election data?

Not all methods lie on the Pareto front. For instance, the election methods scores data includes a deliberately bad method:

Maj[Worst_Borda]     0.61001 0.99782

(last line), which has a normalized disproportionality of 0.61 and a normalized regret of 0.99782, where 1 is worst possible. STV dominates it handily:

STV                  0.11907 0.09529

and so that deliberately bad method isn't listed on the Pareto front, nor is it part of the graph.

What is normalized Bayesian regret for ranked list, how do you calculate it? Could you please give a simple example?

As I've said before, the generator gives every candidate and voter a binary array that defines their positions on a certain number of yes/no issues. Voters prefer candidates that are close to them: when a voter is to rank candidates, then, for any given candidate, give the candidate one point for each opinion the candidate and the voter has in common. Finally, add some noise (mean about 1/100th of a point) to get around the problem of equal rank.

This grants us both a ranking (greater score go first) and rating (number of issues where the candidate and the voter agrees). The ideal council in terms of Bayesian regret is then the one that consists of the candidate the voters rated highest, the candidate they rated next to highest, etc. To get the actual regrets, the simulator subtracts the ideal sum from the ratings sum of the council that was actually elected.

Normalization works by that, for each round, the simulator also keeps record of the rating sum for the worst and best councils. If a method consistently elected bad councils, its sum over all rounds would be close to the sum for the worst councils. Thus, we can map the sum for the worst councils to 1, and for the best councils to 0, normalizing the score to 0...1 no matter how many rounds were run.

I'll give a simple example for both. First, ordinary Bayesian regret. Say that we have ballots of this sort:

100: A 20 pts, B 13 pts, C 10 pts, D 4 pts.
 80: C 20 pts, B 10 pts, A  5 pts, D 4 pts.
 20: D 20 pts, B 18 pts, A 13 pts, C 8 pts.

Then the sum ratings (utilities) are:

A: 2660 pts.
B: 2460 pts.
C: 2760 pts.
D: 1120 pts.

or, sorted:

C: 2760 pts.
A: 2660 pts.
B: 2460 pts.
D: 1120 pts.

Let's furthermore say there are two candidates to be elected. Then the ideal council, Bayesian regret wise, would consist of C and A, for 5420 pts in total. The worst council would consist of B and D for 3580 pts in total.

Let's continue with an example, and run the ballots through a (hypothetical) method X, and it turns out that this method elects A and D. Then the utility/rating score of that council is 2660 (A's) + 1120 (D's) = 3780. The regret is simply maximum minus this, or 5420 - 3780 = 1640.

That's ordinary regret. Now let's consider normalization in multiple rounds. I'll list ratings scores directly instead of subtracting worst, since that's simpler. Let's say we run the method for 5 rounds and get the following results:

round 1: worst: 3580, elected by X: 3780, best: 5420
round 2: worst: 1070, elected by X: 2300, best: 3590
round 3: worst:  100, elected by X: 1238, best: 1300
round 4: worst: 3120, elected by X: 4140, best: 5720
round 5: worst: 1667, elected by X: 3840, best: 9620
----------------------------------------------------
TOTAL  : worst: 9537, elected by X:15298, best:25650

To normalize, we want to map worst (9537) to 1 and best (25650) to 0, and get the value for "elected by X". To do this, we use:

norm = (actual - minimum) / (maximum - minimum)

or

norm = (15928 - 25650) / (9537 - 25650). Minimum is the greatest value because that would have the least regret.

The normalized Bayesian regret for X then turns out to be 0.603.

     Game theory can be applied to single-winner methods, and has been
    with concepts like the uncovered set, minimal covering set,
    independence of Pareto-dominated alternatives and so on. Game theory
    can't really be applied to multiwinner methods because much less is
    known about multiplayer games. Further confounding the issue is the
    fact that voting is not rational in an economic sense; unless in a
    very small committee, any given voter has next to no chance of
    actually altering the outcome.

I guess this is correct if we analyse the decision between voting and not voting for a "rational economic man". The situation is different, when we assume that a person will vote with a ranked ballot (like in the green party council elections or the elections in any organization).
Then we get a "clean" economic problem.
I cannot think of a simpler and more important example in real life, where the preference orderings of the actors are required to be explicitly stated.

Well, that's the problem. Game theory deals with the rational economic man, a creature that will do what benefits him the most. Then the argument basically goes: since voters decide to vote even though the effect is vanishingly small, they aren't economic men, hence game theory will be inaccurate.

If we ignore that and consider voters as having to vote (like they would have to in a nation of compulsory voting) and otherwise as rational economic beings, then that problem vanishes, but the difficulty arising from the multiwinner election being, well, multiwinner, remains.

        I am personally interested in the possiblity of measuring
        utility, is there some (preferably short) literature on social
        welfare, utility and voting theory for proportional elections (I
        know some undergrad maths and statistics)?


    My idea of proportionality ("proportional") and majoritarian
    satisfaction ("preferred") being two separate dimensions hasn't been
    formally investigated, but it makes sense.

Could you please give a simple example of the calculations of the normalized Bayesian regret and majoritarian satisfaction.

I have done so above.

The Sainte-Lague Index is normalized similarly: keep a running sum of worst and best, and map these to 1 and 0. For my earlier tests (of proportionality alone), I normalized per round; that is another way to do it, but I didn't do that in the graph, because, since I was using Bayesian regret, it seemed sensible to normalize both in the same manner.
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