450 research outputs found

    Combinatorial Voter Control in Elections

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    Voter control problems model situations such as an external agent trying to affect the result of an election by adding voters, for example by convincing some voters to vote who would otherwise not attend the election. Traditionally, voters are added one at a time, with the goal of making a distinguished alternative win by adding a minimum number of voters. In this paper, we initiate the study of combinatorial variants of control by adding voters: In our setting, when we choose to add a voter~vv, we also have to add a whole bundle κ(v)\kappa(v) of voters associated with vv. We study the computational complexity of this problem for two of the most basic voting rules, namely the Plurality rule and the Condorcet rule.Comment: An extended abstract appears in MFCS 201

    Sequential Deliberation for Social Choice

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    In large scale collective decision making, social choice is a normative study of how one ought to design a protocol for reaching consensus. However, in instances where the underlying decision space is too large or complex for ordinal voting, standard voting methods of social choice may be impractical. How then can we design a mechanism - preferably decentralized, simple, scalable, and not requiring any special knowledge of the decision space - to reach consensus? We propose sequential deliberation as a natural solution to this problem. In this iterative method, successive pairs of agents bargain over the decision space using the previous decision as a disagreement alternative. We describe the general method and analyze the quality of its outcome when the space of preferences define a median graph. We show that sequential deliberation finds a 1.208- approximation to the optimal social cost on such graphs, coming very close to this value with only a small constant number of agents sampled from the population. We also show lower bounds on simpler classes of mechanisms to justify our design choices. We further show that sequential deliberation is ex-post Pareto efficient and has truthful reporting as an equilibrium of the induced extensive form game. We finally show that for general metric spaces, the second moment of of the distribution of social cost of the outcomes produced by sequential deliberation is also bounded

    The distortion of distributed voting

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    Voting can abstractly model any decision-making scenario and as such it has been extensively studied over the decades. Recently, the related literature has focused on quantifying the impact of utilizing only limited information in the voting process on the societal welfare for the outcome, by bounding the distortion of voting rules. Even though there has been significant progress towards this goal, almost all previous works have so far neglected the fact that in many scenarios (like presidential elections) voting is actually a distributed procedure. In this paper, we consider a setting in which the voters are partitioned into disjoint districts and vote locally therein to elect local winning alternatives using a voting rule; the final outcome is then chosen from the set of these alternatives. We prove tight bounds on the distortion of well-known voting rules for such distributed elections both from a worst-case perspective as well as from a best-case one. Our results indicate that the partition of voters into districts leads to considerably higher distortion, a phenomenon which we also experimentally showcase using real-world data

    Interpreting an action from what we perceive and what we expect

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    International audienceIn update logic as studied by Baltag, Moss, Solecki and van Benthem, little attention is paid to the interpretation of an action by an agent, which is just assumed to depend on the situation. This is actually a complex issue that nevertheless complies to some logical dynamics. In this paper, we tackle this topic. We also deal with actions that change propositional facts of the situation. In parallel, we propose a formalism to accurately represent an agent's epistemic state based on hyperreal numbers. In that respect, we use infinitesimals to express what would surprise the agents (and by how much) by contradicting their beliefs. We also use a subjective probability to model the notion of belief. It turns out that our probabilistic update mechanism satisfies the AGM postulates of belief revision

    Canine Leptospirosis, United States, 2002–2004

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    The proportion of positive Leptospira microscopic agglutination tests for 23,005 dogs significantly increased from 2002 to 2004 (p<0.002) regardless of the positive cutoff titer used and was highest (p<0.05) for serovars Autumnalis and Grippotyphosa. The strongest positive serologic correlation (r = 0.72) was between serovars Autumnalis and Pomona

    Human–agent collaboration for disaster response

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    In the aftermath of major disasters, first responders are typically overwhelmed with large numbers of, spatially distributed, search and rescue tasks, each with their own requirements. Moreover, responders have to operate in highly uncertain and dynamic environments where new tasks may appear and hazards may be spreading across the disaster space. Hence, rescue missions may need to be re-planned as new information comes in, tasks are completed, or new hazards are discovered. Finding an optimal allocation of resources to complete all the tasks is a major computational challenge. In this paper, we use decision theoretic techniques to solve the task allocation problem posed by emergency response planning and then deploy our solution as part of an agent-based planning tool in real-world field trials. By so doing, we are able to study the interactional issues that arise when humans are guided by an agent. Specifically, we develop an algorithm, based on a multi-agent Markov decision process representation of the task allocation problem and show that it outperforms standard baseline solutions. We then integrate the algorithm into a planning agent that responds to requests for tasks from participants in a mixed-reality location-based game, called AtomicOrchid, that simulates disaster response settings in the real-world. We then run a number of trials of our planning agent and compare it against a purely human driven system. Our analysis of these trials show that human commanders adapt to the planning agent by taking on a more supervisory role and that, by providing humans with the flexibility of requesting plans from the agent, allows them to perform more tasks more efficiently than using purely human interactions to allocate tasks. We also discuss how such flexibility could lead to poor performance if left unchecked
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