185 research outputs found

    A Local-Dominance Theory of Voting Equilibria

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    It is well known that no reasonable voting rule is strategyproof. Moreover, the common Plurality rule is particularly prone to strategic behavior of the voters and empirical studies show that people often vote strategically in practice. Multiple game-theoretic models have been proposed to better understand and predict such behavior and the outcomes it induces. However, these models often make unrealistic assumptions regarding voters' behavior and the information on which they base their vote. We suggest a new model for strategic voting that takes into account voters' bounded rationality, as well as their limited access to reliable information. We introduce a simple behavioral heuristic based on \emph{local dominance}, where each voter considers a set of possible world states without assigning probabilities to them. This set is constructed based on prospective candidates' scores (e.g., available from an inaccurate poll). In a \emph{voting equilibrium}, all voters vote for candidates not dominated within the set of possible states. We prove that these voting equilibria exist in the Plurality rule for a broad class of local dominance relations (that is, different ways to decide which states are possible). Furthermore, we show that in an iterative setting where voters may repeatedly change their vote, local dominance-based dynamics quickly converge to an equilibrium if voters start from the truthful state. Weaker convergence guarantees in more general settings are also provided. Using extensive simulations of strategic voting on generated and real preference profiles, we show that convergence is fast and robust, that emerging equilibria are consistent across various starting conditions, and that they replicate widely known patterns of human voting behavior such as Duverger's law. Further, strategic voting generally improves the quality of the winner compared to truthful voting

    Compromise in negotiation: exploiting worth functions over states

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    AbstractPrevious work by G. Zlotkin and J.S. Rosenschein (1989, 1990, 1991, 1992) discussed interagent negotiation protocols. One of the main assumptions there was that the agents' goals remain fixed—the agents cannot relax their initial goals, which can be achieved only as a whole and cannot be partially achieved. A goal there was considered a formula that is either satisfied or not satisfied by a given state.We here present a more general approach to the negotiation problem in non-cooperative domains where agents' goals are not expressed as formulas, but rather as worth functions. An agent associates a particular value with each possible final state; this value reflects the degree of satisfaction the agent derives from being in that state.With this new definition of goal as worth function, an agreement may lead to a situation in which one or both goals are only partially achieved (i.e., agents may not reach their most desired state). We present a negotiation protocol that can be used in a general non-cooperative domain when worth functions are available. This multi-plan deal type allows agents to compromise over their degree of satisfaction, and (in parallel) to negotiate over the joint plan that will be implemented to reach the compromise final state. The ability to compromise often results in a better deal, enabling agents to increase their overall utility.Finally, we present more detailed examples of specific worth functions in various domains, and show how they are used in the negotiation process

    Acyclic Games and Iterative Voting

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    We consider iterative voting models and position them within the general framework of acyclic games and game forms. More specifically, we classify convergence results based on the underlying assumptions on the agent scheduler (the order of players) and the action scheduler (which better-reply is played). Our main technical result is providing a complete picture of conditions for acyclicity in several variations of Plurality voting. In particular, we show that (a) under the traditional lexicographic tie-breaking, the game converges for any order of players under a weak restriction on voters' actions; and (b) Plurality with randomized tie-breaking is not guaranteed to converge under arbitrary agent schedulers, but from any initial state there is \emph{some} path of better-replies to a Nash equilibrium. We thus show a first separation between restricted-acyclicity and weak-acyclicity of game forms, thereby settling an open question from [Kukushkin, IJGT 2011]. In addition, we refute another conjecture regarding strongly-acyclic voting rules.Comment: some of the results appeared in preliminary versions of this paper: Convergence to Equilibrium of Plurality Voting, Meir et al., AAAI 2010; Strong and Weak Acyclicity in Iterative Voting, Meir, COMSOC 201

    Mergers and collusion in all-pay auctions and crowdsourcing contest

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    Strategic voting with incomplete information

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    Classical results in social choice theory on the susceptibility of voting rules to strategic manipulation make the assumption that the manipulator has complete information regarding the preferences of the other voters. In reality, however, voters only have incomplete information, which limits their ability to manipulate. We explore how these limitations affect both the manipulability of voting rules and the dynamics of systems in which voters may repeatedly update their own vote in reaction to the moves made by others. We focus on the Plurality, Veto, κ-approval, Borda, Copeland, and Maximin voting rules, and consider several types of information that are natural in the context of these rules, namely information on the current front-runner, on the scores obtained by each alternative, and on the majority graph induced by the individual preferences

    The impact of infocenters on e-marketplaces

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    On the Approximability of Dodgson and Young Elections

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    The voting rules proposed by Dodgson and Young are both designed to nd the alternative closest to being a Condorcet winner, according to two di erent notions of proximity; the score of a given alternative is known to be hard to compute under either rule. In this paper, we put forward two algorithms for ap- proximating the Dodgson score: an LP-based randomized rounding algorithm and a deterministic greedy algorithm, both of which yield an O(logm) approximation ratio, where m is the number of alternatives; we observe that this result is asymptotically optimal, and further prove that our greedy algorithm is optimal up to a factor of 2, unless problems in NP have quasi-polynomial time algorithms. Although the greedy algorithm is computationally superior, we argue that the randomized rounding algorithm has an advantage from a social choice point of view. Further, we demonstrate that computing any reasonable approximation of the ranking produced by Dodgson\u27s rule is NP-hard. This result provides a complexity-theoretic explanation of sharp discrepancies that have been observed in the Social Choice Theory literature when comparing Dodgson elections with simpler voting rules. Finally, we show that the problem of calculating the Young score is NP-hard to approximate by any factor. This leads to an inapproximability result for the Young ranking
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