The images on your site are compelling and interesting. http://www.geocities.com/raphfrk/
I've added random tiebreaking to ApprovalNoInfo in my own code and I'm re-running those images. With a little luck my computer will run them by morning. I like how it shows regions where the outcome becomes a random pick between two tied candidates, each sufficiently approved of by the population. They're being generated directly into the web directory and will show up as they complete. I don't think most other methods generally need such tie-breakers since they are less likely to tie given rankings or ratings ballot input. On the other hand I suppose I should add that to all the simulated methods out of some sense of completeness. Would it be a reasonable adjustment to the zero info strategy that when there an odd number of choices, vote with a 50% chance on a voter's middle choice? If the strategy is to vote yes for the top half and no for the bottom half, then it makes sense to try and split the middle choice in half that way. Brian Olson http://bolson.org/ On Wed, 20 Dec 2006, [EMAIL PROTECTED] wrote: > I slightly modified the ApprovalNoInfo code and re-ran. > > Basically, I added: > if ( m2 == m && random()%2 == 0 ) > { > winner=second_place; > } > > This just randomly swaps the winner with the 2nd place candidate > if they tie rather then consistantly going one way. This gives > a more balanced result than the previous run. > > I added it to a geocities webpage. > > www.geocities.com/raphfrk > > I only ran 2 sims and only with 50 voters, so there is alot > of inherent noise. However, some of the 'noise' is just > blending of 2 edges due to the ties. The result is > symmetric unlike the previous case. > > Raphfrk > -------------------- > Interesting site > "what if anyone could modify the laws" > > www.wikocracy.com ---- election-methods mailing list - see http://electorama.com/em for list info