Re: [EM] Viability (finding the odds after you've voted)

2003-08-04 Thread Forest Simmons
Here's why I think this revision might handle clones better: Suppose that from favorite to detested your slot viabilities are 2,1,6,5,4,3 It could be that your two favorite slots represent clones from your party, and the other four slots represent clones from another party that ran more clones,

Re: [EM] Viability (finding the odds after you've voted)

2003-08-04 Thread Forest Simmons
Here's a rule that agrees with the MinMax (third refinement) rule for five and fewer slots, but might be more clone proof in general: We seek to find two adjacent slots to merge in a list of slots of various viabilities. Let X be the slot not in the center of the list with the greatest viability.

Re: [EM] Viability (finding the odds after you've voted)

2003-08-02 Thread Kevin Venzke
Forest, I tried out my suggestion and it worked incredibly badly. The given odds seemed very exaggerated for unviable candidates; it suggested to almost every faction that its expectation was near midrange. I tinkered with exponents to exaggerate higher-ranked candidates, but I didn't get much i

Re: [EM] Viability (finding the odds after you've voted)

2003-08-02 Thread Forest Simmons
Thanks for the suggestions. I'm open to new ideas for measuring candidate viability at the various stages, but I am wary of methods that use probabilities to compute expectations, because it is very tricky to pin down the precise probabilities that some candidate will eventually win. That's the m

[EM] Viability (finding the odds after you've voted)

2003-08-01 Thread Kevin Venzke
I have a decent idea for a refinement, which might permit CR to boil down to Approval ballots filled out per the Better-Than-Expectation strategy. You could also do the Maximum Power strategy. Suppose there are two factions that vote roughly as follows: 50%: A 10, others 0 50%: B 10, C 10, others