Search arXivSearch

arXiv · 2410.04179

Computing Most Equitable Voting Rules

Abstract

How to design fair and (computationally) efficient voting rules is a central challenge in Computational Social Choice. In this paper, we aim at designing efficient algorithms for computing most equitable rules for large classes of preferences and decisions, which optimally satisfy two fundamental fairness/equity axioms: anonymity (every voter being treated equally) and neutrality (every alternative being treated equally). By revealing a natural connection to the graph isomorphism problem and leveraging recent breakthroughs by Babai [2019], we design quasipolynomial-time algorithms that compute most equitable rules with verifications, which also compute verifications about whether anonymity and neutrality are satisfied at the input profile. Further extending this approach, we propose the canonical-labeling tie-breaking, which runs in quasipolynomial-time and optimally breaks ties to preserve anonymity and neutrality. As for the complexity lower bound, we prove that even computing verifications for most equitable rules is GI-complete (i.e., as hard as the graph isomorphism problem), and sometimes GA-complete (i.e., as hard as the graph automorphism problem), for many commonly studied combinations of preferences and decisions. To the best of our knowledge, these are the first problems in computational social choice that are known to be complete in the class GI or GA.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Lirong Xia. 2024-10-05. Computing Most Equitable Voting Rules. https://arxiv.org/abs/2410.04179

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Learning in Structured Stackelberg Games

We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as security games and AI safety, we show how this additional structure can help the leader learn a utility-maximizing policy in both the online and distributional settings. In the online setting, we first prove that standard learning-theoretic measures of complexity do not characterize the difficulty of the leader's learning task. Notably, we find that there exists a learning-theoretic measure of complexity, analogous to the Littlestone dimension in online classification, that tightly characterizes the leader's instance-optimal regret. We term this the Stackelberg-Littlestone dimension, and leverage it to provide a provably optimal online learning algorithm. In the distributional setting, we provide analogous results by showing that two new dimensions control the sample complexity upper- and lower-bound.

cs.GT

Equilibrium and Infeasibility: A new solution concept for games

Addressing infeasibility in non-cooperative games has become an important topic, as many problems across different applications face this issue. In this paper, we propose a new solution concept for generalized games with possibly infeasible individual constraints. A solution is defined as the limit of a sequence of generalized Nash equilibria induced by games with penalty terms relaxing the individual constraints. Existence is established for a broad range of games and we provide conditions allowing to characterize a $ψ$-penalized solution as a strategy profile maximizing every player's utility over all her penalty minimizing strategies. A variation of Divide-the-Dollar serves as an illustrative example. We further establish the compatibility with the GNE and the solution to the Nash bargaining.

cs.GT

Subgame-Perfect Nash Equilibria of Plurality Voting with Abstention: a PSPACE-Completeness Result for Restricted Ballots

We consider sequential Plurality elections in which each voter may abstain or vote for a single candidate. Each voter assigns utilities to all candidates; for each voter, this induces a (weak) order over the candidates. Ties are resolved uniformly at random, and voting has a small positive cost, so that a voter prefers to abstain when their vote cannot change the election outcome. We consider a variant of this model where, for each voter, we additionally specify a prefix of her ranking, so that she is only allowed to vote for a candidate from that prefix (or abstain). We prove that for this variant of the model, deciding whether a designated candidate is among the election winners in a subgame-perfect equilibrium of the associated extensive-form game is PSPACE-complete. This partially resolves an open problem from the work of Desmedt and Elkind [2010].

cs.GT