<div class="gmail_quote">2011/8/4 <span dir="ltr"><<a href="mailto:fsimmons@pcc.edu">fsimmons@pcc.edu</a>></span><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<div>Of course DSC and DAC are the same when rankings are complete. I was only going to use it to determine the first player, and with amalgamated factions (almost surely) the rankings would be complete.</div>
<div></div></blockquote><div><br></div><div>Yes, understood. I on the other hand was speaking of using this within SODA itself, not within your SODA-inspired method. In SODA, tied candidate preferences are legal.</div><div>
<br></div><div>I'd call the resulting method SODA-DAC. Plain SODA still uses the order based on current approval total, for simplicity. The results are equivalent for up to 3 candidates, and generally speaking as long as the CW makes a strong initial showing (goes first, or goes second of 4, or ....) </div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div> </div>
<div>Of course there are many variations of this DSV idea [e.g. we could use chiastic approval to pick the first player], but the main contribution of SODA is the idea of sequential determination of the approval cutoffs. That eliminates the need for mixed (i.e. probabilistic) strategies. In other words, it makes the DSV method deterministic instead of stochastic.</div>
</blockquote><div><br></div><div>Again, understood.</div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div> I think a deterministic DSV method is easier to sell than a stochastic one, even though personally I would be happy with "strategy A" applied to the ballots one by one in some random order. In other words, the approval cutoff on the current ballot is next to the current approval winner on the side of the approval runnerup. If there is no CW, then the winner depends on the random order of the ballot processing. The public might have a hard time with that fact. </div>
</blockquote><div><br></div><div>I agree. In particular, even I might have a hard time, if there weren't at least a deterministic pseudorandom number generator with a pre-declared seed. Even then, this process would be much more difficult to audit / recount than a deterministic one. So I agree that the player-order idea for making things deterministic is helpful.</div>
<div><br></div><div>JQ</div></div>