We study computational aspects of a well-known single-winner voting rule called the Schulze method [Schulze, 2003] which is used broadly in practice. In this method the voters give (weak) ordinal preference ballots which are used to define the weighted majority graph (WMG) of direct comparisons between pairs of candidates. The choice of the winner comes from indirect comparisons in the graph, and more specifically from considering directed paths instead of direct comparisons between candidates. When the input is the WMG, to our knowledge, the fastest algorithm for computing all possible winners in the Schulze method uses a folklore reduction to the All-Pairs Bottleneck Paths (APBP) problem and runs in $O(m^{2.69})$ time, where $m$ is the number of candidates. It is an interesting open question whether this can be improved. Our first result is a combinatorial algorithm with a nearly quadratic running time for computing all possible winners. If the input to the possible winners problem is not the WMG but the preference profile, then constructing the WMG is a bottleneck that increases the running time significantly; in the special case when there are $O(m)$ voters and candidates, the running time becomes $O(m^{2.69})$, or $O(m^{2.5})$ if there is a nearly-linear time algorithm for multiplying dense square matrices. To address this bottleneck, we prove a formal equivalence between the well-studied Dominance Product problem and the problem of computing the WMG. We prove a similar connection between the so called Dominating Pairs problem and the problem of verifying whether a given candidate is a possible winner. Our paper is the first to bring fine-grained complexity into the field of computational social choice. Using it we can identify voting protocols that are unlikely to be practical for large numbers of candidates and/or voters, as their complexity is likely, say at least cubic.
翻译:我们研究一个众所周知的单一赢者投票规则的计算方面,这个规则称为Schulze方法[Schulze, 2003],这个方法在实际中广泛使用。在这个方法中,选民提供(弱)或偏好选票,用来定义对候选人进行直接比较的加权多数图(WMG) 。优胜者的选择来自图中的间接比较,更具体地说来自考虑定向路径,而不是候选人之间的直接比较。根据我们的知识,计算Schulze方法中所有可能的赢者的最快算法使用对全Pairs Bottleneck Path(APBP) 的民俗化减法。在这个方法中,选民(WMG) 的问题(Schulze, 2003) 以美元计算所有可能的赢者。在这个方法中,“O(m) 2.69美元(APB) 路径的民俗民俗问题以美元(O(m) 。 Dom 美元(MG) 候选人的货币计算方法中,一个令人感兴趣的问题是实际的算算算算法,对于所有可能计算赢者来说,一个问题可以算算算。如果给WMG(WMG,那么, liG) 的货币的货币的货币的货币的变数是“美元(美元) 和“美元(Rentrickral) rationalal) lix list) i) 之间则以美元(我们算算算算算算算算算算算算算算算算算算算算算算算算算算算算算算算算算算算算得一个非常一个非常高一个或美元。