Computing the Yolk in Spatial Voting Games without Computing Median Lines
The yolk is an important concept in spatial voting games as it generalises the equilibrium and provides bounds on the uncovered set. We present near-linear time algorithms for computing the yolk in the spatial voting model in the plane. To the best of our knowledge our algorithm is the first algorithm that does not require precomputing the median lines and hence able to break the existing O(n^4/3) bound which equals the known upper bound on the number of median lines. We avoid this requirement by using Megiddo's parametric search, which is a powerful framework that could lead to faster algorithms for many other spatial voting problems.
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