
Many electoral bribery, control, and manipulation problems (which we will refer to in general as "manipulative actions" problems) are NP-hard in the general case. It has recently been noted that many of these problems fall into polynomial time if the electorate is single-peaked (i.e., is polarized along some axis/issue). However, real-world electorates are not truly single-peaked. There are usually some mavericks, and so real-world electorates tend to merely be nearly single-peaked. This paper studies the complexity of manipulative-action algorithms for elections over nearly single-peaked electorates, for various notions of nearness and various election systems. We provide instances where even one maverick jumps the manipulative-action complexity up to $\np$-hardness, but we also provide many instances where a reasonable number of mavericks can be tolerated without increasing the manipulative-action complexity.
35 pages, also appears as URCS-TR-2011-968
FOS: Computer and information sciences, Analysis of algorithms and problem complexity, nearly single-peaked preferences, Social choice, Computational Complexity (cs.CC), algorithms and complexity, History, political science, multiagent systems, Computer Science - Computer Science and Game Theory, election control, Computer Science - Multiagent Systems, election manipulation, I.2.11, Agent technology and artificial intelligence, computational social choice, Computer Science - Computational Complexity, F.2.2, F.1.3, I.2.11; F.2.2; F.1.3, Computer Science and Game Theory (cs.GT), Multiagent Systems (cs.MA)
FOS: Computer and information sciences, Analysis of algorithms and problem complexity, nearly single-peaked preferences, Social choice, Computational Complexity (cs.CC), algorithms and complexity, History, political science, multiagent systems, Computer Science - Computer Science and Game Theory, election control, Computer Science - Multiagent Systems, election manipulation, I.2.11, Agent technology and artificial intelligence, computational social choice, Computer Science - Computational Complexity, F.2.2, F.1.3, I.2.11; F.2.2; F.1.3, Computer Science and Game Theory (cs.GT), Multiagent Systems (cs.MA)
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