The collection

Every essay — page 13

Page 13 of 13, continuing through the fields in the same order.

Geometry Analysis Algebra Discrete Topology Probability Number Dynamics Logic Computation Applied What's new Ladders Concepts Search

Applied

A rule for choosing, stated exactly, and what it forces on whoever adopts it.

Two polytopes, two optima, one number. The feasible regions of a linear program and of its dual, side by side, each with its optimal vertex, and a number line on which the gap between the two optima closes to nothing.

Two numbers that have to meet

Every linear program has a shadow — a second program built from the same numbers read the other way, whose minimum can never fall below the first's maximum. That much is a one-line calculation; the theorem is that the two numbers are always exactly equal.

8 figures
What one more unit of constraint 1 is worth. The optimum of a linear program plotted against one of its right-hand sides, as an exact piecewise linear graph, with the breakpoints marked and each piece's slope named as a dual variable.

What a constraint is worth

The rung below settled that a linear program and its dual reach the same number. This one asks what the dual's variables are, and the answer converts a solution into a rate for every constraint — piecewise constant, zero on the constraints that are not doing any work.

8 figures
The value of a 2×3 zero-sum game, named from both sides. The row chooser's expected payoff against each column as a line over the mixing probability, with the lower envelope and its maximum, beside the same construction from the column chooser's side. Both give 19/15.

The value from both sides

Two choosers move at the same instant, and each asks the cautious question — how much can be guaranteed, whatever the other does. With pure choices the two answers are usually different numbers; allow a probability and they are forced to be the same one.

8 figures
The link that makes every traveller later. Four nodes and two routes, with the equilibrium flow and travel time before a zero-cost link is added between A and B and after. The travel time rises from 10 to 12.

The road that makes everyone later

An equilibrium is a state nobody can improve alone, which is a much weaker thing than a state anybody would choose. Adding a link that costs nothing to use makes every traveller in this network strictly slower, and the arithmetic says by exactly how much.

8 figures
A table of shares written as a lottery over 3 whole assignments. A doubly stochastic table of shares, and beneath it the permutation matrices and weights that add up to it exactly, each drawn as a grid with one marked cell per row.

A lottery over whole assignments

A table of shares in which every person's shares add to one task and every task is exactly covered is never anything more than a mixture of whole assignments — and finding the mixture is a matter of taking one complete assignment out at a time.

7 figures
Every order of arrival for three partners, and what each player adds. A table with one row per order in which the players could arrive, giving what each adds to the group already present, and the average of each column as that player's share.

The order everybody arrives in

Three people jointly earn nine, and the question is what each is owed. Ask instead what each adds on walking into a room the others are already in, average that over every order they could have arrived in, and four modest conditions leave no other answer.

7 figures
The splits no group can beat, for three partners. The triangle of ways to split a fixed total between three players, with each coalition's demand drawn as a straight cut across it, and the region surviving every cut shaded.

A split nobody can walk away from

Every way of dividing what a group earns is a point of a triangle, and every coalition's threat to leave cuts a straight line across it. What survives all the cuts is the set of stable divisions — and for one three-player game there is nothing left.

7 figures
3 consistent judges, and a majority that is not. A table of judges against three questions, every judge's row internally consistent, with the majority answer to each question underneath forming a combination no judge holds.

The court that contradicts itself

Three judges each answer three questions, and each answers them consistently. Take the majority on each question separately and the answers no longer hang together — the body as a whole asserts a combination no member of it holds, and no rearrangement of the procedure removes the problem.

7 figures
The quietest loudest complaint in any two of three decide. The triangle of all splits of what a three-player group is worth, with the split minimising the largest excess marked, the average split beside it, and the loudest complaint named.

The objection nobody can make louder

When no split of the winnings survives every group's objection, the core is empty and the question changes — which split makes the loudest objection as quiet as it can be? Sorting the complaints and minimising them in dictionary order picks exactly one split, always, whether or not the core exists.

7 figures
Drop one condition, and something else satisfies the rest. A column for each of the four conditions, holding a sharing rule that breaks that one and keeps the other three, with the split each rule gives on a stated four-player game.

None of the four conditions is spare

Four conditions pick out one sharing rule. The half that is usually shown is that they are enough; the other half is that each is needed — drop any one and a different rule satisfies the rest, so the list cannot be shortened.

6 figures
A share of the votes, and a share of the power. Three weighted assemblies, each with the members' share of the votes beside their share of the power counted two independent ways.

A share of the votes is not a share of the power

Give three members four, four and one vote, with five needed to pass. Every winning coalition needs exactly two of them, so all three have equal power — and one of them holds a ninth of the votes.

6 figures
Sampling the orders, and how fast the answer arrives. The largest error in the estimated shares against the number of orderings sampled, both on logarithmic axes, with the square-root rate drawn through the first point.

Too many orders to list

The rule is an average over every order the players could have arrived in. At seven players that is five thousand orders and at twenty it is more than there are seconds in the age of the universe — so the average is sampled, and the error falls at a rate that can be measured.

6 figures
Every order of arrival for three users of one shared capacity, and what each player adds. A table with one row per order in which the players could arrive, giving what each adds to the group already present, and the average of each column as that player's share.

Sharing a cost that is not the sum of its parts

Three users need capacities three, six and twelve of one shared thing, and serving any group costs the largest of them. Averaging what each adds over every order of arrival divides the bill — and for this family the average collapses to a rule anybody could apply by hand.

6 figures
Five rules, one dial. Seats for each of 5 regions at 21 settings of the rounding threshold, with the three settings that are the named methods marked; the largest region gains and the smallest loses as the threshold rises.

Five rules and one dial

Adams, Webster and Jefferson are usually taught as three rules for rounding a share. They are one rule with a number in it, and turning that number from nought to one moves seats from the smallest region to the largest, one at a time.

6 figures · new
Which regions each rule favours. Average seats above or below exact quota for the largest and the smallest region, under each of the five methods, over 400 generated instances.

The rule with no favourites

Over four hundred instances, Jefferson's method gives the largest region a third of a seat more than its exact share and the smallest a third of a seat less. Adams reverses both. Webster's average is a hundredth of a seat, and that is not luck.

6 figures · new
Two out of three, and never all three. A table of the five apportionment methods against three properties, each cell decided by a search over generated instances; no method has all three.

Two out of three, and never all three

Stay inside every region's quota, never take a seat away when the house grows, never take one from a region that grew faster. Each pair is achievable. All three together are not, and the proof is that no rule anywhere manages it.

6 figures · new
What each rule is answering. A table of five apportionments against three measures of inequality between two regions, with a tick where no transfer of a seat reduces the measure; each measure certifies exactly one of the five.

Choosing what unfair means

Ask whether moving one seat between two regions would make them more equal, and the answer depends on what "equal" is measured in. Three measures, three different answers, and each of the classical methods is the one no transfer can improve for exactly one of them.

6 figures · new