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Toying With Election Simulation
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There has been some recent murmurs about election simulation.

The idea was tried, not six months ago, but abandoned due to time constraints and the enormity of the project. I have recently begun prototyping once again.

Here is what I have come up with(WARNING POST CONTAIN ALGEBRA)

Each party is assigned three values from 0 to 100. A Social Score, a Economic score, and a Democratic Score. This is an abstraction of basic political science, it is not perfect. This model is totally expandable to contain additional scores.

Once we have our parties, we must generate our constituents. Each constituent will three scores as well.

Once we have generated our constituents we must calculate who they vote for. There are several different ways that have been proposed, and more will be proposed as time goes on.

Method 1 The Distance Formula

We calculate the distance between each constituent and all the parties on a 3d graph, using the distance formula

 D = sqrt((x1-x2)^2   (y1-y2)^2   (z1-z2)^2 )        

Whichever party the constituent is closest to, thats the one they vote for.

Method 2 Gravitational Pull

Not going to lie, this one is really cool. Basically each party has a gravitational force on every single constituent. A party's "mass" would be decided by the speakership. This has the advantage to where the speakership could incorporate modifiers to a party's mass.

More to Come

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8 years ago