weighted voting game
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2014 ◽  
Vol 50 ◽  
pp. 573-601 ◽  
Author(s):  
A. Rey ◽  
J. Rothe

False-name manipulation refers to the question of whether a player in a weighted voting game can increase her power by splitting into several players and distributing her weight among these false identities. Relatedly, the beneficial merging problem asks whether a coalition of players can increase their power in a weighted voting game by merging their weights. For the problems of whether merging or splitting players in weighted voting games is beneficial in terms of the Shapley--Shubik and the normalized Banzhaf index, merely NP-hardness lower bounds are known, leaving the question about their exact complexity open. For the Shapley--Shubik and the probabilistic Banzhaf index, we raise these lower bounds to hardness for PP, "probabilistic polynomial time," a class considered to be by far a larger class than NP. For both power indices, we provide matching upper bounds for beneficial merging and, whenever the new players' weights are given, also for beneficial splitting, thus resolving previous conjectures in the affirmative. Relatedly, we consider the beneficial annexation problem, asking whether a single player can increase her power by taking over other players' weights. It is known that annexation is never disadvantageous for the Shapley--Shubik index, and that beneficial annexation is NP-hard for the normalized Banzhaf index. We show that annexation is never disadvantageous for the probabilistic Banzhaf index either, and for both the Shapley--Shubik index and the probabilistic Banzhaf index we show that it is NP-complete to decide whether annexing another player is advantageous. Moreover, we propose a general framework for merging and splitting that can be applied to different classes and representations of games.


2014 ◽  
Vol 50 ◽  
pp. 105-140 ◽  
Author(s):  
B. De Keijzer ◽  
T. B. Klos ◽  
Y. Zhang

In many circumstances where multiple agents need to make a joint decision, voting is used to aggregate the agents' preferences. Each agent's vote carries a weight, and if the sum of the weights of the agents in favor of some outcome is larger than or equal to a given quota, then this outcome is decided upon. The distribution of weights leads to a certain distribution of power. Several `power indices' have been proposed to measure such power. In the so-called inverse problem, we are given a target distribution of power, and are asked to come up with a game in the form of a quota, plus an assignment of weights to the players whose power distribution is as close as possible to the target distribution (according to some specied distance measure). Here we study solution approaches for the larger class of voting game design (VGD) problems, one of which is the inverse problem. In the general VGD problem, the goal is to find a voting game (with a given number of players) that optimizes some function over these games. In the inverse problem, for example, we look for a weighted voting game that minimizes the distance between the distribution of power among the players and a given target distribution of power (according to a given distance measure). Our goal is to find algorithms that solve voting game design problems exactly, and we approach this goal by enumerating all games in the class of games of interest. We first present a doubly exponential algorithm for enumerating the set of simple games. We then improve on this algorithm for the class of weighted voting games and obtain a quadratic exponential (i.e., 2^O(n^2)) algorithm for enumerating them. We show that this improved algorithm runs in output-polynomial time, making it the fastest possible enumeration algorithm up to a polynomial factor. Finally, we propose an exact anytime-algorithm that runs in exponential time for the power index weighted voting game design problem (the `inverse problem'). We implement this algorithm to find a weighted voting game with a normalized Banzhaf power distribution closest to a target power index, and perform experiments to obtain some insights about the set of weighted voting games. We remark that our algorithm is applicable to optimizing any exponential-time computable function, the distance of the normalized Banzhaf index to a target power index is merely taken as an example.


2000 ◽  
Vol 9 (2) ◽  
Author(s):  
František Turnovec

The paper introduces concept of power indices with constraints on voting configuration formation, so called constrained power indices. It is shown in the paper that some of most frequently used power indices based on extremely simple model of weighted voting game can be extended for more sophisticated models of voting situations.


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