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2011, Journal of Artificial Intelligence Research
Weighted voting is a classic model of cooperation among agents in decision-making domains. In such games, each player has a weight, and a coalition of players wins the game if its total weight meets or exceeds a given quota. A player's power in such games is usually not directly proportional to his weight, and is measured by a power index, the most prominent among which are the Shapley-Shubik index and the Banzhaf index.
2008
Weighted voting is a well-known model of cooperation among agents in decisionmaking domains. In such games, each player has a weight, and a coalition of players wins if its total weight meets or exceeds a given quota. Usually, the agents' power in such games is measured by a power index, such as, e.g., Shapley-Shubik index.
Lecture Notes in Computer Science, 2014
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. Analogously to this splitting problem, the beneficial merging problem asks whether a coalition of players can increase their power in a weighted voting game by merging their weights. Aziz et al. [ABEP11] analyze the problem of whether merging or splitting players in weighted voting games is beneficial in terms of the Shapley-Shubik and the normalized Banzhaf index, and so do Rey and Rothe [RR10] for the probabilistic Banzhaf index. All these results provide merely NP-hardness lower bounds for these problems, 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," and provide matching upper bounds for beneficial merging and, whenever the number of false identities is fixed, also for beneficial splitting, thus resolving previous conjectures in the affirmative. It follows from our results that beneficial merging and splitting for these two power indices cannot be solved in NP, unless the polynomial hierarchy collapses, which is considered highly unlikely.
Computational Intelligence, 2016
Weighted voting games are important in multiagent systems because of their usage in automated decision making. However, they are not immune from the vulnerability of false-name manipulation by strategic agents that may be present in the games. False-name manipulation involves an agent splitting its weight among several false identities in anticipation of power increase. Previous works have considered false-name manipulation using the well-known Shapley-Shubik and Banzhaf power indices. Bounds on the extent of power that a manipulator may gain exist when it splits into k D 2 false identities for both the Shapley-Shubik and Banzhaf indices. The bounds when an agent splits into k > 2 false identities, until now, have remained open for the two indices. This article answers this open problem by providing four nontrivial bounds when an agent splits into k > 2 false identities for the two indices. Furthermore, we propose a new bound on the extent of power that a manipulator may gain when it splits into several false identities in a class of games referred to as excess unanimity weighted voting games. Finally, we complement our theoretical results with empirical evaluation. Results from our experiments confirm the existence of beneficial splits into several false identities for the two indices, and also establish that splitting into more than two false identities is qualitatively different than the previously known splitting into exactly two false identities.
Artificial Intelligence, 2012
Weighted voting games provide a popular model of decision making in multiagent systems. Such games are described by a set of players, a list of players' weights, and a quota; a coalition of the players is said to be winning if the total weight of its members meets or exceeds the quota. The power of a player in such games is traditionally identified with her Shapley-Shubik index or her Banzhaf index, two classical power measures that reflect the player's marginal contributions under different coalition formation scenarios. In this paper, we investigate by how much the central authority can change a player's power, as measured by these indices, by modifying the quota. We provide tight upper and lower bounds on the changes in the individual player's power that can result from a change in quota. We also study how the choice of quota can affect the relative power of the players. From the algorithmic perspective, we provide an efficient algorithm for determining whether there is a value of the quota that makes a given player a dummy, i.e., reduces his power (as measured by both indices) to 0. On the other hand, we show that checking which of the two values of the quota makes this player more powerful is computationally hard, namely, complete for the complexity class PP, which is believed to be significantly more powerful than NP.
2009
An important aspect of mechanism design in social choice protocols and multiagent systems is to discourage insincere behaviour. Manipulative behaviour has received increased attention since the famous Gibbard-Satterthwaite theorem. We examine the computational complexity of manipulation in weighted voting games which are ubiquitous mathematical models used in economics, political science, neuroscience, threshold logic, reliability theory and distributed systems. It is a natural question to check how changes in weighted voting game may affect the overall game. Tolerance and amplitude of a weighted voting game signify the possible variations in a weighted voting game which still keep the game unchanged. We characterize the complexity of computing the tolerance and amplitude of weighted voting games. Tighter bounds and results for the tolerance and amplitude of key weighted voting games are also provided. Moreover, we examine the complexity of manipulation and show limits to how much the Banzhaf index of a player increases or decreases if it splits up into sub-players. It is shown that the limits are similar to the previously examined limits for the Shapley-Shubik index. A pseudo-polynomial algorithm to find the optimal split is also provided.
Social Choice and Welfare, 1989
We show how computational complexity might protect the integrity of social choice. We exhibit a voting rule that efficiently computes winners but is computationally resistant to strategic manipulation. It is NP-complete for a manipulative voter to determine how to exploit knowledge of the preferences of others. In contrast, many standard voting schemes can be manipulated with only polynomial computational effort. for stimulating discussions.
2008
In a yes/no voting game, a set of voters must determine whether to accept or reject a given alternative. Weighted voting games are a well-studied subclass of yes/no voting games, in which each voter has a weight, and an alternative is accepted if the total weight of its supporters exceeds a certain threshold. Weighted voting games are naturally extended to k-vector weighted voting games, which are intersections of k different weighted voting games: a coalition wins if it wins in every component game. The dimensionality, k, of a kvector weighted voting game can be understood as a measure of the complexity of the game. In this paper, we analyse the dimensionality of such games from the point of view of complexity theory. We consider the problems of equivalence, (checking whether two given voting games have the same set of winning coalitions), and minimality, (checking whether a given k-vector voting game can be simplified by deleting one of the component games, or, more generally, is equivalent to a k -weighted voting game with k < k). We show that these problems are computationally hard, even if k = 1 or all weights are 0 or 1. However, we provide efficient algorithms for cases where both k is small and the weights are polynomially bounded. We also study the notion of monotonicity in voting games, and show that monotone yes/no voting games are essentially as hard to represent and work with as general games.
International Journal of Game Theory, 1990
The problem of confirming lower bounds on the number of coalitions for which an individual is pivoting is NP-complete. Consequently, the problem of confirming non-zero values of power indices is NP-complete. The problem of computing the Absolute Banzhaf index is #P-complete. Related problems for power indices are discussed.
Proceedings of the 23rd National Conference on Artificial Intelligence Volume 1, 2008
One way for agents to reach a joint decision is to vote over the alternatives. In open, anonymous settings such as the Internet, an agent can vote more than once without being detected. A voting rule is false-name-proof if no agent ever benefits from casting additional votes. Previous work has shown that all false-name-proof voting rules are unresponsive to agents' preferences. However, that work implicitly assumes that casting additional votes is costless. In this paper, we consider what happens if there is a cost to casting additional votes. We characterize the optimal (most responsive) false-name-proofwith-costs voting rule for 2 alternatives. In sharp contrast to the costless setting, we prove that as the voting population grows larger, the probability that this rule selects the majority winner converges to 1. We also characterize the optimal group false-name-proof rule for 2 alternatives, which is robust to coalitions of agents sharing the costs of additional votes. Unfortunately, the probability that this rule chooses the majority winner as the voting population grows larger is relatively low. We derive an analogous rule in a setting with 3 alternatives, and provide bounding results and computational approaches for settings with 4 or more alternatives.
2008
Weighted voting games are a popular model of collaboration in multiagent systems. In such games, each agent has a weight (intuitively corresponding to resources he can contribute), and a coalition of agents wins if its total weight meets or exceeds a given threshold. Even though coalitional stability in such games is important, existing research has nonetheless only considered the stability of the grand coalition. In this paper, we introduce a model for weighted voting games with coalition structures. This is a natural extension in the context of multiagent systems, as several groups of agents may be simultaneously at work, each serving a different task. We then proceed to study stability in this context. First, we define the CS-core, a notion of the core for such settings, discuss its non-emptiness, and relate it to the traditional notion of the core in weighted voting games. We then investigate its computational properties. We show that, in contrast with the traditional setting, it is computationally hard to decide whether a game has a non-empty CS-core, or whether a given outcome is in the CS-core. However, we then provide an efficient algorithm that verifies whether an outcome is in the CS-core if all weights are small (polynomially bounded). Finally, we also suggest heuristic algorithms for checking the non-emptiness of the CS-core.
This paper discusses weighted voting games and two methods of manipulating those games, called annexation and merging. These manipulations allow either an agent, called an annexer to take over the voting weights of some other agents in the game, or the coming together of some agents to form a bloc of manipulators to have more power over the outcomes of the games. We evaluate the extent of susceptibility to these manipulations in weighted voting games of the following prominent power indices: Shapley-Shubik, Banzhaf, and Deegan-Packel indices. We found that for unanimity weighted voting games of n agents and for the three indices: the manipulability, (i.e., the extent of susceptibility to manipulation) via annexation of any one index does not dominate that of other indices, and the upper bound on the extent to which an annexer may gain while annexing other agents is at most n times the power of the agent in the original game. Experiments on non unanimity weighted voting games suggest that the three indices are highly susceptible to manipulation via annexation while they are less susceptible to manipulation via merging. In both annexation and merging, the Shapley-Shubik index is the most susceptible to manipulation among the indices.
Proceedings of the 3rd International Conference on Agents and Artificial Intelligence, 2011
This paper discusses weighted voting games and two methods of manipulating those games, called annexation and merging. These manipulations allow either an agent, called an annexer to take over the voting weights of some other agents in the game, or the coming together of some agents to form a bloc of manipulators to have more power over the outcomes of the games. We evaluate the extent of susceptibility to these manipulations in weighted voting games of the following prominent power indices: Shapley-Shubik, Banzhaf, and Deegan-Packel indices. We found that for unanimity weighted voting games of n agents and for the three indices: the manipulability, (i.e., the extent of susceptibility to manipulation) via annexation of any one index does not dominate that of other indices, and the upper bound on the extent to which an annexer may gain while annexing other agents is at most n times the power of the agent in the original game. Experiments on non unanimity weighted voting games suggest that the three indices are highly susceptible to manipulation via annexation while they are less susceptible to manipulation via merging. In both annexation and merging, the Shapley-Shubik index is the most susceptible to manipulation among the indices.
2013
Weighted voting games are subject to a method of manipulation, called merging. This manipulation involves a coordinated action among some agents who come together to form a bloc by merging their weights in order to have more power over the outcomes of games. We conduct careful experimental investigations to evaluate the opportunities for beneficial merging available for strategic agents using two prominent power indices: Shapley-Shubik and Banzhaf indices. Previous work has shown that finding a beneficial merge is NPhard for both the Shapley-Shubik and Banzhaf power indices, and leaves the impression that this is indeed so in practice. However, results from our experiments suggest that finding a beneficial merge is relatively easy in practice. Furthermore, while it appears impossible to stop manipulation by merging for a given game, controlling the quota ratio is desirable. Thus, we deduce that a high quota ratio reduces the percentage of beneficial merges. Finally, we conclude that the Banzhaf index may be more desirable to avoid manipulation by merging, especially for high quota ratios.
Theoretical Computer Science
The Coalitional Manipulation problem has been studied extensively in the literature for many voting rules. However, most studies have focused on the complete information setting, wherein the manipulators know the votes of the non-manipulators. While this assumption is reasonable for purposes of showing intractability, it is unrealistic for algorithmic considerations. In most real-world scenarios, it is impractical to assume that the manipulators to have accurate knowledge of all the other votes. In this work, we investigate manipulation with incomplete information. In our framework, the manipulators know a partial order for each voter that is consistent with the true preference of that voter. In this setting, we formulate three natural computational notions of manipulation, namely weak, opportunistic, and strong manipulation. We say that an extension of a partial order is viable if there exists a manipulative vote for that extension. We propose the following notions of manipulation when manipulators have incomplete information about the votes of other voters.
Operations Research and Decisions, 2021
We study the efficient computation of power indices for weighted voting games using the paradigm of dynamic programming. We survey the state-of-the-art algorithms for computing the Banzhaf and Shapley-Shubik indices and point out how these approaches carry over to related power indices. Within a unified framework, we present new efficient algorithms for the Public Good index and a recently proposed power index based on minimal winning coalitions of smallest size, as well as a very first method for computing Johnston indices for weighted voting games efficiently. We introduce a software package providing fast C++ implementations of all the power indices mentioned in this article, discuss computing times, as well as storage requirements.
Proceedings of the 4th International Conference on Agents and Artificial Intelligence, 2012
Weighted voting games are classic cooperative games which provide a compact representation for coalition formation models in multiagent systems. We consider manipulation in weighted voting games via annexation and merging, which involves an agent or some agents misrepresenting their identities in anticipation of gaining more power at the expense of other agents in a game. We show that annexation and merging in weighted voting games can be more serious than as presented in the previous work. Specifically, using similar assumptions as employed in a previous work, we show that manipulators need to do only a polynomial amount of work to find a much improved power gain, and then present two search-based pseudo-polynomial algorithms that manipulators can use. We empirically evaluate our search-based method for annexation and merging. Our method is shown to achieve significant improvement in benefits for manipulating agents in several numerical experiments. While our search-based method achieves improvement in benefits of over 300% more than those of the previous work in annexation, the improvement in benefits is 28% to 45% more than those of the previous work in merging for all the weighted voting games we considered.
International Joint Conference on Artificial Intelligence, 2009
In this paper, we study the computational complexity of the unweighted coalitional manipu- lation (UCM) problem under some common voting rules. We show that the UCM problem under maximin is NP-complete. We also show that the UCM problem under ranked pairs is NP-complete, even if there is only one manipulator. Finally, we present a polynomial-time algorithm for the UCM problem
2011
The Shapley value and Banzhaf index are two well known indices for measuring the power a player has in a voting game. However, the problem of computing these indices is computationally hard. To overcome this problem, we analyze approximation methods for computing these indices. Although these methods have polynomial time complexity, finding an approximate Shapley value using them is easier than finding an approximate Banzhaf index. We also find the absolute error for the methods and show that this error for the Shapley value is lower than that for the Banzhaf index.
2011
Computational social choice literature has successfully studied the complexity of manipulation in various voting systems. However, the existing models of coalitional manipulation view the manipulating coalition as an exogenous input, ignoring the question of the coalition formation process. While such analysis is useful as a first approximation, a richer framework is required to model voting manipulation in the real world more accurately, and, in particular, to explain how a manipulating coalition arises and chooses its action. In this paper, we apply tools from cooperative game theory to develop a model that considers the coalition formation process and determines which coalitions are likely to form and what actions they are likely to take. We explore the computational complexity of several standard coalitional game theory solution concepts in our setting, and study the relationship between our model and the classic coalitional manipulation problem as well as the now-standard bribery model.
Mathematical Social Sciences, 2000
In a weighted majority game each player has a positive integer weight and there is a positive integer quota. A coalition of players is winning (losing) if the sum of the weights of its members exceeds (does not exceed) the quota. A player is pivotal for a coalition if her omission changes it from a winning to a losing one. Most game theoretic measures of the power of a player involve the computation of the number of coalitions for which that player is pivotal. Prasad and Kelly [Prasad, K., Kelly, J.S., 1990. NP-completeness of some problems concerning voting games. International Journal of Game Theory 19, 1-9] prove that the problem of determining whether or not there exists a coalition for which a given player is pivotal is NP-complete. They also prove that counting the number of coalitions for which a given player is pivotal is [P-complete. In the present paper we exhibit classes of weighted majority games for which these problems are easy.
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