We study the inverse power index problem for weighted voting games: the problem of finding a weighted voting game in which the power of the players is as close as possible to a certain target distribution. Our goal is to find algorithms that solve this problem exactly. Thereto, we study various subclasses of simple games, and their associated representation methods. We survey algorithms and impossibility results for the synthesis problem, i.e., converting a representation of a simple game into another representation. We contribute to the synthesis problem by showing that it is impossible to compute in polynomial time the list of ceiling coalitions (also known as shift-maximal losing coalitions) of a game from its list of roof coalitions (also known as shift-minimal winning coalitions), and vice versa. Then, we proceed by studying the problem of enumerating the set of weighted voting games. We present first a naive algorithm for this, running in doubly exponential time. Using our knowledge of the synthesis problem, we then improve on this naive algorithm, and we obtain an enumeration algorithm that runs in quadratic exponential time (that is, O(2^(n^2) p(n)) for a polynomial p). Moreover, we show that this algorithm runs in output-polynomial time, making it the best possible enumeration algorithm up to a polynomial factor. Finally, we propose an exact anytime algorithm for the inverse power index problem that runs in exponential time. This algorithm is straightforward and general: it computes the error for each game enumerated, and outputs the game that minimizes this error. By the genericity of our approach, our algorithm can be used to find a weighted voting game that optimizes any exponential time computable function. We implement our algorithm for the case of the normalized Banzhaf index, and we perform experiments in order to study performance and error convergence.
Finally, a research direction that is related to our problem is that of studying minimal integer representation for a weighted voting game: Bounds on the maximum weight in such a representation provide us with a finite set of weighted representations to search through, as a means of solving our design problem. We explain this in greater detail in the next section. Some classical relevant bounds can be found in @cite_29 , Section 9.3. See @cite_69 @cite_6 for some recent work in this direction.
@cite_29 @cite_69 @cite_6
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A proposal in a weighted voting game is accepted if the sum of the (non-negative) weights of the “yea” voters is at least as large as a given quota. Several authors have considered representations of weighted voting games with minimum sum, where the weights and the quota are restricted to be integers. In Freixas and Molinero (Ann. Oper. Res. 166:243–260, 2009) the authors have classified all weighted voting games without a unique minimum sum representation for up to 8 voters. Here we exhaustively classify all weighted voting games consisting of 9 voters which do not admit a unique minimum sum integer weight representation. In the following paper we offer a method for the a priori evaluation of the division of power among the various bodies and members of a legislature or committee system. The method is based on a technique of the mathematical theory of games, applied to what are known there as “simple games” and “weighted majority games.” We apply it here to a number of illustrative cases, including the United States Congress, and discuss some of its formal properties. The designing of the size and type of a legislative body is a process that may continue for many years, with frequent revisions and modifications aimed at reflecting changes in the social structure of the country; we may cite the role of the House of Lords in England as an example. The effect of a revision usually cannot be gauged in advance except in the roughest terms; it can easily happen that the mathematical structure of a voting system conceals a bias in power distribution unsuspected and unintended by the authors of the revision. How, for example, is one to predict the degree of protection which a proposed system affords to minority interests? Can a consistent criterion for “fair representation” be found? It is difficult even to describe the net effect of a double representation system such as is found in the U. S. Congress (i.e., by states and by population), without attempting to deduce it a priori . The method of measuring “power” which we present in this paper is intended as a first step in the attack on these problems. Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes–no voting system is a set of rules that specifies exactly which collections of “yea” votes yield passage of the issue at hand, each of these collections of “yea” voters forms a winning coalition. We are interested in performing a complexity analysis on problems defined on such families of games. This analysis as usual depends on the game representation used as input. We consider four natural explicit representations: winning, losing, minimal winning, and maximal losing. We first analyze the complexity of testing whether a game is simple and testing whether a game is weighted. We show that, for the four types of representations, both problems can be solved in polynomial time. Finally, we provide results on the complexity of testing whether a simple game or a weighted game is of a special type. We analyze strongness, properness, decisiveness and homogeneity, which are desirable properties to be fulfilled for a simple game. We finalize with some considerations on the possibility of representing a game in a more succinct representation showing a natural representation in which the recognition problem is hard. We study minimum integer representations of weighted games, i.e. representations where the weights are integers and every other integer representation is at least as large in each component. Those minimum integer representations, if they exist at all, are linked with some solution concepts in game theory. Closing existing gaps in the literature, we prove that each weighted game with two types of voters admits a (unique) minimum integer representation, and give new examples for more than two types of voters without a minimum integer representation. We characterize the possible weights in minimum integer representations and give examples for t≥4 types of voters without a minimum integer representation preserving types, i.e. where we additionally require that the weights are equal within equivalence classes of voters.