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Worst-case Bounds on Power vs. Proportion in Weighted Voting Games with an Application to False-name Manipulation

Journal of Artificial Intelligence Research

Weighted voting games apply to a wide variety of multi-agent settings. They enable the formalization of power indices which quantify the coalitional power of players. We take a novel approach to the study of the power of big vs. small players in these games. We model small (big) players as having single (multiple) votes. The aggregate relative power of big players is measured w.r.t. their votes proportion. For this ratio, we show small constant worst-case bounds for the Shapley-Shubik and the Deegan-Packel indices. In sharp contrast, this ratio is unbounded for the Banzhaf index. As an application, we define a false-name strategic normal form game where each big player may split its votes between false identities, and study its various properties. Together, our results provide foundations for the implications of players’ size, modeled as their ability to split, on their relative power.


Computation and Bribery of Voting Power in Delegative Simple Games

arXiv.org Artificial Intelligence

Weighted voting games is one of the most important classes of cooperative games. Recently, Zhang and Grossi [53] proposed a variant of this class, called delegative simple games, which is well suited to analyse the relative importance of each voter in liquid democracy elections. Moreover, they defined a power index, called the delagative Banzhaf index to compute the importance of each agent (i.e., both voters and delegators) in a delegation graph based on two key parameters: the total voting weight she has accumulated and the structure of supports she receives from her delegators. We obtain several results related to delegative simple games. We first propose a pseudo-polynomial time algorithm to compute the delegative Banzhaf and Shapley-Shubik values in delegative simple games. We then investigate a bribery problem where the goal is to maximize/minimize the voting power/weight of a given voter in a delegation graph by changing at most a fixed number of delegations. We show that the problems of minimizing/maximizing a voter's power index value are strongly NP-hard. Furthermore, we prove that having a better approximation guarantee than $1-1/e$ to maximize the voting weight of a voter is not possible, unless $P = NP$, then we provide some parameterized complexity results for this problem. Finally, we show that finding a delegation graph with a given number of gurus that maximizes the minimum power index value an agent can have is a computationally hard problem.


Power in Liquid Democracy

arXiv.org Artificial Intelligence

The paper develops a theory of power for delegable proxy voting systems. We define a power index able to measure the influence of both voters and delegators. Using this index, which we characterize axiomatically, we extend an earlier game-theoretic model by incorporating power-seeking behavior by agents. We analytically study the existence of pure strategy Nash equilibria in such a model. Finally, by means of simulations, we study the effect of relevant parameters on the emergence of power inequalities in the model.


A Pseudo-Polynomial Algorithm for Computing Power Indices in Graph-Restricted Weighted Voting Games

AAAI Conferences

Weighted voting games allow for studying the distribution of power between agents in situations of collective decision making. While the conventional version of these games assumes that any agent is always ready to cooperate with all others, recently, more involved models have been proposed, where cooperation is subject to restrictions. Following Myerson [1977], such restrictions are typically represented by a graph that expresses available communication links among agents. In this paper, we study the time complexity of computing two well-known power indices - the Shapley-Shubik index and the Banzhaf index - in the graph-restricted weighted voting games. We show that both are #P-complete and propose a dedicated dynamic-programming algorithm that runs in pseudo-polynomial time for graphs with the bounded treewidth.


False-Name Manipulation in Weighted Voting Games is Hard for Probabilistic Polynomial Time

Journal of Artificial Intelligence Research

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.


Finding Optimal Solutions for Voting Game Design Problems

Journal of Artificial Intelligence Research

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.


Solving Weighted Voting Game Design Problems Optimally: Representations, Synthesis, and Enumeration

arXiv.org Artificial Intelligence

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.


Sharing Rewards in Cooperative Connectivity Games

Journal of Artificial Intelligence Research

We consider how selfish agents are likely to share revenues derived from maintaining connectivity between important network servers. We model a network where a failure of one node may disrupt communication between other nodes as a cooperative game called the vertex Connectivity Game (CG). In this game, each agent owns a vertex, and controls all the edges going to and from that vertex. A coalition of agents wins if it fully connects a certain subset of vertices in the graph, called the primary vertices. Power indices measure an agent's ability to affect the outcome of the game. We show that in our domain, such indices can be used to both determine the fair share of the revenues an agent is entitled to, and identify significant possible points of failure affecting the reliability of communication in the network. We show that in general graphs, calculating the Shapley and Banzhaf power indices is #P-complete, but suggest a polynomial algorithm for calculating them in trees. We also investigate finding stable payoff divisions of the revenues in CGs, captured by the game theoretic solution of the core, and its relaxations, the epsilon-core and least core. We show a polynomial algorithm for computing the core of a CG, but show that testing whether an imputation is in the epsilon-core is coNP-complete. Finally, we show that for trees, it is possible to test for epsilon-core imputations in polynomial time.


False-Name Manipulations in Weighted Voting Games

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.In this paper, we investigate by how much a player can change his power, as measured by the Shapley-Shubik index or the Banzhaf index, by means of a false-name manipulation, i.e., splitting his weight among two or more identities. For both indices, we provide upper and lower bounds on the effect of weight-splitting. We then show that checking whether a beneficial split exists is NP-hard, and discuss efficient algorithms for restricted cases of this problem, as well as randomized algorithms for the general case. We also provide an experimental evaluation of these algorithms. Finally, we examine related forms of manipulative behavior, such as annexation, where a player subsumes other players, or merging, where several players unite into one. We characterize the computational complexity of such manipulations and provide limits on their effects. For the Banzhaf index, we describe a new paradox, which we term the Annexation Non-monotonicity Paradox.