767 research outputs found

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

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    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

    Experimental Analysis of the Effects of Manipulations in Weighted Voting Games

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    Weighted voting games are classic cooperative games which provide compact representation for coalition formation models in human societies and multiagent systems. As useful as weighted voting games are in modeling cooperation among players, they are, however, not immune from the vulnerability of manipulations (i.e., dishonest behaviors) by strategic players that may be present in the games. With the possibility of manipulations, it becomes difficult to establish or maintain trust, and, more importantly, it becomes difficult to assure fairness in such games. For these reasons, we conduct careful experimental investigations and analyses of the effects of manipulations in weighted voting games, including those of manipulation by splitting, merging, and annexation . These manipulations involve an agent or some agents misrepresenting their identities in anticipation of gaining more power or obtaining a higher portion of a coalition\u27s profits at the expense of other agents in a game. We consider investigation of some criteria for the evaluation of game\u27s robustness to manipulation. These criteria have been defined on the basis of theoretical and experimental analysis. For manipulation by splitting, we provide empirical evidence to show that the three prominent indices for measuring agents\u27 power, Shapley-Shubik, Banzhaf, and Deegan-Packel, are all susceptible to manipulation when an agent splits into several false identities. We extend a previous result on manipulation by splitting in exact unanimity weighted voting games to the Deegan-Packel index, and present new results for excess unanimity weighted voting games. We partially resolve an important open problem concerning the bounds on the extent of power that a manipulator may gain when it splits into several false identities in non-unanimity weighted voting games. Specifically, we provide the first three non-trivial bounds for this problem using the Shapley-Shubik and Banzhaf indices. One of the bounds is also shown to be asymptotically tight. Furthermore, experiments on non-unanimity weighted voting games show that the three indices are highly susceptible to manipulation via annexation while they are less susceptible to manipulation via merging. Given that the problems of calculating the Shapley-Shubik and Banzhaf indices for weighted voting games are NP-complete, we show that, when the manipulators\u27 coalitions sizes are restricted to a small constant, manipulators need to do only a polynomial amount of work to find a much improved power gain for both merging and annexation, and then present two enumeration-based pseudo-polynomial algorithms that manipulators can use. Finally, we argue and provide empirical evidence to show that despite finding the optimal beneficial merge is an NP-hard problem for both the Shapley-Shubik and Banzhaf indices, finding beneficial merge is relatively easy in practice. Also, while it appears that we may be powerless to stop manipulation by merging for a given game, we suggest a measure, termed quota ratio, that the game designer may be able to control. Thus, we deduce that a high quota ratio decreases the number of beneficial merges

    Manipulating the Quota in Weighted Voting Games

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    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 {\em 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

    Algorithmic and complexity aspects of simple coalitional games

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    Simple coalitional games are a fundamental class of cooperative games and voting games which are used to model coalition formation, resource allocation and decision making in computer science, artificial intelligence and multiagent systems. Although simple coalitional games are well studied in the domain of game theory and social choice, their algorithmic and computational complexity aspects have received less attention till recently. The computational aspects of simple coalitional games are of increased importance as these games are used by computer scientists to model distributed settings. This thesis fits in the wider setting of the interplay between economics and computer science which has led to the development of algorithmic game theory and computational social choice. A unified view of the computational aspects of simple coalitional games is presented here for the first time. Certain complexity results also apply to other coalitional games such as skill games and matching games. The following issues are given special consideration: influence of players, limit and complexity of manipulations in the coalitional games and complexity of resource allocation on networks. The complexity of comparison of influence between players in simple games is characterized. The simple games considered are represented by winning coalitions, minimal winning coalitions, weighted voting games or multiple weighted voting games. A comprehensive classification of weighted voting games which can be solved in polynomial time is presented. An efficient algorithm which uses generating functions and interpolation to compute an integer weight vector for target power indices is proposed. Voting theory, especially the Penrose Square Root Law, is used to investigate the fairness of a real life voting model. Computational complexity of manipulation in social choice protocols can determine whether manipulation is computationally feasible or not. The computational complexity and bounds of manipulation are considered from various angles including control, false-name manipulation and bribery. Moreover, the computational complexity of computing various cooperative game solutions of simple games in dierent representations is studied. Certain structural results regarding least core payos extend to the general monotone cooperative game. The thesis also studies a coalitional game called the spanning connectivity game. It is proved that whereas computing the Banzhaf values and Shapley-Shubik indices of such games is #P-complete, there is a polynomial time combinatorial algorithm to compute the nucleolus. The results have interesting significance for optimal strategies for the wiretapping game which is a noncooperative game defined on a network

    Structural Control in Weighted Voting Games

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    Inspired by the study of control scenarios in elections and complementing manipulation and bribery settings in cooperative games with transferable utility, we introduce the notion of structural control in weighted voting games. We model two types of influence, adding players to and deleting players from a game, with goals such as increasing a given player\u27s Shapley-Shubik or probabilistic Penrose-Banzhaf index in relation to the original game. We study the computational complexity of the problems of whether such structural changes can achieve the desired effect

    10101 Abstracts Collection -- Computational Foundations of Social Choice

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    From March 7 to March 12, 2010, the Dagstuhl Seminar 10101 ``Computational Foundations of Social Choice \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Algorithmic and complexity aspects of simple coalitional games

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    Simple coalitional games are a fundamental class of cooperative games and voting games which are used to model coalition formation, resource allocation and decision making in computer science, artificial intelligence and multiagent systems. Although simple coalitional games are well studied in the domain of game theory and social choice, their algorithmic and computational complexity aspects have received less attention till recently. The computational aspects of simple coalitional games are of increased importance as these games are used by computer scientists to model distributed settings. This thesis fits in the wider setting of the interplay between economics and computer science which has led to the development of algorithmic game theory and computational social choice. A unified view of the computational aspects of simple coalitional games is presented here for the first time. Certain complexity results also apply to other coalitional games such as skill games and matching games. The following issues are given special consideration: influence of players, limit and complexity of manipulations in the coalitional games and complexity of resource allocation on networks. The complexity of comparison of influence between players in simple games is characterized. The simple games considered are represented by winning coalitions, minimal winning coalitions, weighted voting games or multiple weighted voting games. A comprehensive classification of weighted voting games which can be solved in polynomial time is presented. An efficient algorithm which uses generating functions and interpolation to compute an integer weight vector for target power indices is proposed. Voting theory, especially the Penrose Square Root Law, is used to investigate the fairness of a real life voting model. Computational complexity of manipulation in social choice protocols can determine whether manipulation is computationally feasible or not. The computational complexity and bounds of manipulation are considered from various angles including control, false-name manipulation and bribery. Moreover, the computational complexity of computing various cooperative game solutions of simple games in dierent representations is studied. Certain structural results regarding least core payos extend to the general monotone cooperative game. The thesis also studies a coalitional game called the spanning connectivity game. It is proved that whereas computing the Banzhaf values and Shapley-Shubik indices of such games is #P-complete, there is a polynomial time combinatorial algorithm to compute the nucleolus. The results have interesting significance for optimal strategies for the wiretapping game which is a noncooperative game defined on a network.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    The shared assignment game and applications to pricing in cloud computing

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    ABSTRACT We propose an extension to the Assignment Gam
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