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1.
《Optimization》2012,61(8):989-1011
Weighted voting games are frequently used in decision making. Each voter has a weight and a proposal is accepted if the weight sum of the supporting voters exceeds a quota. One line of research is the efficient computation of so-called power indices measuring the influence of a voter. We treat the inverse problem: Given an influence vector and a power index, determine a weighted voting game such that the distribution of influence among the voters is as close as possible to the given target value. We present exact algorithms and computational results for the Shapley–Shubik and the (normalized) Banzhaf power index.  相似文献   

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3.
Weighted voting games (WVGs) model situations where voters, possibly controlling different numbers of votes, vote yes or no on a proposition. A proposition passes if and only if the number of yes votes meets or exceeds a quota \(q\). Each winning coalition is a partition of an integer greater than or equal to \(q\), with parts taken from the set of all weights for that game. Results about WVGs are here interpreted as results about partitions.  相似文献   

4.
Weighted majority games have the property that players are totally ordered by the desirability relation (introduced by Isbell in [J.R. Isbell, A class of majority games, Quarterly Journal of Mathematics, 7 (1956) 183–187]) because weights induce it. Games for which this relation is total are called complete simple games. Taylor and Zwicker proved in [A.D. Taylor, W.S. Zwicker, Weighted voting, multicameral representation, and power, Games and Economic Behavior 5 (1993) 170–181] that every simple game (or monotonic finite hypergraph) can be represented by an intersection of weighted majority games and consider the dimension of a game as the needed minimum number of them to get it. They provide the existence of non-complete simple games of every dimension and left open the problem for complete simple games.  相似文献   

5.
It is well known that he influence relation orders the voters the same way as the classical Banzhaf and Shapley–Shubik indices do when they are extended to the voting games with abstention (VGA) in the class of complete games. Moreover, all hierarchies for the influence relation are achievable in the class of complete VGA. The aim of this paper is twofold. Firstly, we show that all hierarchies are achievable in a subclass of weighted VGA, the class of weighted games for which a single weight is assigned to voters. Secondly, we conduct a partial study of achievable hierarchies within the subclass of H-complete games, that is, complete games under stronger versions of influence relation.  相似文献   

6.
A basic problem in the theory of simple games and other fields is to study whether a simple game (Boolean function) is weighted (linearly separable). A second related problem consists in studying whether a weighted game has a minimum integer realization. In this paper we simultaneously analyze both problems by using linear programming. For less than 9 voters, we find that there are 154 weighted games without minimum integer realization, but all of them have minimum normalized realization. Isbell in 1958 was the first to find a weighted game without a minimum normalized realization, he needed to consider 12 voters to construct a game with such a property. The main result of this work proves the existence of weighted games with this property with less than 12 voters. This research was partially supported by Grant MTM 2006-06064 of “Ministerio de Ciencia y Tecnología y el Fondo Europeo de Desarrollo Regional” and SGRC 2005-00651 of “Generalitat de Catalunya”, and by the Spanish “Ministerio de Ciencia y Tecnología” programmes ALINEX (TIN2005-05446 and TIN2006-11345).  相似文献   

7.
On {\alpha }-roughly weighted games   总被引:1,自引:0,他引:1  
Gvozdeva et al. (Int J Game Theory, doi:10.1007/s00182-011-0308-4, 2013) have introduced three hierarchies for simple games in order to measure the distance of a given simple game to the class of (roughly) weighted voting games. Their third class \({\mathcal {C}}_\alpha \) consists of all simple games permitting a weighted representation such that each winning coalition has a weight of at least \(1\) and each losing coalition a weight of at most \(\alpha \) . For a given game the minimal possible value of \(\alpha \) is called its critical threshold value. We continue the work on the critical threshold value, initiated by Gvozdeva et al., and contribute some new results on the possible values for a given number of voters as well as some general bounds for restricted subclasses of games. A strong relation between this concept and the cost of stability, i.e. the minimum amount of external payment to ensure stability in a coalitional game, is uncovered.  相似文献   

8.
We propose a new power index based on the minimum sum representation (MSR) of a weighted voting game. The MSR offers a redesign of a voting game, such that voting power as measured by the MSR index becomes proportional to voting weight. The MSR index is a coherent measure of power that is ordinally equivalent to the Banzhaf, Shapley–Shubik and Johnston indices. We provide a characterization for a bicameral meet as a weighted game or a complete game, and show that the MSR index is immune to the bicameral meet paradox. We discuss the computation of the MSR index using a linear integer program and the inverse MSR problem of designing a weighted voting game with a given distribution of power.  相似文献   

9.
We investigate voting systems with two classes of voters, for which there is a hierarchy giving each member of the stronger class more influence or important than each member of the weaker class. We deduce for voting systems one important counting fact that allows determining how many of them are for a given number of voters. In fact, the number of these systems follows a Fibonacci sequence with a smooth polynomial variation on the number of voters. On the other hand, we classify by means of some parameters which of these systems are weighted. This result allows us to state an asymptotic conjecture which is opposed to what occurs for symmetric games.  相似文献   

10.
Let T?=?(V, E) be a tree. A core of T is a path P, for which the sum of the weighted distances from all vertices to this path is minimized. In this paper, we consider the semi-obnoxious case in which the vertices have positive or negative weights. We prove that, when the sum of the weights of vertices is negative, the core must be a single vertex and that, when the sum of the vertices?? weights is zero there exists a core that is a vertex. Morgan and Slater (J Algorithms 1:247?C258, 1980) presented a linear time algorithm to find the core of a tree with only positive weights of vertices. We show that their algorithm also works for semi-obnoxious problems.  相似文献   

11.
We offer a bargaining model for weighted voting games that is a close relative of the nucleolus and the kernel. We look for a set of weights that preserves winning coalitions that has the property of minimizing the difference between the weight of the smallest and the weight of the largest Minimum Winning Coalition. We claim that such a set of weights provides an a priori measure of a weighted voter’s bribeworthiness or market value. After introducing our model, we provide a characterization result for this model and show its links to other bargaining model approaches in the literature. Then we offer some limit results showing that, with certain reasonable conditions on the distributions of weights, as the size of the voting body increases, the values of bribeworthiness we calculate will approach both the weights themselves and the Banzhaf scores for the weighted voting game. We also show that, even for relatively small groups using weighted voting, such as the membership of the European Council of Ministers (and its predecessors) 1958–2003, similarities among the usual a priori power scores, bribeworthiness/market value, and the weights themselves, will be quite strong.  相似文献   

12.
The Lisbon voting system of the Council of the European Union, which became effective in November 2014, cannot be represented as the intersection of six or fewer weighted games, i.e., its dimension is at least 7. This sets a new record for real-world voting bodies. A heuristic combination of different discrete optimization methods yields a representation as the intersection of 13,368 weighted games. Determination of the exact dimension is posed as a challenge to the community. The system’s Boolean dimension is proven to be 3.  相似文献   

13.
This paper analyzes a two-alternative voting model with the distinctive feature that voters have preferences over margins of victory. We study voting contests with a finite as well as an infinite number of voters, and with and without mandatory voting. The main result of the paper is the existence and characterization of a unique equilibrium outcome in all those situations. At equilibrium, voters who prefer a larger support for one of the alternatives vote for such alternative, providing a formal argument for the conditional sincerity voting condition in [Alesina, Alberto, Rosenthal, Howard, 1995. Partisan Politics, Divided Government, and the Economy. Cambridge University Press, Cambridge] and the benefit of voting function in [Llavador, Humberto, 2006. Electoral platforms, implemented policies and abstention. Social Choice and Welfare 27 (1), 55–81]. Finally, we offer new insights on explaining why some citizens may vote strategically for an alternative different from the one declared as the most preferred.  相似文献   

14.
Some distinguished types of voters, as vetoes, passers or nulls, as well as some others, play a significant role in voting systems because they are either the most powerful or the least powerful voters in the game independently of the measure used to evaluate power. In this paper we are concerned with the design of voting systems with at least one type of these extreme voters and with few types of equivalent voters. With this purpose in mind we enumerate these special classes of games and find out that its number always follows a Fibonacci sequence with smooth polynomial variations. As a consequence we find several families of games with the same asymptotic exponential behavior except for a multiplicative factor which is the golden number or its square. From a more general point of view, our studies are related with the design of voting structures with a predetermined importance ranking.  相似文献   

15.
The Isbell desirability relation (I), the Shapley?CShubik index (SS) and the Banzhaf?CColeman index (BC) are power theories that grasp the notion of individual influence in a yes?Cno voting rule. Also, a yes?Cno voting rule is often used as a tool for aggregating individual preferences over any given finite set of alternatives into a collective preference. In this second context, Diffo Lambo and Moulen (DM) have introduced a power relation which ranks the voters with respect to how ably they influence the collective preference. However, DM relies on the metric d that measures closeness between preference relations. Our concern in this work is: do I, SS, BC and DM agree when the same yes?Cno voting rule is the basis for collective decision making? We provide a concrete and intuitive class of metrics called locally generated (LG). We give a characterization of the LG metrics d for which I, SS, BC and DM agree on ranking the voters.  相似文献   

16.
Cohen’s linearly weighted kappa is a weighted average   总被引:1,自引:0,他引:1  
An n × n agreement table F?=?{f ij } with n ?? 3 ordered categories can for fixed m?(2??? m??? n ? 1) be collapsed into ${\binom{n-1}{m-1}}$ distinct m × m tables by combining adjacent categories. It is shown that the components (observed and expected agreement) of Cohen??s weighted kappa with linear weights can be obtained from the m × m subtables. A consequence is that weighted kappa with linear weights can be interpreted as a weighted average of the linearly weighted kappas corresponding to the mm tables, where the weights are the denominators of the kappas. Moreover, weighted kappa with linear weights can be interpreted as a weighted average of the linearly weighted kappas corresponding to all nontrivial subtables.  相似文献   

17.
The Banzhaf index of a voting game is a measure of a priori power of the voters. The model on which the index is based treats the voters symmetrically, i.e. the ideology, outlook, etc., of the voters influencing their voting behavior is ignored. Here we present a nonsymmetric generalization of the Banzhaf index in which the ideology of the voters affecting their voting behavior is taken into account. A model of ideologies and issues is presented. The conditions under which our model gives the Shapley-Shubik index (another index of a priori power of the voters) are given. Finally several examples are presented and some qualitative results are given for straight majority and pure bargaining games.  相似文献   

18.
We study a cardinal model of voting with three alternatives where voters’ von Neumann Morgenstern utilities are private information. We consider voting protocols given by two-parameter scoring rules, as introduced by Myerson (2002). For these voting rules, we show that all symmetric Bayes Nash equilibria are sincere, and have a very specific form. These equilibria are unique for a wide range of model parameters, and we can therefore compare the equilibrium performance of different rules. Computational results regarding the effectiveness of different scoring rules (where effectiveness is captured by a modification of the effectiveness measure proposed in Weber, 1978) suggest that those which most effectively represent voters’ preferences allow for the expression of preference intensity, in contrast to more commonly used rules such as the plurality rule, and the Borda Count. While approval voting allows for the expression of preference intensity, it does not maximize effectiveness as it fails to unambiguously convey voters’ ordinal preference rankings.  相似文献   

19.
We examine the properties of a new method for constructing the power index in voting systems where voters have unequal influence. A system of equations derived in this study produces the sought index by optimal approximation of the original voting system with another system that allows for the weights of the voters. The new index is applied to analyze the known paradoxes of committee voting theory.  相似文献   

20.
It is a well-known result in the theory of simple games that a game is weighted if and only if it is trade robust. In this paper we propose a variant of trade robustness, that we call invariant-trade robustness, which is enough to determine whether a simple game is weighted. To test whether a simple game is invariant-trade robust we do not need to consider all winning coalitions; a reduced subset of minimal winning coalitions is enough.We make a comparison between the two methods (trade robustness and invariant-trade robustness) to check whether a simple game is weighted. We also provide by means of algorithms a full classification using both methods, for simple games with less than 8 voters according to the maximum level of (invariant-)trade robustness they achieve.  相似文献   

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