On the Construction of High Dimensional Simple Games
Abstract
Voting is a commonly applied method for the aggregation of the preferences of multiple agents into a joint decision. If preferences are binary, i.e., "yes" and "no", every voting system can be described by a (monotone) Boolean function . However, its naive encoding needs bits. The subclass of threshold functions, which is sufficient for homogeneous agents, allows a more succinct representation using weights and one threshold. For heterogeneous agents, one can represent as an intersection of threshold functions. Taylor and Zwicker have constructed a sequence of examples requiring and provided a construction guaranteeing . The magnitude of the worst-case situation was thought to be determined by Elkind et al.~in 2008, but the analysis unfortunately turned out to be wrong. Here we uncover a relation to coding theory that allows the determination of the minimum number for a subclass of voting systems. As an application, we give a construction for , i.e., there is no gain from a representation complexity point of view.
Cite
@article{arxiv.1602.01581,
title = {On the Construction of High Dimensional Simple Games},
author = {Martin Olsen and Sascha Kurz and Xavier Molinero},
journal= {arXiv preprint arXiv:1602.01581},
year = {2016}
}
Comments
13 pages, 1 table