On the inverse power index problem
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.
💡 Research Summary
The paper addresses the inverse power‑index problem for weighted voting games, a topic that has received far less attention than the forward problem of computing power indices for a given game. In a weighted voting game each player i receives a weight w_i and a proposal passes if the sum of the weights of the supporting coalition meets or exceeds a quota q. Power indices such as the Shapley‑Shubik index (SSI) and the (normalized) Banzhaf index (NBI) quantify the influence of each player by counting pivotal or swing positions across all possible coalitions or permutations.
The inverse problem asks: given a target influence vector t ∈ ℝⁿ and a chosen power index P, can we find a weight vector w and a quota q such that the resulting power distribution P(w,q) is as close as possible to t? The authors formalize this as a minimization of a distance metric ‖P(w,q) – t‖ (typically L₁ or L₂) subject to the structural constraints of a weighted voting game. Because the mapping from (w,q) to P is highly non‑linear and combinatorial, the problem is NP‑hard.
To obtain exact solutions, the authors develop a two‑stage algorithmic framework. The first stage translates the definition of the selected power index into a mixed‑integer linear program (MILP). For SSI, the pivotal role of a player in a permutation is expressed through binary variables that indicate whether a particular coalition is a pivot set; the total number of pivots for each player is then linked to the SSI formula. For the normalized Banzhaf index, swing positions are modeled similarly, with additional variables to enforce the normalization condition (the sum of all indices equals one). By linearizing the combinatorial counting, the MILP captures the exact relationship between (w,q) and the power vector.
The second stage introduces aggressive pruning techniques to keep the search space tractable. Upper and lower bounds on feasible weights are derived from the target vector and from simple feasibility conditions (e.g., a player whose target share exceeds the maximum possible swing can be eliminated). Moreover, a lower bound on the achievable distance is computed for each partial assignment; if this bound already exceeds the best known solution, the branch is discarded. These bounds dramatically reduce the number of MILP instances that need to be solved.
The authors implement the framework using a state‑of‑the‑art MILP solver and conduct extensive computational experiments on instances ranging from 5 to 20 players. For the Shapley‑Shubik index, the exact algorithm achieves an average absolute deviation of less than 0.07 from the target, improving upon heuristic methods by more than 30 % while keeping runtimes under 10 seconds for the largest instances. For the normalized Banzhaf index, similar accuracy gains are observed, and the method remains robust even when the target vector is highly skewed (e.g., one player is required to have a dominant share).
The paper’s contributions are threefold: (1) it provides a rigorous formalization of the inverse power‑index problem; (2) it delivers exact MILP formulations for two of the most widely used power indices, together with effective branch‑and‑bound strategies; and (3) it supplies a comprehensive experimental evaluation that demonstrates practical solvability for moderate‑size games. The discussion acknowledges limitations—most notably the focus on integer weights and a single index at a time—and outlines future research directions, including multi‑objective formulations that simultaneously match several indices, extensions to larger games (hundreds of players) via decomposition or column generation, and the exploration of mixed‑integer non‑linear programming approaches to handle more complex indices such as the Deegan‑Packel or the Public Good index.
In conclusion, the study shows that the inverse power‑index problem, once thought to be intractable for exact treatment, can be solved efficiently for realistic problem sizes using modern MILP technology. This opens the door for practitioners to design weighted voting systems that deliberately achieve prescribed influence distributions, a capability with clear implications for political institutions, corporate governance structures, and emerging decentralized decision‑making platforms. The authors also provide their code and data sets as open‑source resources, facilitating replication and further development by the research community.
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