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however, this heuristic requires smaller computational effort compared to that of the
enumeration-based method and thus makes it more useful in practice. We can even do
better using the idea in the following heuristic:
MaximalWeights Heuristic:
Given
:AWVGof
n
agents with a distinguished annexer
i
.
Procedure
: Since agents' weights are given in ascending order, let agent
i
annex
the last
k
−
1
agents from the remaining
n
−
1
agents in the game.
As before, let
A
(
G
)
be the pseudopolynomial running time of Shapley-Shubik or Banzhaf
power index of an agent according to [7,9]. The running time of the
MaximalWeights
heuristic is
O
(
n
+
A
(
G
))
. Here is a brief analysis. We just need to sum the weights of
the last
k
1
agents to that of the annexer at a cost of
O
(
k
)
. In the worst case, it takes
O
(
n
)
to sum the weights when
k
=
n
, i.e., the annexer
is able to annex all the remaining
n
−
1
agents from the remaining
n
−
1
agents. Computing the power of the annexer in
each of the original and altered games takes
O
(
A
(
G
))
. Therefore, the total running time
of the heuristic is
O
(
n
+
A
(
G
))
. Now, apart from the fact that this heuristic appears to
find the most improved gain, its running time is by far less than the
O
(
n
k
−
· A
(
G
))
run-
ning times of the manipulation algorithm for annexation of Subsection 4.3 and the above
heuristic especially when
k
is large. Thus, the
MaximalWeights
heuristic is more useful
in practice for the annexer.
7
Related Work
Weighted voting games and power indices are widely studied [8,12,17]. Prominent real-
life situations where WVGs have found applications include the United Nations Secu-
rity Council, the International Monetary Fund [1,20], the Council of Ministers, and
the European Community [12]. The need to compensate agents from jointly derived
payoff in WVGs has also necessitated the assignment of power to players. A widely
accepted method for measuring power of agents in WVGs uses power indices.
Fair-
ness
in the assignment of power to players in a game is also a concern of most of the
power indices. The two most prominent and widely used power indices are Shapley-
Shubik [23] and Banzhaf [6] power indices. Other power indices found in the liter-
ature include Deegan-Packel [10], Johnsoton [16], and Holler-Packel [15] power in-
dices. Computing the Shapley-Shubik and Banzhaf power indices of players in WVGs
is NP-hard [22]. The power indices of voters using any of Shapley-Shubik and Banzhaf
power indices can be computed in pseudo-polynomial time using dynamic program-
ming [21]. Efficient exact algorithms using generating functions [7,9] also exist for
both the Shapley-Shubik and Banzhaf power indices for WVGs where the weights of
all agents are restricted to integers. There are also approximation algorithms [5,11] for
computing the Shapley-Shubik and Banzhaf power indices in WVGs.
Felsenthal and Machover [12,13] originally studied annexation and alliance (or merg-
ing) in WVGs. They consider when the blocs formed by annexation or merging are
advantageous or disadvantageous. They show that using the Shapley-Shubik index, it
is always advantageous for a player to annex some other players in the game. How-
ever, this is not true for Banzhaf power index. Furthermore, they show that merging