On the Construction of High Dimensional Simple Games
Martin Olsen, Sascha Kurz, and Xavier Molinero

TL;DR
This paper investigates the complexity of representing high-dimensional simple games in voting systems, revealing that certain systems inherently require an exponential number of threshold functions, with implications for their succinctness.
Contribution
It establishes a connection to coding theory to determine the minimal number of threshold functions needed for specific voting systems, showing some require exponential complexity.
Findings
Certain voting systems require exponentially many threshold functions
A novel relation to coding theory helps determine minimal representation complexity
No advantage in representation succinctness for some 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…
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