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Anja Rey

dblp:90/8393 · DBLP profile ↗
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9ranked-venue papers
5as first author
2since 2021 · last 2022
0000-0001-7387-6853ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 2 first-author · 2 since 2021Theory of computation · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
1 paper
Graph algorithms and graph theory · 50% Computational complexity · 50%
Artificial intelligence
1 paper
Graph learning · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Graph algorithms and graph theory › graph theory › graph similarity
graph kernels
0.312018
A Property Testing Framework for the Theoretical Expressivity of Graph Kernels · IJCAI 2018
Computational complexity
property testing
0.312018
A Property Testing Framework for the Theoretical Expressivity of Graph Kernels · IJCAI 2018
Machine learning › Graph learning
graph classification
0.112018
A Property Testing Framework for the Theoretical Expressivity of Graph Kernels · IJCAI 2018

Methods — techniques the papers use, named apart from their topics

property testing · 0.7nearest neighbor · 0.7k-disc frequencies · 0.7
YearPublicationVenuePosition
2022 Altruistic Hedonic Games
abstract
Hedonic games are coalition formation games in which players have preferences over the coalitions they can join. For a long time, all models of representing hedonic games were based upon selfish players only. Among the known ways of representing hedonic games compactly, we focus on friend-oriented hedonic games and propose a novel model for them that takes into account not only the players’ own preferences but also their friends’ preferences. Depending on the order in which players look at their own or their friends’ preferences, we distinguish three degrees of altruism: selfish-first, equal-treatment, and altruistic-treatment preferences. We study both the axiomatic properties of these games and the computational complexity of problems related to various common stability concepts.
Anna Maria Kerkmann, Nhan-Tam Nguyen, Anja Rey, Lisa Rey, Jörg Rothe, Lena Schend, Alessandra Wiechers
J. Artif. Intell. Res.3
2021 Testing stability properties in graphical hedonic games
abstract
Abstract In hedonic games, players form coalitions based on individual preferences over the group of players they could belong to. Several concepts to describe the stability of coalition structures in a game have been proposed and analysed in the literature. However, prior research focuses on algorithms with time complexity that is at least linear in the input size. In the light of very large games that arise from, e.g., social networks and advertising, we initiate the study of sublinear time property testing algorithms for existence and verification problems under several notions of coalition stability in a model of hedonic games represented by graphs with bounded degree. In graph property testing, one shall decide whether a given input has a property (e.g., a game admits a stable coalition structure) or is far from it, i.e., one has to modify at least an $$\epsilon$$ ϵ -fraction of the input (e.g., the game’s preferences) to make it have the property. In particular, we consider verification of perfection, individual rationality, Nash stability, (contractual) individual stability, and core stability. While there is always a Nash-stable coalition structure (which also implies individually stable coalitions), we show that the existence of a perfect coalition structure is not tautological but can be tested. All our testers have one-sided error and time complexity that is independent of the input size.
Hendrik Fichtenberger, Anja Rey
Auton. Agents Multi Agent Syst.2
2020 Hedonic Games with Ordinal Preferences and Thresholds
abstract
We propose a new representation setting for hedonic games, where each agent partitions the set of other agents into friends, enemies, and neutral agents, with friends and enemies being ranked. Under the assumption that preferences are monotonic (respectively, antimonotonic) with respect to the addition of friends (respectively, enemies), we propose a bipolar extension of the responsive extension principle, and use this principle to derive the (partial) preferences of agents over coalitions. Then, for a number of solution concepts, we characterize partitions that necessarily or possibly satisfy them, and we study the related problems in terms of their complexity.
Anna Maria Kerkmann, Jérôme Lang, Anja Rey, Jörg Rothe, Hilmar Schadrack, Lena Schend
J. Artif. Intell. Res.3
2018 A Property Testing Framework for the Theoretical Expressivity of Graph Kernels
abstract
Graph kernels are applied heavily for the classification of structured data. However, their expressivity is assessed almost exclusively from experimental studies and there is no theoretical justification why one kernel is in general preferable over another. We introduce a theoretical framework for investigating the expressive power of graph kernels, which is inspired by concepts from the area of property testing. We introduce the notion of distinguishability of a graph property by a graph kernel. For several established graph kernels we show that they cannot distinguish essential graph properties. In order to overcome this, we consider a kernel based on k-disc frequencies. We show that this efficiently computable kernel can distinguish fundamental graph properties. Finally, we obtain learning guarantees for nearest neighbor classifiers in our framework.
Nils M. Kriege, Christopher Morris 0001, Anja Rey, Christian Sohler
IJCAI3
2017 Path-Disruption Games: Bribery and a Probabilistic Model
Anja Rey, Jörg Rothe, Adrian Marple
Theory Comput. Syst.1
2016 Structural Control in Weighted Voting Games
abstract
Inspired by the study of control scenarios in elections and complementing manipulation and bribery settings in cooperative games with transferable utility, we introduce the notion of structural control in weighted voting games. We model two types of influence, adding players to and deleting players from a game, with goals such as increasing a given player's Shapley-Shubik or probabilistic Penrose-Banzhaf index in relation to the original game. We study the computational complexity of the problems of whether such structural changes can achieve the desired effect.
Anja Rey, Jörg Rothe
MFCS1
2014 False-Name Manipulation in Weighted Voting Games Is Hard for Probabilistic Polynomial Time
Anja Rey, Jörg Rothe
LATIN1
2014 False-Name Manipulation in Weighted Voting Games is Hard for Probabilistic Polynomial Time
abstract
False-name manipulation refers to the question of whether a player in a weighted voting game can increase her power by splitting into several players and distributing her weight among these false identities. Relatedly, the beneficial merging problem asks whether a coalition of players can increase their power in a weighted voting game by merging their weights. For the problems of whether merging or splitting players in weighted voting games is beneficial in terms of the Shapley--Shubik and the normalized Banzhaf index, merely NP-hardness lower bounds are known, leaving the question about their exact complexity open. For the Shapley--Shubik and the probabilistic Banzhaf index, we raise these lower bounds to hardness for PP, "probabilistic polynomial time," a class considered to be by far a larger class than NP. For both power indices, we provide matching upper bounds for beneficial merging and, whenever the new players' weights are given, also for beneficial splitting, thus resolving previous conjectures in the affirmative. Relatedly, we consider the beneficial annexation problem, asking whether a single player can increase her power by taking over other players' weights. It is known that annexation is never disadvantageous for the Shapley--Shubik index, and that beneficial annexation is NP-hard for the normalized Banzhaf index. We show that annexation is never disadvantageous for the probabilistic Banzhaf index either, and for both the Shapley--Shubik index and the probabilistic Banzhaf index we show that it is NP-complete to decide whether annexing another player is advantageous. Moreover, we propose a general framework for merging and splitting that can be applied to different classes and representations of games.
Anja Rey, Jörg Rothe
J. Artif. Intell. Res.1
2010 Complexity of Merging and Splitting for the Probabilistic Banzhaf Power Index in Weighted Voting Games
abstract
The Banzhaf power index is a prominent measure of a player's influence for coalition formation in weighted voting games, an important class of simple coalitional games that are fully expressive but compactly representable. For the normalized Banzhaf index, Aziz and Paterson [1] show that it is NP-hard to decide whether merging any coalition of players is beneficial, and that in unanimity games, merging is always disadvantageous, whereas splitting is always advantageous. We show that for the probabilistic Banzhaf index (which is considered more natural than the normalized Banzhaf index), the merging problem is in P for coalitions of size two, and is NP-hard for coalitions of size at least three. We also prove a corresponding result for the splitting problem. In unanimity games and for the probabilistic Banzhaf index (in strong contrast with the results for the normalized Banzhaf index), we show that splitting is always disadvantageous or neutral, whereas merging is neutral for size-two coalitions, yet advantageous for coalitions of size at least three.
Anja Rey, Jörg Rothe
ECAI1