Demo Data from VLDB 2026 / reviewers in the wild / expert
Stefen F. Lundstrom
dblp:20/3873
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 1989
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Databases, data management, data science and information retrieval · 1
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.
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 44% Parallel and multicore computing · 44% Electronic design automation · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Cloud and datacenter computing
resource management |
0.0 | 1 | 1989 | The Post-Game Analysis Framework - Developing Resource Management Strategies for Concurrent Systems · IEEE Trans. Knowl. Data Eng. 1989 |
Parallel and multicore computing
software partitioning |
0.0 | 1 | 1989 | The Post-Game Analysis Framework - Developing Resource Management Strategies for Concurrent Systems · IEEE Trans. Knowl. Data Eng. 1989 |
Electronic design automation › high-level synthesis
scheduling |
0.0 | 1 | 1989 | The Post-Game Analysis Framework - Developing Resource Management Strategies for Concurrent Systems · IEEE Trans. Knowl. Data Eng. 1989 |
Methods — techniques the papers use, named apart from their topics
simulation · 0.0rule-based architecture · 0.0heuristic optimization · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1989 | The Post-Game Analysis Framework - Developing Resource Management Strategies for Concurrent SystemsabstractResearch has been conducted to determine how distributed computations can be mapped to multiprocessors to minimize execution time. The approach described here, known as post-game analysis, incrementally changes the program partitioning in between program execution time in subsequent runs. Post-game analysis differs from conventional iterative refinement or controlled opportunistic perturbation in that no abstract program models or any single objective function are employed to determine the relative merits of two alternative mappings. Multiple optimization subgoals are formulated, based on actual timing data gathered during program execution. Heuristics, based on various optimization subgoals, are then applied to propose changes to the current mapping. Finally, a mapping generation process which prioritizes and resolves conflicting proposals is applied. Results obtained from simulations show that post-game analysis consistently out-performs random placement, load-balancing, and clustering algorithms by 15%. Few iterations are required for simulations involving more than 200 processes and 64 sites. A rule-based architecture enables incremental strategy refinement, thus making post-game analysis easily tailorable to programs written in many concurrent programming paradigms and multiprocessor architectures.> Jerry C. Yan, Stefen F. Lundstrom |
IEEE Trans. Knowl. Data Eng. | 2 |