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Stefen F. Lundstrom

dblp:20/3873 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Cloud and datacenter computing
resource management
0.011989
The Post-Game Analysis Framework - Developing Resource Management Strategies for Concurrent Systems · IEEE Trans. Knowl. Data Eng. 1989
Parallel and multicore computing
software partitioning
0.011989
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
0.011989
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
YearPublicationVenuePosition
1989 The Post-Game Analysis Framework - Developing Resource Management Strategies for Concurrent Systems
abstract
Research 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