Demo Data from VLDB 2026 / reviewers in the wild / expert
Philipp Möllers
dblp:52/8524
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 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 |
Performance modeling and evaluation · 61% Distributed systems · 39% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Performance modeling and evaluation
benchmarking |
0.1 | 1 | 2010 | Netlag: a performance evaluation tool for massively multi-user networked applications · HPDC 2010 |
Distributed systems › distributed interactive applications › collaborative computing › distributed virtual environments
massively multiplayer online games |
0.1 | 1 | 2010 | Netlag: a performance evaluation tool for massively multi-user networked applications · HPDC 2010 |
Performance modeling and evaluation
performance analysis tools |
0.1 | 1 | 2010 | Netlag: a performance evaluation tool for massively multi-user networked applications · HPDC 2010 |
Distributed systems › distributed system architecture
multi-server architecture |
0.0 | 1 | 2010 | Netlag: a performance evaluation tool for massively multi-user networked applications · HPDC 2010 |
Methods — techniques the papers use, named apart from their topics
visualization · 0.1instrumentation library · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | Netlag: a performance evaluation tool for massively multi-user networked applicationsabstractLarge-scale Massively Multiplayer Online Games (MMOGs) and other networked applications pose challenging performance requirements such as low response times (down to 100 ms for action games like First-Person Shooters) and high update rates (up to 50 Hz). They require multi-server architectures in order to scale to higher player numbers (up to 105 in a single application session). During the application development process, it is necessary to study performance properties such as response time to user actions or CPU consumption in order to optimize the application. To analyse performance properties, the application developer needs to (i) model these properties, (ii) collect information about the variables of interest, and (iii) process the collected information to study the results. In this paper, we propose a novel tool set (Netlag) that supports the collection and processing of variables of interest in the context of MMOGs. The tool set consists of a C++ library that allows to collect and store information in a generic way, as well as a Java application that visualises the collected information. As a case study, we conduct how Netlag is used to evaluate the performance and scalability of an example MMOG application. Furthermore, we describe measurements of the overhead introduced by Netlag which demonstrate that its application intrusion is minimal, thus proving its good applicability for MMOGs and other networked applications. Alexander Ploss, Dominique Meiländer, Philipp Möllers, Frank Glinka, Sergei Gorlatch |
HPDC | 3 |