Demo Data from VLDB 2026 / reviewers in the wild / expert
Robert Rehner
dblp:69/7989
· DBLP profile ↗
6ranked-venue papers
1as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 5 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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 networks
1 paper |
Content delivery and video streaming · 77% Network performance modeling · 23% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Distributed systems
distributed system evaluation |
0.1 | 1 | 2011 | Designing a testbed for large-scale distributed systems · SIGCOMM 2011 |
Network performance modeling
simulation testbed |
0.0 | 1 | 2011 | An online gaming testbed for peer-to-peer architectures · SIGCOMM 2011 |
Distributed systems › experimental testbed
distributed system emulation |
0.0 | 1 | 2011 | Designing a testbed for large-scale distributed systems · SIGCOMM 2011 |
Methods — techniques the papers use, named apart from their topics
simulation · 0.1prototyping · 0.1emulation · 0.1discrete-event simulation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Fossa: Using genetic programming to learn ECA rules for adaptive networking applicationsabstractDue to complex interdependencies and feedback loops between network layers and nodes, the development of adaptive applications is difficult. As networking applications respond nonlinearly to changes in the environment and adaptations, defining concrete adaptation rules is nontrivial. In this paper, we present the offline learner Fossa, which uses genetic programming to automatically learn suitable Event Condition Action (ECA) rules. Based on utility functions defined by the developer, the genetic programming learner generates a multitude of rule sets and evaluates them using simulations to obtain their utility. We show, for a concrete example scenario, how the genetic programming learner benefits from the clear model of the ECA rules, and that the methodology efficiently generates ECA rules which outperform nonadaptive and manually tuned solutions. Alexander Frömmgen, Robert Rehner, Max Lehn, Alejandro P. Buchmann |
LCN | 2 |
| 2014 | On synthetic workloads for multiplayer online games: a methodology for generating representative shooter game workloads
Max Lehn, Tonio Triebel, Robert Rehner, Benjamin Guthier, Stephan Kopf, Alejandro P. Buchmann, Wolfgang Effelsberg |
Multim. Syst. | 3 |
| 2013 | Distributed optimization of event dissemination exploiting interest clusteringabstractIn distributed real-time applications, such as online games or interactive conferencing systems, timeliness of update event dissemination is a prevailing requirement. Direct connections are often the best solution. However, participants' connection bandwidths, especially uplink capacities of asymmetric end user Internet connections, impose a limit to this. We present and evaluate a lightweight local algorithm that optimizes many-to-many event dissemination in highly dynamic scenarios. The algorithm exploits the high clustering of interest networks, as observed in virtual environments based on local vision, but also in social networks of many kinds. Our approach allows reducing traffic by aggregating messages as well as balancing traffic among participants based on their capabilities. Max Lehn, Robert Rehner, Alejandro P. Buchmann |
LCN | 2 |
| 2013 | nSense: Interest Management in higher dimensionsabstractIn Networked Virtual Environments (NVE), Interest Management (IM) is a key part of the system that determines which of a participant's actions have to be communicated to which subset of the other participants. Since traditional client/server approaches have several drawbacks, a variety of alternative peer-to-peer (P2P) approaches have been presented by the community [1]. In many of these approaches, interest management is also responsible for maintaining connectivity of the P2P network. Aiming for latency-sensitive applications, systems like VON [2] and pSense [3] use mutual notification mechanisms, building the topology based on the participants' virtual world proximities. A common limitation of these, however, is their fixed dimensionality: most are only designed for two spatial dimensions, a few are capable of handling three. In this work, we discuss options for dealing with an arbitrary number of dimensions. We propose a dynamic localized peer-to-peer IM that supports and exploits any number of dimensions. In our IM, peers communicate directly within their vision range. The space outside of the vision range is divided in sectors, each guarded by a sensor node that notifies them of approaching peers. We determine criteria for an efficient sector partitioning, discuss several approaches and present a suitable algorithm. Robert Rehner, Max Lehn, Alejandro P. Buchmann |
P2P | 1 |
| 2011 | An online gaming testbed for peer-to-peer architecturesabstractIn this demo we present a testbed environment for Peer-to-Peer (P2P) game architectures. It is based on Planet PI4, an online multiplayer game whose gameplay provides a standard workload for a set of gaming-specific network interfaces. Its pluggable architecture allows for the evaluation and comparison of existing and new P2P networking approaches. Planet PI4 can run on a real network for prototypical evaluation as well as in a discrete-event simulator providing a reproducible environment. Max Lehn, Christof Leng, Robert Rehner, Tonio Triebel, Alejandro P. Buchmann |
SIGCOMM | 3 |
| 2011 | Designing a testbed for large-scale distributed systemsabstractDifferent evaluation methods for distributed systems like prototyping, simulation and emulation have different tradeoffs. We present a testbed for Internet applications that supports real-network prototypes and multiple simulators with unchanged application code. To ensure maximum portability between runtimes, a compact but flexible system interface is defined. Christof Leng, Max Lehn, Robert Rehner, Alejandro P. Buchmann |
SIGCOMM | 3 |