VLDB 2026 Research / reviewers in the wild / expert
Ramon Lawrence
dblp:93/1448
· DBLP profile ↗
21ranked-venue papers
7as first author
9since 2021 · last 2025
0000-0002-6779-4461ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Databases, data management, data science and information retrieval · 10 · 4 first-author · 2 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 5 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Quantitative Evaluation of Using Large Language Models and Retrieval-Augmented Generation in Computer Science EducationabstractGenerative artificial intelligence (GenAI) is transforming Computer Science education, and every instructor is reflecting on how AI will impact their courses. Instructors must determine how students may use AI for course activities and what AI systems they will support and encourage students to use. This task is challenging with the proliferation of large language models (LLMs) and related AI systems. The contribution of this work is an experimental evaluation of the performance of multiple open-source and commercial LLMs utilizing retrieval-augmented generation in answering questions for computer science courses and a cost-benefit analysis for instructors when determining what systems to use. A key factor is the time an instructor has to maintain their supported AI systems and the most effective activities for improving their performance. The paper offers recommendations for deploying, using, and enhancing AI in educational settings. Kevin Shukang Wang, Ramon Lawrence |
SIGCSE (1) | 2 |
| 2024 | Optimizing B-Trees for Memory-Constrained Flash Embedded Devices
Nadir Ould-Khessal, Scott Fazackerley, Ramon Lawrence |
CoopIS | 3 |
| 2024 | HelpMe: Student Help Seeking using Office Hours and EmailabstractOffice hours and help sessions provide students with the important opportunity to obtain feedback and guidance while connecting with instructors and peers. However, these out of class help sessions are often underutilized due to problems such as inconvenient times and locations, long wait times, and student misconceptions on their purpose and value. Managing office hours for large classes is difficult for instructors and may result in poor student participation. It is crucial to adopt approaches to manage help sessions more effectively and encourage student attendance. This research examines current problems with help sessions and implements an office hours management system called HelpMe. Interactions in office hours and emails are analyzed to determine the types of questions asked. Student surveys demonstrate a significant change in student perception of office hours, increased engagement, and valuable data on effective practices for deploying office hours. Kevin Shukang Wang, Ramon Lawrence |
SIGCSE (1) | 2 |
| 2023 | Game-map Pathfinding with Per-Problem Selection of Synthesized HeuristicsabstractVariants of A* search are widely used for video-game pathfinding with a heuristic function that is typically either a generic formula designed by humans (e.g., the Manhattan distance) or pre-computed for a specific video-game map. Recent work attempted to combine portability of the former and higher performance of the latter by automatically synthesizing arithmetic formulae. Such formulae are simple enough to be human-readable, portable enough to provide guidance on novel maps and yet complex enough to notably outperform a baseline. Each formula-represented heuristic was synthesized for a given map, presumably capturing some features of the map. However, maps can be non-uniform and some regions of one map may have features similar to another map. This work uses a portfolio of synthesized heuristics and selects from it on a per-problem basis. The selection is done automatically by determining the pair of map regions in which the start and the goal states of a given problem instance belong. A pre-computed database gives the highest-performing heuristic from the portfolio for that pair of regions. This heuristic is then used to guide A* to solve the problem instance. Empirical evaluation on maps from video games indicates noticeable speed-up compared to using a single synthesized heuristic for all problem instances on a map. Vadim Bulitko, Ramon Lawrence |
CoG | 2 |
| 2023 | A Data Analysis Pipeline for Automating Apple Trait Analysis and Prediction
Kyle Ranslam, Ramon Lawrence |
DATA | 2 |
| 2023 | LearnedSort as a learning-augmented SampleSort: Analysis and ParallelizationabstractThis work analyzes and parallelizes LearnedSort, the novel algorithm that sorts using machine learning models based on the cumulative distribution function. LearnedSort is analyzed under the lens of algorithms with predictions, and it is argued that LearnedSort is a learning-augmented SampleSort. A parallel LearnedSort algorithm is developed combining LearnedSort with the state-of-the-art SampleSort implementation, IPS4o. Benchmarks on synthetic and real-world datasets demonstrate improved parallel performance for parallel LearnedSort compared to IPS4o and other sorting algorithms. Ivan Carvalho, Ramon Lawrence |
SSDBM | 2 |
| 2023 | Evaluation of Submission Limits and Regression Penalties to Improve Student Behavior with Automatic Assessment SystemsabstractObjectives . Automatic assessment systems are widely used to provide rapid feedback for students and reduce grading time. Despite the benefits of increased efficiency and improved pedagogical outcomes, an ongoing challenge is mitigating poor student behaviors when interacting with automatic assessment systems including numerous submissions, trial-and-error, and relying on marking feedback for problem solving. These behaviors negatively affect student learning as well as have significant impact on system resources. This research quantitatively examines how utilizing submission policies such as limiting the number of submissions and applying regression penalties can reduce negative student behaviors. The hypothesis is that both submission policies will have a significant impact on student behavior and reduce both the number of submissions and regressions in student performance. The research questions evaluate the impact on student behavior, determine which submission policy is the most effective, and what submission policy is preferred by students. Participants . The study involved two course sections in two different semesters consisting of a total of 224 students at the University of British Columbia, a research-intensive university. The students were evaluated using an automated assessment system in a large third year database course. Study Methods . The two course sections used an automated assessment system for constructing database design diagrams for assignments and exams. The first section had no limits on the number of submissions for both assignments and exams. The second section had limits for the exams but no limits on assignments. On the midterm, participants were randomly assigned to have either a restriction on the total number of submissions or unlimited submissions but with regression penalties if a graded answer was lower than a previous submission. On the final exam, students were given the option of selecting their submission policy. Student academic performance and submission profiles were compared between the course sections and the different submission policies. Findings. Unrestricted use of automatic grading systems results in high occurrence of undesirable student behavior including trial-and-error guessing and reduced time between submissions without sufficient independent thought. Both submission policies of limiting maximum submissions and utilizing regression penalties significantly reduce these behaviors by up to 85%. Overall, students prefer maximum submission limits, and demonstrate improved behavior and educational outcomes. Conclusions . Automated assessment systems when used for larger problems related to design and programming have benefits when deployed with submission restrictions (maximum attempts or regression penalty) for both improved student learning behaviors and to reduce the computational costs for the system. This is especially important for summative assessment but reasonable limits for formative assessments are also valuable. Ramon Lawrence, Sarah Foss, Tatiana Urazova |
ACM Trans. Comput. Educ. | 1 |
| 2022 | Automatic Generation and Marking of UML Database Design DiagramsabstractInteractive question systems improve student engagement and provide opportunities for increased practice and skill mastery. Developing database design diagrams is a key skill for database courses, but providing evaluation feedback is time-consuming for instructors and accurate auto-grading is challenging due to the variability of student answers especially when labeling diagram components. This work presents a system for the automatic creation and real-time evaluation of database design questions using UML diagrams. Students directly interact with the question text, and the system continuously generates a visual representation of their answer as well as provides immediate feedback at any time. By utilizing a web-based, customizable user interface, the system supports precise marking and the ability to practice variants of design questions to mastery. A classroom evaluation demonstrates high student satisfaction compared to traditional UML design questions and preference for using the software to improve their learning outcomes. Sarah Foss, Tatiana Urazova, Ramon Lawrence |
SIGCSE (1) | 3 |
| 2021 | Efficient External Sorting for Memory-Constrained Embedded Devices with Flash MemoryabstractEmbedded devices are ubiquitous in areas of industrial and environmental monitoring, health and safety, and consumer appliances. A common use case is data collection, processing, and performing actions based on data analysis. Although many Internet of Things (IoT) applications use the embedded device simply for data collection, there are benefits to having more data processing done closer to data collection to reduce network transmissions and power usage and provide faster response. This work implements and evaluates algorithms for sorting data on embedded devices with specific focus on the smallest memory devices. In devices with less than 4 KB of available RAM, the standard external merge sort algorithm has limited application as it requires a minimum of three memory buffers and is not flash-aware. The contribution is a memory-optimized external sorting algorithm called no output buffer sort (NOBsort) that reduces the minimum memory required for sorting, has excellent performance for sorted or near-sorted data, and sorts on external memory such as SD cards or raw flash chips. When sorting large datasets, no output buffer sort reduces I/O and execution time by between 20% to 35% compared to standard external merge sort. Riley Jackson, Jonathan Gresl, Ramon Lawrence |
ACM Trans. Embed. Comput. Syst. | 3 |
| 2013 | Trading Space for Time in Grid-Based Path FindingabstractGrid-based path finding is required in many games to move agents. We present an algorithm called DBA* that uses a database of pre-computed paths to reduce the time to solve search problems. When evaluated using benchmark maps from Dragon Age™, DBA* requires less time for search and produces less suboptimal paths than the PRA* implementation used in Dragon Age™. Ramon Lawrence |
AAAI | 2 |
| 2013 | Database-Driven Real-Time Heuristic Search in Video-Game PathfindingabstractReal-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of the problem size. These algorithms are useful when the amount of time or memory resources are limited, or a rapid response time is required. An example of such a problem is pathfinding in video games where numerous units may be simultaneously required to react promptly to a player's commands. Classic real-time heuristic search algorithms cannot be deployed due to their obvious state revisitation (“scrubbing”). Recent algorithms have improved performance by using a database of precomputed subgoals. However, a common issue is that the precomputation time can be large, and there is no guarantee that the precomputed data adequately cover the search space. In this paper, we present a new approach that guarantees coverage by abstracting the search space, using the same algorithm that performs the real-time search. It reduces the precomputation time via the use of dynamic programming. The new approach eliminates the learning component and the resultant “scrubbing.” Experimental results on maps of tens of millions of grid cells from Counter-Strike: Source and benchmark maps from Dragon Age: Origins show significantly faster execution times and improved optimality results compared to previous real-time algorithms. Ramon Lawrence, Vadim Bulitko |
IEEE Trans. Comput. Intell. AI Games | 1 |
| 2010 | Fast sorting on flash memory sensor nodesabstractSensor nodes are being used in numerous domains for data collection and analysis. The ability to perform on device data processing increases the functionality and lifetime of a network as it avoids network transmission. Previous work has developed algorithms for sorting on sensor nodes with flash memory. These algorithms favour reads over writes due to the asymmetric costs. However, previous algorithms have not exploited the ability to perform random reads at the same cost as sequential reads. In this paper, we propose a new algorithm called Flash MinSort that uses random reads to rapidly sort in flash memory using a small amount of memory. The algorithm works especially well for sensor data which is often temporally clustered. Experimental results on random and real sensor data show that Flash MinSort is two to ten times faster than previous approaches for small memory sizes where external merge sort is not executable. Tyler Cossentine, Ramon Lawrence |
IDEAS | 2 |
| 2010 | Case-Based Subgoaling in Real-Time Heuristic Search for Video Game PathfindingabstractReal-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents' actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14% less pre-computation time. Vadim Bulitko, Yngvi Björnsson, Ramon Lawrence |
J. Artif. Intell. Res. | 3 |
| 2009 | Using intrinsic data skew to improve hash join performance
Bryce Cutt, Ramon Lawrence |
Inf. Syst. | 2 |
| 2008 | Using slice join for efficient evaluation of multi-way joins
Ramon Lawrence |
Data Knowl. Eng. | 1 |
| 2007 | The effect of reading policy on early join result production
Ramon Lawrence, Ralph P. Russo, Nariankadu D. Shyamalkumar |
Inf. Sci. | 1 |
| 2006 | Auto-completion of Underspecified SQL Queries
Terrence Mason, Ramon Lawrence |
ER | 2 |
| 2005 | INFER: a relational query language without the complexity of SQLabstractThe INFER query language allows users to express queries without referencing relations or specifying joins. Since the INFER syntax is similar to but less restrictive than SQL, users can easily write highly expressive queries that are automatically completed by INFER's inference engine. INFER's SQL-based syntax is familiar to current database users, and its improved ranking and query explanation system makes it easier to use. Terrence Mason, Ramon Lawrence |
CIKM | 2 |
| 2005 | Early Hash Join: A Configurable Algorithm for the Efficient and Early Production of Join Results
Ramon Lawrence |
VLDB | 1 |
| 2004 | The space efficiency of XML
Ramon Lawrence |
Inf. Softw. Technol. | 1 |
| 2002 | Using Unity to Semi-Automatically Integrate Relational SchemaabstractUnity is an architecture for integrating relational databases which performs three processes: meta-data capture, semantic integration, and query formulation and execution. The foundation of the architecture is a naming methodology that allows concepts to be integrated across systems. Semantic naming of schema constructs increases automation during integration and provides users with physical and logical access transparency during query formulation. Ramon Lawrence, Ken Barker 0001 |
ICDE | 1 |