Demo Data from EDBT 2026 / reviewers in the wild / expert
Olle Fredriksson
dblp:129/1479
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 1 · 1 first-authorTheory of computation · 1 · 1 first-author
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.
| Software engineering, system software, and programming languages
1 paper |
Programming languages and type systems · 88% Concurrent programming · 12% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Programming languages and type systems › language implementation
abstract machines |
0.2 | 1 | 2013 | Abstract Machines for Game Semantics, Revisited · LICS 2013 |
Programming languages and type systems › language semantics › formal semantics › denotational semantics
game semantics |
0.2 | 1 | 2013 | Abstract Machines for Game Semantics, Revisited · LICS 2013 |
Distributed systems
distributed compilation |
0.2 | 1 | 2013 | Abstract Machines for Game Semantics, Revisited · LICS 2013 |
Programming languages and type systems
higher-order languages |
0.0 | 1 | 2013 | Abstract Machines for Game Semantics, Revisited · LICS 2013 |
Concurrent programming › concurrency models
shared-memory concurrency |
0.0 | 1 | 2013 | Abstract Machines for Game Semantics, Revisited · LICS 2013 |
Methods — techniques the papers use, named apart from their topics
game semantics · 0.3abstract machine · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Krivine nets: a semantic foundation for distributed executionabstractWe define a new approach to compilation to distributed architectures based on networks of abstract machines. Using it we can implement a generalised and fully transparent form of Remote Procedure Call that supports calling higher-order functions across node boundaries, without sending actual code. Our starting point is the classic Krivine machine, which implements reduction for untyped call-by-name PCF. We successively add the features that we need for distributed execution and show the correctness of each addition. Then we construct a two-level operational semantics, where the high level is a network of communicating machines, and the low level is given by local machine transitions. Using these networks, we arrive at our final system, the Krivine Net. We show that Krivine Nets give a correct distributed implementation of the Krivine machine, which preserves both termination and non-termination properties. All the technical results have been formalised and proved correct in Agda. We also implement a prototype compiler which we compare with previous distributing compilers based on Girard's Geometry of Interaction and on Game Semantics. Olle Fredriksson, Dan R. Ghica |
ICFP | 1 |
| 2013 | Abstract Machines for Game Semantics, RevisitedabstractWe define new abstract machines for game semantics which correspond to networks of conventional computers, and can be used as an intermediate representation for compilation targeting distributed systems. This is achieved in two steps. First we introduce the HRAM, a Heap and Register Abstract Machine, an abstraction of a conventional computer, which can be structured into HRAM nets, an abstract point-to-point network model. HRAMs are multi-threaded and subsume communication by tokens (cf. IAM) or jumps. Game Abstract Machines (GAM), are HRAMs with additional structure at the interface level, but no special operational capabilities. We show that GAMs cannot be naively composed, but composition must be mediated using appropriate HRAM combinators. HRAMs are flexible enough to allow the representation of game models for languages with state (non-innocent games) or concurrency (non-alternating games). We illustrate the potential of this technique by implementing a toy distributed compiler for ICA, a higher-order programming language with shared state concurrency, thus significantly extending our previous distributed PCF compiler. We show that compilation is sound and memory-safe, i.e. no (distributed or local) garbage collection is necessary. Olle Fredriksson, Dan R. Ghica |
LICS | 1 |