Dimitris Tsaras

dblp:287/9499 · DBLP profile ↗
← Back
2ranked-venue papers
2as first author
2since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021

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
Electronic design automation · 100%
Databases, data mining, and information retrieval
1 paper
Web and social media mining · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Electronic design automation › logic synthesis
logic optimization
0.912025
ELF: Efficient Logic Synthesis by Pruning Redundancy in Refactoring · DAC 2025
Electronic design automation
logic synthesis
0.912025
ELF: Efficient Logic Synthesis by Pruning Redundancy in Refactoring · DAC 2025
Web and social media mining › social network analysis
influence maximization
0.512021
Collective Influence Maximization for Multiple Competing Products with an Awareness-to-Influence Model · Proc. VLDB Endow. 2021
Algorithmic game theory and mechanism design
best-response algorithms
0.112021
Collective Influence Maximization for Multiple Competing Products with an Awareness-to-Influence Model · Proc. VLDB Endow. 2021

Methods — techniques the papers use, named apart from their topics

submodular optimization · 1.0game theory · 1.0classifier-based pruning · 0.9best-response dynamics · 0.5best response dynamics · 0.5
YearPublicationVenuePosition
2025 ELF: Efficient Logic Synthesis by Pruning Redundancy in Refactoring
abstract
In electronic design automation, logic optimization operators play a crucial role in minimizing the gate count of logic circuits. However, their computation demands are high. Operators such as refactor conventionally form iterative cuts for each node, striving for a more compact representation - a task which often fails $98 \%$ on average. Prior research has sought to mitigate computational cost through parallelization. In contrast, our approach leverages a classifier to prune unsuccessful cuts preemptively, thus eliminating unnecessary resynthesis operations. Experiments on the refactor operator using the EPFL benchmark suite and 10 large industrial designs demonstrate that this technique can speedup logic optimization by $3.9 \times$ on average compared with the state-of-the-art ABC implementation.
Dimitris Tsaras, Xing Li 0023, Zhiyao Xie, Mingxuan Yuan
DAC1
2021 Collective Influence Maximization for Multiple Competing Products with an Awareness-to-Influence Model
abstract
Influence maximization (IM) is a fundamental task in social network analysis. Typically, IM aims at selecting a set of seeds for the network that influences the maximum number of individuals. Motivated by practical applications, in this paper we focus on an IM variant, where the owner of multiple competing products wishes to select seeds for each product so that the collective influence across all products is maximized. To capture the competing diffusion processes, we introduce an Awareness-to-Influence (AtI) model. In the first phase, awareness about each product propagates in the social graph unhindered by other competing products. In the second phase, a user adopts the most preferred product among those encountered in the awareness phase. To compute the seed sets, we propose GCW, a game-theoretic framework that views the various products as agents, which compete for influence in the social graph and selfishly select their individual strategy. We show that AtI exhibits monotonicity and submodularity; importantly, GCW is a monotone utility game. This allows us to develop an efficient best-response algorithm, with quality guarantees on the collective utility. Our experimental results suggest that our methods are effective, efficient, and scale well to large social networks.
Dimitris Tsaras, George Trimponias, Lefteris Ntaflos, Dimitris Papadias
Proc. VLDB Endow.1