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Ren Wu

dblp:73/4376 · DBLP profile ↗
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10ranked-venue papers
4as first author
0since 2021 · last 2014
—ORCID · none

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

Databases, data management, data science and information retrieval · 6 · 2 first-authorArtificial intelligence and machine learning · 2Systems, architecture and hardware · 2 · 1 first-authorTheory of computation · 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.

Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 50% Algorithms and data structures · 50%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 77% High-performance computing · 23%
Artificial intelligence
1 paper
Planning, search and constraint satisfaction · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › negotiation
automated negotiation
0.012004
A game tree strategy for automated negotiation · EC 2004
Algorithms and data structures › search algorithms
game tree search
0.012004
A game tree strategy for automated negotiation · EC 2004
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.012004
A game tree strategy for automated negotiation · EC 2004

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

game tree search · 0.1expected payoff evaluation · 0.1parallelization · 0.0exhaustive search · 0.0
YearPublicationVenuePosition
2014 A fast integral image generation algorithm on GPUs
abstract
Integral image, also known as summed area table is a two-dimensional table generated from an input image. Each entry in the table stores the sum of all pixels which locate on the top-left corner of the entry in the input image. Integral image is a very popular and important algorithm in computer vision and computer graphics applications. Especially in real-time computer vision, it is usually used to accelerate calculating the sum of a rectangular area. Integral image algorithm is memory-bounded. There are two typical existed image integral algorithms on GPUs. The first is the Scan-Scan algorithm. The second is the Scan-Transpose-Scan algorithm, which adopts three steps to generate the integral image. The first and the third steps are scan. In order to achieve coalesced global memory access in the third step, a transpose step is added. In this paper, we propose a novel blocked integral algorithm, which has three stages. The first stage is intra-block reduction. The second stage is auxiliary matrix scan and the third stage is intra-block scan. Compared with the Scan-Scan algorithm, our proposed scheme reduces the global memory accesses. At the same time, less local synchronizations and less load imbalance are achieved. Compared with the Scan-Transpose-Scan algorithm, our proposed algorithm only needs about half of the global memory accesses. At the same time, coalesced memory access is achieved. We implemented these three algorithms with OpenCL so that they can run on both Nvidia and AMD GPUs. We also designed an auto-tuning framework to search optimal parameters for different size of input matrix on those two platforms. The experiment result shows that our proposed algorithm gets the best performance compared with the two existed typical integral algorithms.
Qingqing Dang, Shengen Yan, Ren Wu
ICPADS3
2012 R-Proxy Framework for In-DB Data-Parallel Analytics
Meichun Hsu, Ren Wu, Jerry Z. Shan
DEXA (2)3
2011 Extend core UDF framework for GPU-enabled analytical query evaluation
abstract
To achieve scalable data intensive analytics, we investigate methods to integrate general purpose analytic computation into a query pipeline using User Defined Functions (UDFs). However, an existing UDF cannot act as a block operator with chunk-wise input along the tuple-wise query processing pipeline, therefore unable to deal with the application semantics definable on the set of incoming tuples representing a single object or falling in a time window, and unable to leverage external computation engines for efficient batch processing.
Ren Wu, Meichun Hsu, Bin Zhang 0004
IDEAS2
2010 Generalized UDF for Analytics Inside Database Engine
Meichun Hsu, Ren Wu, Bin Zhang 0004, Hansjörg Zeller
WAIM3
2010 GPU-Accelerated Predicate Evaluation on Column Store
Ren Wu, Bin Zhang 0004, Meichun Hsu
WAIM1
2009 Efficiently support MapReduce-like computation models inside parallel DBMS
abstract
While parallel DBMSs do support large scale parallel query processing on partitioned data, the reach of more general applications relies on User Defined Functions (UDFs). However, the existent UDF technology is insufficient both conceptually and practically. A UDF is not a relation-in, relation-out operator, which restricts its ability to model complex applications defined on a set of tuples rather than on a single one, and to be composed with other relational operators in a query. Further, to interact with the query execution efficiently, a UDF must be coded with complex interactions with DBMS internal data structures and system calls which is often beyond the expertise of an analytics application developer.
Andy Therber, Meichun Hsu, Hansjörg Zeller, Bin Zhang 0004, Ren Wu
IDEAS6
2006 Spatial-Smoothing-Based Direction-of-Arrival, Propagation Delay and Channel Estimation for Antenna-Array DS/CDMA Systems
abstract
We consider the problem of joint estimation of direction-of-arrival (DoA), propagation delay, and complex channel gain for antenna-array-based DS/CDMA communication systems over frequency selective multipath channels. We propose a MUSIC-type estimation algorithm which utilizes the spatial smoothing preprocessing technique. The proposed algorithm essentially breaks the multipath-induced coherency within the received signals and recovers the full signal subspace spanned by all dominant signal paths of all users. This allows the use of MUSIC-type DoA and delay estimators for the individual paths of the user of interest. Based on the angle and timing information, we then estimate the multipath fading coefficients. Simulation results illustrate the effectiveness of this approach.
Ren Wu, Ioannis N. Psaromiligkos
VTC Fall1
2004 A game tree strategy for automated negotiation
abstract
We present a strategy for automatic negotiation that takes the same approach as computer programs that play games such as chess; we build the game tree. For every offer we look at every counteroffer, every counteroffer to each of them, and so on. The strategy then selects the counteroffer that has the largest expected payoff. A number of problems arise that are unique to using this strategy for negotiation. These include uncertainty in the opponent’s goals, the fact that a bad move can penalize both players, and moves that are continuous, as opposed to discrete. We show how the standard methods of building the tree and evaluating the results were adapted to this environment.
Alan H. Karp, Ren Wu, Kay-Yut Chen, Alex Zhang
EC2
2001 Parallel Retrograde Analysis on Different Architecture
abstract
Retrograde analysis is an efficient exhaustive search method. It is a powerful tool that can be used in solving problems where end states have known values but starting states do not. It has been widely used to solve mathematically-precise games such as chess endgames, and is potentially usable in energy-minimization problems. With increasing computing power, both in speed and storage capacity, retrograde analysis will become more and more useful. This paper looks at successful applications to games, the challenges ahead and the modifications that are required to utilize distributed hardware. The power and the usefulness of retrograde analysis are still limited by the computing resources one has access to. Today, the best sequential retrograde algorithms are capable of solving problems with about 10/sup 9/ states in a few hours on a standard personal computer. Bigger problems need more powerful computers, or take much longer to solve, or are simply out of the reach of today's technologies. Introducing parallelism to retrograde analysis is a natural way to attack the bigger problems. There are today three main architectures available for doing parallel retrograde analysis, namely symmetric multiprocessor (SMP) systems, high-speed network-based distributed systems and Internet-based distributed systems. In this paper, we discuss some of the key issues in doing parallel retrograde analysis on these different architectures. Technical challenges are addressed in detail, as well as some examples and proposals. These examples and proposals are drawn from various board games, but the ideas can be applied to other problem domains.
Ren Wu, Donald F. Beal
HPDC1
2001 Solving Chinese chess endgames by database construction
Ren Wu, Donald F. Beal
Inf. Sci.1