EDBT 2026 Demo / reviewers in the wild / expert
Ashwin R. Bharambe
dblp:90/6506
· DBLP profile ↗
6ranked-venue papers
5as first author
0since 2021 · last 2008
0009-0001-8842-2050ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 4 · 4 first-authorSystems, architecture and hardware · 2 · 1 first-authorSoftware engineering, systems software and programming languages · 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.
| Computer networks
3 papers |
Network optimization and economics · 22% Internet architecture and protocols · 22% Network measurement and analytics · 20% | |
| Computer architecture, parallel and distributed computing, and storage systems
3 papers |
Distributed systems · 88% Cloud and datacenter computing · 7% Parallel and multicore computing · 5% | |
| Databases, data mining, and information retrieval
1 paper |
Query processing and optimization · 100% |
Topics — the 11 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Distributed systems
peer-to-peer systems |
0.1 | 2 | 2008 | Donnybrook: enabling large-scale, high-speed, peer-to-peer games · SIGCOMM 2008 Mercury: supporting scalable multi-attribute range queries · SIGCOMM 2004 |
Network measurement and analytics › internet measurement
peer-to-peer network measurement |
0.1 | 2 | 2006 | Some observations on bitTorrent performance · SIGMETRICS 2005 Analyzing and Improving a BitTorrent Networks Performance Mechanisms · INFOCOM 2006 |
Content delivery and video streaming
peer-to-peer file sharing |
0.1 | 1 | 2006 | Analyzing and Improving a BitTorrent Networks Performance Mechanisms · INFOCOM 2006 |
Distributed systems › distributed interactive applications › collaborative computing › distributed virtual environments
massively multiplayer online games |
0.1 | 1 | 2006 | Colyseus: A Distributed Architecture for Online Multiplayer Games · NSDI 2006 |
Network performance modeling › protocol performance analysis
fairness analysis |
0.1 | 1 | 2005 | Some observations on bitTorrent performance · SIGMETRICS 2005 |
Internet architecture and protocols
peer-to-peer networks |
0.1 | 1 | 2005 | Some observations on bitTorrent performance · SIGMETRICS 2005 |
Query processing and optimization
range query |
0.0 | 1 | 2004 | Mercury: supporting scalable multi-attribute range queries · SIGCOMM 2004 |
Distributed systems › peer-to-peer systems
distributed hash table |
0.0 | 1 | 2004 | Mercury: supporting scalable multi-attribute range queries · SIGCOMM 2004 |
Internet architecture and protocols
multicast |
0.0 | 1 | 2008 | Donnybrook: enabling large-scale, high-speed, peer-to-peer games · SIGCOMM 2008 |
Cloud and datacenter computing
cluster resource management and scheduling |
0.0 | 1 | 2006 | Colyseus: A Distributed Architecture for Online Multiplayer Games · NSDI 2006 |
Parallel and multicore computing
load balancing |
0.0 | 1 | 2004 | Mercury: supporting scalable multi-attribute range queries · SIGCOMM 2004 |
Methods — techniques the papers use, named apart from their topics
state update estimation · 0.2interest management · 0.2simulation · 0.1sampling · 0.1distributed state management · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Donnybrook: enabling large-scale, high-speed, peer-to-peer gamesabstractWithout well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16-32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating machines. In this paper, we describe Donnybrook, a system that enables epic-scale battles without dedicated server resources, even in a fast-paced game with tight latency bounds. It achieves this scalability through two novel components. First, it reduces bandwidth demand by estimating what players are paying attention to, thereby enabling it to reduce the frequency of sending less important state updates. Second, it overcomes resource and interest heterogeneity by disseminating updates via a multicast system designed for the special requirements of games: that they have multiple sources, are latency-sensitive, and have frequent group membership changes. We present user study results using a prototype implementation based on Quake III that show our approach provides a desirable user experience. We also present simulation results that demonstrate Donnybrook's efficacy in enabling battles of up to 900 players. Ashwin R. Bharambe, John R. Douceur, Jacob R. Lorch, Thomas Moscibroda, Jeffrey Pang, Srinivasan Seshan, Xinyu Zhuang |
SIGCOMM | 1 |
| 2006 | Analyzing and Improving a BitTorrent Networks Performance MechanismsabstractAbstract — In recent years, BitTorrent has emerged as a very scalable peer-to-peer file distribution mechanism. While early measurement and analytical studies have verified BitTorrent’s performance, they have also raised questions about various metrics (upload utilization, fairness, etc.), particularly in settings other than those measured. In this paper, we present a simulationbased study of BitTorrent. Our goal is to deconstruct the system and evaluate the impact of its core mechanisms, both individually and in combination, on overall system performance under a variety of workloads. Our evaluation focuses on several important metrics, including peer link utilization, file download time, and fairness amongst peers in terms of volume of content served. Our results confirm that BitTorrent performs near-optimally in terms of uplink bandwidth utilization, and download time except under certain extreme conditions. We also show that low bandwidth peers can download more than they upload to the network when high bandwidth peers are present. We find that the rate-based tit-for-tat policy is not effective in preventing unfairness. We show how simple changes to the tracker and a stricter, block-based tit-for-tat policy, greatly improves fairness. I. Ashwin R. Bharambe, Cormac Herley, Venkat N. Padmanabhan |
INFOCOM | 1 |
| 2006 | Colyseus: A Distributed Architecture for Online Multiplayer Games
Ashwin R. Bharambe, Jeffrey Pang, Srinivasan Seshan |
NSDI | 1 |
| 2005 | Some observations on bitTorrent performanceabstractIn this paper, we present a simulation-based study of BitTorrent. Our results confirm that BitTorrent performs near-optimally in terms of uplink bandwidth utilization and download time, except under certain extreme conditions. On fairness, however, our work shows that low bandwidth peers systematically download more than they upload to the network when high bandwidth peers are present. We find that the rate-based tit-for-tat policy is not effective in preventing unfairness. We show how simple changes to the tracker and a stricter, block-based tit-for-tat policy, greatly improves fairness, while maintaining high utilization. Ashwin R. Bharambe, Cormac Herley, Venkat N. Padmanabhan |
SIGMETRICS | 1 |
| 2004 | Mercury: supporting scalable multi-attribute range queriesabstractThis paper presents the design of Mercury, a scalable protocol for supporting multi-attribute range-based searches. Mercury differs from previous range-based query systems in that it supports multiple attributes as well as performs explicit load balancing. To guarantee efficient routing and load balancing, Mercury uses novel light-weight sampling mechanisms for uniformly sampling random nodes in a highly dynamic overlay network. Our evaluation shows that Mercury is able to achieve its goals of logarithmic-hop routing and near-uniform load balancing.We also show that Mercury can be used to solve a key problem for an important class of distributed applications: distributed state maintenance for distributed games. We show that the Mercury-based solution is easy to use, and that it reduces the game's messaging overheard significantly compared to a naïve approach. Ashwin R. Bharambe, Mukesh Agrawal 0002, Srinivasan Seshan |
SIGCOMM | 1 |
| 2002 | Peer-to-Peer Hardware-Software Interfaces for Reconfigurable FabricsabstractIn this paper we describe a peer-to-peer interface between processor cores and reconfigurable fabrics. The main advantage of the peer-to-peer model is that it greatly expands the scope of application for reconfigurable computing and hence its potential benefits. The primary extension in our model is that "code" on the reconfigurable hardware unit is allowed to invoke routines both on the reconfigurable unit itself and on the fixed logic processor We describe the software constructs and compilation mechanisms needed for such an architecture, including a detailed description of the interface between the two parts of the application. Mihai Budiu, Mahim Mishra, Ashwin R. Bharambe, Seth Copen Goldstein |
FCCM | 3 |