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Ashwin R. Bharambe

dblp:90/6506 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Distributed systems
peer-to-peer systems
0.122008
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
0.122006
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
0.112006
Analyzing and Improving a BitTorrent Networks Performance Mechanisms · INFOCOM 2006
Distributed systems › distributed interactive applications › collaborative computing › distributed virtual environments
massively multiplayer online games
0.112006
Colyseus: A Distributed Architecture for Online Multiplayer Games · NSDI 2006
Network performance modeling › protocol performance analysis
fairness analysis
0.112005
Some observations on bitTorrent performance · SIGMETRICS 2005
Internet architecture and protocols
peer-to-peer networks
0.112005
Some observations on bitTorrent performance · SIGMETRICS 2005
Query processing and optimization
range query
0.012004
Mercury: supporting scalable multi-attribute range queries · SIGCOMM 2004
Distributed systems › peer-to-peer systems
distributed hash table
0.012004
Mercury: supporting scalable multi-attribute range queries · SIGCOMM 2004
Internet architecture and protocols
multicast
0.012008
Donnybrook: enabling large-scale, high-speed, peer-to-peer games · SIGCOMM 2008
Cloud and datacenter computing
cluster resource management and scheduling
0.012006
Colyseus: A Distributed Architecture for Online Multiplayer Games · NSDI 2006
Parallel and multicore computing
load balancing
0.012004
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
YearPublicationVenuePosition
2008 Donnybrook: enabling large-scale, high-speed, peer-to-peer games
abstract
Without 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
SIGCOMM1
2006 Analyzing and Improving a BitTorrent Networks Performance Mechanisms
abstract
Abstract — 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
INFOCOM1
2006 Colyseus: A Distributed Architecture for Online Multiplayer Games
Ashwin R. Bharambe, Jeffrey Pang, Srinivasan Seshan
NSDI1
2005 Some observations on bitTorrent performance
abstract
In 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
SIGMETRICS1
2004 Mercury: supporting scalable multi-attribute range queries
abstract
This 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
SIGCOMM1
2002 Peer-to-Peer Hardware-Software Interfaces for Reconfigurable Fabrics
abstract
In 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
FCCM3