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Andrew Kryczka

dblp:123/5563 · DBLP profile ↗
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6ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · none

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

Systems, architecture and hardware · 4 · 2 since 2021Databases, data management, data science and information retrieval · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 architecture, parallel and distributed computing, and storage systems
3 papers
Storage systems · 96% Hardware reliability and fault tolerance · 4%
Computer networks
1 paper
Content delivery and video streaming · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 50% Algorithms and data structures · 50%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Storage systems
key-value storage
1.022021
RocksDB: Evolution of Development Priorities in a Key-value Store Serving Large-scale Applications · ACM Trans. Storage 2021
Evolution of Development Priorities in Key-value Stores Serving Large-scale Applications: The RocksDB Experience · FAST 2021
Storage systems
flash and SSD
0.522021
Who's Afraid of Uncorrectable Bit Errors? Online Recovery of Flash Errors with Distributed Redundancy · USENIX ATC 2019
RocksDB: Evolution of Development Priorities in a Key-value Store Serving Large-scale Applications · ACM Trans. Storage 2021
Storage systems › key-value storage
RocksDB
0.512021
Evolution of Development Priorities in Key-value Stores Serving Large-scale Applications: The RocksDB Experience · FAST 2021
Storage systems
storage reliability
0.512021
RocksDB: Evolution of Development Priorities in a Key-value Store Serving Large-scale Applications · ACM Trans. Storage 2021
Content delivery and video streaming
peer-to-peer streaming
0.212013
IDM: An Indirect Dissemination Mechanism for Spatial Voice Interaction in Networked Virtual Environments · IEEE Trans. Parallel Distributed Syst. 2013
Storage systems › key-value storage
LSM-tree
0.112021
Evolution of Development Priorities in Key-value Stores Serving Large-scale Applications: The RocksDB Experience · FAST 2021
Storage systems › flash and SSD › flash memory management › garbage collection
write amplification
0.112021
RocksDB: Evolution of Development Priorities in a Key-value Store Serving Large-scale Applications · ACM Trans. Storage 2021
Algorithmic game theory and mechanism design › computational game theory
game-theoretic algorithms
0.012013
IDM: An Indirect Dissemination Mechanism for Spatial Voice Interaction in Networked Virtual Environments · IEEE Trans. Parallel Distributed Syst. 2013
Algorithms and data structures
load balancing
0.012013
IDM: An Indirect Dissemination Mechanism for Spatial Voice Interaction in Networked Virtual Environments · IEEE Trans. Parallel Distributed Syst. 2013

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

helper-based forwarding · 0.3game-theoretic load balancing · 0.3
YearPublicationVenuePosition
2025 Benchmarking, Analyzing, and Optimizing WA of Partial Compaction in RocksDB
Andrew Kryczka, Jay Zhuang, Manos Athanassoulis
EDBT3
2021 Evolution of Development Priorities in Key-value Stores Serving Large-scale Applications: The RocksDB Experience
Siying Dong, Andrew Kryczka, Yanqin Jin, Michael Stumm
FAST2
2021 RocksDB: Evolution of Development Priorities in a Key-value Store Serving Large-scale Applications
abstract
This article is an eight-year retrospective on development priorities for RocksDB, a key-value store developed at Facebook that targets large-scale distributed systems and that is optimized for Solid State Drives (SSDs). We describe how the priorities evolved over time as a result of hardware trends and extensive experiences running RocksDB at scale in production at a number of organizations: from optimizing write amplification, to space amplification, to CPU utilization. We describe lessons from running large-scale applications, including that resource allocation needs to be managed across different RocksDB instances, that data formats need to remain backward- and forward-compatible to allow incremental software rollouts, and that appropriate support for database replication and backups are needed. Lessons from failure handling taught us that data corruption errors needed to be detected earlier and that data integrity protection mechanisms are needed at every layer of the system. We describe improvements to the key-value interface. We describe a number of efforts that in retrospect proved to be misguided. Finally, we describe a number of open problems that could benefit from future research.
Siying Dong, Andrew Kryczka, Yanqin Jin, Michael Stumm
ACM Trans. Storage2
2019 Who's Afraid of Uncorrectable Bit Errors? Online Recovery of Flash Errors with Distributed Redundancy
Amy Tai, Andrew Kryczka, Shobhit O. Kanaujia, Kyle Jamieson, Michael J. Freedman, Asaf Cidon
USENIX ATC2
2013 AvCloak: A Tool for Black Box Latency Measurements in Video Conferencing Applications
abstract
The usage and number of available video conferencing (VC) applications are rising as the high-bandwidth, low latency networks on which they depend become increasingly prevalent. Since VC applications support real-time human interaction, problems with performance that impair interactivity are social issues. Currently, performance measurements cannot easily be obtained due to the proprietary nature of VC applications, however, such measurements would be useful because they enable researchers to easily evaluate the performance impact of architectural and design decisions, quantitatively compare VC applications, and determine service level agreement (SLA) compliance. In this paper, we present a tool called Av Cloak that is capable of measuring several key performance metrics in proprietary VC applications: mouth-to-ear latency and jitter, capture-to-display latency and jitter, and audio-visual synchronization skew. AvCloak takes these measurements by wrapping ("cloaking") the VC application's audio/video inputs/outputs and transmitting timestamp data through them. At the sender side, AvCloak synthesizes media data encoding timestamps and feeds them to the VC application's media inputs, while at the receiver side, AvCloak decodes timestamps from the VC application's media outputs. Since AvCloak interacts with the target VC application only through its media inputs and outputs, it treats the target application as a black box and is thus applicable to arbitrary VC applications. We provide extensive analyses to measure AvCloak's overhead and show how to improve accuracy in measurements using two popular VC applications: Skype and Google+ Hangouts.
Andrew Kryczka, Ahsan Arefin, Klara Nahrstedt
ISM1
2013 IDM: An Indirect Dissemination Mechanism for Spatial Voice Interaction in Networked Virtual Environments
abstract
One type of Peer-to-Peer (P2P) live streaming has not yet been significantly investigated, namely topologies that provide many-to-many, interactive connectivity. Exemplar applications of such P2P systems include spatial audio services for networked virtual environments (NVEs) and distributed online games. Numerous challenging problems have to be overcome-among them providing low delay, resilience to churn, effective load balancing, and rapid convergence-in such dynamic environments. We propose a novel P2P overlay dissemination mechanism, termed IDM, that can satisfy such demanding real-time requirements. Our target application is to provide spatialized voice support in multiplayer NVEs, where each bandwidth constrained peer potentially communicates with all other peers within its area-of-interest (AoI). With IDM each peer maintains a set of partners, termed helpers, which may act as stream forwarders. We prove analytically that the system reachability is maximized when the loads of helpers are balanced proportionally to their network capacities. We then propose a game-theoretic algorithm that balances the loads of the peers in a fully distributed manner. Of practical importance in dynamic systems, we prove that our algorithm converges to an approximately balanced state from any prior state in rapid O(\log \log n) time, where n is the number of users. We further evaluate our technique with simulations and show that it can achieve near optimal system reachability and satisfy the tight latency constraints of interactive audio under conditions of churn, avatar mobility, and heterogeneous user access network bandwidth.
Ke Liang 0001, Beomjoo Seo, Andrew Kryczka, Roger Zimmermann
IEEE Trans. Parallel Distributed Syst.3