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Dive into the research topics where Walker M. White is active.

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Featured researches published by Walker M. White.


extending database technology | 2006

Towards expressive publish/subscribe systems

Alan J. Demers; Johannes Gehrke; Mingsheng Hong; Mirek Riedewald; Walker M. White

Traditional content based publish/subscribe (pub/sub) systems allow users to express stateless subscriptions evaluated on individual events. However, many applications such as monitoring RSS streams, stock tickers, or management of RFID data streams require the ability to handle stateful subscriptions. In this paper, we introduce Cayuga, a stateful pub/sub system based on nondeterministic finite state automata (NFA). Cayuga allows users to express subscriptions that span multiple events, and it supports powerful language features such as parameterization and aggregation, which significantly extend the expressive power of standard pub/sub systems. Based on a set of formally defined language operators, the subscription language of Cayuga provides non-ambiguous subscription semantics as well as unique opportunities for optimizations. We experimentally demonstrate that common optimization techniques used in NFA-based systems such as state merging have only limited effectiveness, and we propose novel efficient indexing methods to speed up subscription processing. In a thorough experimental evaluation we show the efficacy of our approach.


international conference on management of data | 2007

Cayuga: a high-performance event processing engine

Lars Brenna; Alan J. Demers; Johannes Gehrke; Mingsheng Hong; Joel Ossher; Biswanath Panda; Mirek Riedewald; Mohit Thatte; Walker M. White

We propose a demonstration of Cayuga, a complex event monitoring system for high speed data streams. Our demonstration will show Cayuga applied to monitoring Web feeds; the demo will illustrate the expressiveness of the Cayuga query language, the scalability of its query processing engine to high stream rates, and a visualization of the internals of the query processing engine.


international conference on management of data | 2007

Scaling games to epic proportions

Walker M. White; Alan J. Demers; Christoph Koch; Johannes Gehrke; Rajmohan Rajagopalan

We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers or players have to create complex, dynamic behavior for a very small number of characters, but neither the game engines nor the style of AI programming enables intelligent behavior that scales to a very large number of non-player characters. In this paper we make a first step towards truly scalable AI in computer games by modeling game AI as a data management problem. We present a highly expressive scripting language SGL that provides game designers and players with a data-driven AI scheme for customizing behavior for individual non-player characters. We use sophisticated query processing and indexing techniques to efficiently execute large numbers of SGL scripts, thus providing a framework for games with a truly epic number of non-player characters. Experiments show the efficacy of our solutions.


Data Mining and Knowledge Discovery | 2003

DualMiner: A Dual-Pruning Algorithm for Itemsets with Constraints

Cristian Bucilă; Johannes Gehrke; Daniel Kifer; Walker M. White

Recently, constraint-based mining of itemsets for questions like “find all frequent itemsets whose total price is at least


very large data bases | 2010

Behavioral simulations in MapReduce

Guozhang Wang; Marcos Antonio Vaz Salles; Benjamin Sowell; Xun Wang; Tuan Cao; Alan J. Demers; Johannes Gehrke; Walker M. White

50” has attracted much attention. Two classes of constraints, monotone and antimonotone, have been very useful in this area. There exist algorithms that efficiently take advantage of either one of these two classes, but no previous algorithms can efficiently handle both types of constraints simultaneously. In this paper, we present DualMiner, the first algorithm that efficiently prunes its search space using both monotone and antimonotone constraints. We complement a theoretical analysis and proof of correctness of DualMiner with an experimental study that shows the efficacy of DualMiner compared to previous work.


international conference on management of data | 2007

Database research opportunities in computer games

Walker M. White; Christoph Koch; Nitin Gupta; Johannes Gehrke; Alan J. Demers

In many scientific domains, researchers are turning to large-scale behavioral simulations to better understand real-world phenomena. While there has been a great deal of work on simulation tools from the high-performance computing community, behavioral simulations remain challenging to program and automatically scale in parallel environments. In this paper we present BRACE (Big Red Agent-based Computation Engine), which extends the MapReduce framework to process these simulations efficiently across a cluster. We can leverage spatial locality to treat behavioral simulations as iterated spatial joins and greatly reduce the communication between nodes. In our experiments we achieve nearly linear scale-up on several realistic simulations. Though processing behavioral simulations in parallel as iterated spatial joins can be very efficient, it can be much simpler for the domain scientists to program the behavior of a single agent. Furthermore, many simulations include a considerable amount of complex computation and message passing between agents, which makes it important to optimize the performance of a single node and the communication across nodes. To address both of these challenges, BRACE includes a high-level language called BRASIL (the Big Red Agent SImulation Language). BRASIL has object-oriented features for programming simulations, but can be compiled to a dataflow representation for automatic parallelization and optimization. We show that by using various optimization techniques, we can achieve both scalability and single-node performance similar to that of a hand-coded simulation.


international conference on management of data | 2011

Fast checkpoint recovery algorithms for frequently consistent applications

Tuan Cao; Marcos Antonio Vaz Salles; Benjamin Sowell; Yao Yue; Alan J. Demers; Johannes Gehrke; Walker M. White

In this paper, we outline several ways in which the database community can contribute to the development of technology for computer games. We outline the architecture of different types of computer games, and show how database technology plays a role in their design. From this, we identify several new research directions to improve the utilization of this technology in computer games.


international conference on management of data | 2007

Massively multi-query join processing in publish/subscribe systems

Mingsheng Hong; Alan J. Demers; Johannes Gehrke; Christoph Koch; Mirek Riedewald; Walker M. White

Advances in hardware have enabled many long-running applications to execute entirely in main memory. As a result, these applications have increasingly turned to database techniques to ensure durability in the event of a crash. However, many of these applications, such as massively multiplayer online games and main-memory OLTP systems, must sustain extremely high update rates - often hundreds of thousands of updates per second. Providing durability for these applications without introducing excessive overhead or latency spikes remains a challenge for application developers. In this paper, we take advantage of frequent points of consistency in many of these applications to develop novel checkpoint recovery algorithms that trade additional space in main memory for significantly lower overhead and latency. Compared to previous work, our new algorithms do not require any locking or bulk copies of the application state. Our experimental evaluation shows that one of our new algorithms attains nearly constant latency and reduces overhead by more than an order of magnitude for low to medium update rates. Additionally, in a heavily loaded main-memory transaction processing system, it still reduces overhead by more than a factor of two.


international conference on data engineering | 2009

Scalability for Virtual Worlds

Nitin Gupta; Alan J. Demers; Johannes Gehrke; Philipp Unterbrunner; Walker M. White

There has been much recent interest in XML publish/subscribe systems. Some systems scale to thousands of concurrent queries, but support a limited query language (usually a fragment of XPath 1.0). Other systems support more expressive languages, but do not scale well with the number of concurrent queries. In this paper, we propose a set of novel query processing techniques, referred to as Massively Multi-Query Join Processing techniques, for processing a large number of XML stream queries involving value joins over multiple XML streams and documents. These techniques enable the sharing of representations of inputs to multiple joins, and the sharing of join computation. Our techniques are also applicable to relational event processing systems and publish/subscribe systems that support join queries. We present experimental results to demonstrate the effectiveness of our techniques. We are able to process thousands of XML messages with hundreds of thousands of join queries on real RSS feed streams. Our techniques gain more than two orders of magnitude speedup compared to the naive approach of evaluating such join queries.


ACM Queue | 2008

Better scripts, better games

Walker M. White; Christoph Koch; Johannes Gehrke; Alan J. Demers

Networked virtual environments (net-VEs) are the next wave of digital entertainment, with Massively Multiplayer Online Games (MMOs) a very popular instance. Current MMO architectures are server-centric in that all game logic is executed at the servers of the company hosting the game. This architecture has lead to severe scalability problems, in particular since MMOs require realistic graphics and game physics – computationally expensive tasks that are currently computed centrally. We propose a distributed action based protocol for net-VEs that pushes most computation to the computers of the players and thereby achieves massive scalability. The key feature of our proposal is a novel distributed consistency model that allows us to explore the tradeoff between scalability, computational complexity at the server, and consistency. We investigate our model both theoretically and through a comprehensive experimental evaluation.

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Daniel Kifer

Pennsylvania State University

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