The art of computer programming, volume 3: (2nd ed.) sorting and searching
The art of computer programming, volume 3: (2nd ed.) sorting and searching
The influence of caches on the performance of sorting
SODA '97 Proceedings of the eighth annual ACM-SIAM symposium on Discrete algorithms
Finite-time Analysis of the Multiarmed Bandit Problem
Machine Learning
A family of algorithms for approximate bayesian inference
A family of algorithms for approximate bayesian inference
A Bayesian Belief Network for Assessing the Likelihood of Fault Content
ISSRE '03 Proceedings of the 14th International Symposium on Software Reliability Engineering
Ranking Significance of Software Components Based on Use Relations
IEEE Transactions on Software Engineering
Simulation Modeling and Analysis (McGraw-Hill Series in Industrial Engineering and Management)
Simulation Modeling and Analysis (McGraw-Hill Series in Industrial Engineering and Management)
Learning dynamic algorithm portfolios
Annals of Mathematics and Artificial Intelligence
ANSS '07 Proceedings of the 40th Annual Simulation Symposium
The OSA project: an example of component based software engineering techniques applied to simulation
Proceedings of the 2007 Summer Computer Simulation Conference
The event queue problem and PDevs
SpringSim '07 Proceedings of the 2007 spring simulation multiconference - Volume 2
Large-Scale Design Space Exploration of SSA
CMSB '08 Proceedings of the 6th International Conference on Computational Methods in Systems Biology
A Bayesian model for predicting reliability of software systems at the architectural level
QoSA'07 Proceedings of the Quality of software architectures 3rd international conference on Software architectures, components, and applications
A flexible architecture for performance experiments with the pi-Calculus and its extensions
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Autonomic Log/Restore for Advanced Optimistic Simulation Systems
MASCOTS '10 Proceedings of the 2010 IEEE International Symposium on Modeling, Analysis and Simulation of Computer and Telecommunication Systems
Exploring the performance of spatial stochastic simulation algorithms
Journal of Computational Physics
A Bayesian Approximation Method for Online Ranking
The Journal of Machine Learning Research
Selecting Simulation Algorithm Portfolios by Genetic Algorithms
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
A Multi-State Q-Learning Approach for the Dynamic Load Balancing of Time Warp
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
TeamSkill: modeling team chemistry in online multi-player games
PAKDD'11 Proceedings of the 15th Pacific-Asia conference on Advances in knowledge discovery and data mining - Volume Part II
Multiattribute bayesian preference elicitation with pairwise comparison queries
ISNN'10 Proceedings of the 7th international conference on Advances in Neural Networks - Volume Part I
Bayesian Reasoning and Machine Learning
Bayesian Reasoning and Machine Learning
Factor graphs and the sum-product algorithm
IEEE Transactions on Information Theory
TeamSkill evolved: mixed classification schemes for team-based multi-player games
PAKDD'12 Proceedings of the 16th Pacific-Asia conference on Advances in Knowledge Discovery and Data Mining - Volume Part I
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In component-based simulation systems, simulation runs are usually executed by combinations of distinct components, each solving a particular sub-task. If multiple components are available for a given sub-task (e.g., different event queue implementations), a simulation system may rely on an automatic selection mechanism, on a user decision, or --- if neither is available --- on a predefined default component. However, deciding upon a default component for each kind of sub-task is difficult: such a component should work well across various application domains and various combinations with other components. Furthermore, the performance of individual components cannot be evaluated easily, since performance is typically measured for component combinations as a whole (e.g., the execution time of a simulation run). Finally, the selection of default components should be dynamic, as new and potentially superior components may be deployed to the system over time. We illustrate how player rating systems for team-based games can solve the above problems and evaluate our approach with an implementation of the TrueSkill™ rating system [14], applied in the context of the open-source modeling and simulation framework JAMES II. We also show how such systems can be used to steer performance analysis experiments for component ranking.