Papers
- Ethan Burns, Seth Lemons, Wheeler Ruml and Rong Zhou, Suboptimal and Anytime Heuristic Search on Multi-Core Machines, Proceedings of the Seventeeth International Conference on Automated Planning and Scheduling (ICAPS-09), 2009. PDF, slides (PDF).
- Ethan Burns, Seth Lemons, Rong Zhou and Wheeler Ruml, Parallel Best-First Search: Optimal and Suboptimal Solutions, Proceedings of the First Symposium on Combinatorial Search (SoCS-09), 2009. PDF.
- Ethan Burns, Seth Lemons, Rong Zhou and Wheeler Ruml, Best-First Heuristic Search for Multi-Core Machines, Proceedings of the Twenty-first International Joint Conference on Artificial Intelligence (IJCAI-09), 2009. PDF, slides (PDF), please email me for the source code.
- Ethan Burns and Robert Russell, Implementation and Evaluation of iSCSI Over RDMA, Proceedings of Fifth IEEE International Workshop on Storage Network Architecture and Parallel I/Os (SNAPI-08), 2008. PDF, slides (PDF).
- Ethan Burns, Implementation and Comparison of iSCSI Over RDMA, Master's Thesis, University of New Hampshire, 2008. PDF.
University of New Hampshire InterOperability Lab
I worked for the UNH-IOL for most of my undergraduate and master's degrees. I am no longer at the IOL, but while I was there I worked in the following consortiums:
- iWARP - Here I worked on development for UNH-iSCSI (with iSER) and SoftWARP (a software iWARP implementation for the Linux kernel).
- iSCSI - I did some of my work on the iSCSI Extensions for RDMA (iSER) in the iSCSI group.
- IPv6 - I worked in the IPv6 consortium adding support for IPSec and IKE over IPv6 to our in-house testing tool.
- IPv4 - I worked in the IPv4 consortium adding support for the Border Gateway Protocol (BGP) to our in-house testing tool.
Fun
These projects are pretty old. I don't work on random games much any more. I mostly do research.
-
Glutboard
is a project that I started (and have mainly finished
working on) while I was an undergrad. It is a 3d chessboard
front-end for gnuchess which uses the OpenGL/Glut
libraries. It supports:
- Two types of shadows (simple and projected)
- Reflections
- Scene anti-aliasing
- Highlighting of pieces which are in danger
- Highlighting legal moves
- MCC is a game that I started working on with Tom Fogal. This game aims to be a Super Smash Brothers clone based on the quake2 engine.
Files
- My .screenrc file.
- My .Xmodmap file swaps the Ctrl and Alt keys (both pairs) and makes the Caps Lock key backspace (who ever uses Caps Lock anyway?). NOTE: you may not be able to use this file directly... use the program 'xev' to find the keycodes on your keyboard.
- My .emacs file. Automatically does setup for the AI research machines if you are logged in from one.
- An emacs function (that I did not write) to restore all unchanged buffers from disk. Put this in ~/.elisp.d/ for my .emacs file to pick it up.
- My .vimrc file. This assumes that you have some filetype plugins that you may not even have access to.
- tla-mode for emacs (TLA+). This is a modified version of a file that I found in the tubes. I fixed this because the syntax highlighting was broken. Additionally, this appears to have TLA+ indentation support and a few small functions like "comment-region" and "un-comment-region".
- tla.vim for TLA+ on vim (thanks to Matt Sherman for most of this).