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Display power reduction for mobile closed-source games.

, , , , , and . ASAP, page 223-224. IEEE Computer Society, (2016)

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FCM: Towards Fine-Grained GPU Power Management for Closed Source Mobile Games., , , , , and . ACM Great Lakes Symposium on VLSI, page 353-356. ACM, (2016)Behavior-Aware Integrated CPU-GPU Power Management for Mobile Games., , , , , and . MASCOTS, page 439-444. IEEE Computer Society, (2016)Automated Intelligent Healing in Cloud-Scale Data Centers., , , , , , , , , and . SRDS, page 244-253. IEEE, (2021)On the Performance and Convergence of Distributed Stream Processing via Approximate Fault Tolerance., , and . CoRR, (2018)Enabling Low-Redundancy Proactive Fault Tolerance for Stream Machine Learning via Erasure Coding., , , and . SRDS, page 99-108. IEEE, (2021)An In-Depth Correlative Study Between DRAM Errors and Server Failures in Production Data Centers., , , , , and . SRDS, page 262-272. IEEE, (2022)Display power reduction for mobile closed-source games., , , , , and . ASAP, page 223-224. IEEE Computer Society, (2016)Automatic frame rate-based DVFS of game., , , , and . ASAP, page 158-159. IEEE Computer Society, (2015)Texture-Directed Mobile GPU Power Management for Closed-Source Games., , , , , and . HPCC/CSS/ICESS, page 348-354. IEEE, (2014)On the performance and convergence of distributed stream processing via approximate fault tolerance., , and . VLDB J., 28 (5): 821-846 (2019)