Introduction to Branch and Bound Skyline Algorithm

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Learn about the Branch and Bound Skyline (BBS) Algorithm, a progressive and IO optimal method for computing skylines efficiently. Discover its motivation, design details, and implementation challenges, including the use of R*-Tree structures and multidimensional access methods.

  • Skyline Algorithm
  • Branch and Bound
  • R*-Tree
  • Efficient Computation
  • Multidimensional Access

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  1. Skyline query with R*-Tree: Branch and Bound Skyline (BBS) Algorithm Tod Knott Jamie Vetrovsky Justin Guting Richard Ghrist

  2. Introduction to topic The paper describes a skyline in the following way: The skyline of a set of d- dimensional points contains the points that are not dominated by any other point on all dimensions . Skylines can be computed in a variety of different ways including: Block nested loops Divide and conquer Bitmap and Index Nearest Neighbor

  3. Branch and Bound Skyline (BBS) Algorithm The paper introduces the Branch and Bound Skyline (BBS) algorithm. The BBS algorithm is built upon the shortcomings of nearest neighbor (NN) in order to create a more effective and efficient skyline computation. It is a progressive algorithm based on NN search. It is IO optimal, meaning it performs a single access to R-Tree nodes that may contain a skyline point. Much Smaller overhead than NN. Does not retrieve duplicates skyline points.

  4. Branch and Bound Skyline (BBS) Algorithm Cont. Motivation for the development of BBS stems from improving the NN algorithm. NN has some advantages including: Quick returning of the initial skyline points Applicability to arbitrary data distributions and dimensions. But NN suffers from major drawbacks though: Need for duplicate elimination is d>2 Multiple accesses to the same node Large overhead.

  5. Details of BBS Design Based on an R tree, but can use any multidimensional access methods. At a basic level, BBS will pick a known skyline point, and compare to an MBR. Point A dominates MBR E E, thus we can remove all points in MBR E E as potential candidates for skyline points.

  6. Design of BBS

  7. Our implementation Hardware used: Windows 7 Professional Server Software used: Apache Web Server HTML/Javascript D3.js Ruby on Rails

  8. Problems we had Finding an R-Tree implementation in Ruby to use. Writing said R-Tree since there is no good implementation in Ruby to use. R-tree becomes inefficient in higher dimensional space. Visualizing points in higher dimensional space becomes difficult

  9. Future work/updates for this Multidimensions Runtime Visualizations in k dimensions Past 3d would be confusing to humans in our 3d world Making current algorithm better Interactive visualization

  10. Questions?

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