Approaches

Nbr and list of parameters

Functions

Output

Structure

Technics

Constraints

Greedy algorithm

3

V = { v 1 , v 2 , , v n } Set of candidate view, C = { c 1 , c 2 , , c n } where ci as the associated size of each view candidate vi

K: number max of view to be materialized,

max ( B ( v , S ) ) = max ( W U B W )

S: Subset of materialized views with Max(B(v, S))

Data cube lattice

Select a Subset S of k views v including a top view where the benefit B(v, S) is maximized. For each view u relative to S calculate B ( v , S ) = W U B W .

Where w is all descending of u.

K: number max of view to be materialized

Greedy Genetic Algorithm

6

lattice of N Cubes C = { c 1 , c 2 , , c i , , c n } , A Set of Query Q = { q 1 , q 2 , , q i , , q k } , Frequency Values for each query F = { f q 1 , f q 2 , , f q i , , f q k } , Update Frequency of cubes G = { g c 1 , g c 2 , , g c i , , g c n } , Constraint Space S.

μ ( · ) = i = 1 k f q i E ( q i , M ) + c M g c U ( c , M )

ῼ = (L, C, R, Q, F, G, S)

Data cube lattice

Genetic Greedy Method.

Storage Space, c M c | c | S

Genetic Algorithm

4

Lattice of Views with size of each view, Pc: Probability of crossover,

Pm: Probability of mutation, G: Pre-defined number of generations.

T V E C = i = 1 S M v i = 1 N S i z e ( V i ) + i = 1 S M v i = 0 N S i z e S M A ( V i )

Top-T Views.

Data cube lattice

Genetic method.

G: Number of generations

A Distributed Clustering with Intelligent Multi Agents System

1

Queries workload.

D I C = i = 1 j = k D i s t ( O j , O i ) K

D i s t ( O j , O i ) = k = 1 m | M ( O i , q k ) M ( O j , q k ) |

Cluster with configuration provide minimal queries cost.

NONE

Generates a predicates usage matrix M with row presented by all queries and column defined by the restriction predicate and joint predicate. Use a distributed clustering based on k-means algorithm created and managed by COA. Each COA responsible of set of Cluster Agents (CAs).

Storage Space, MinDist.

Clustering technique

3

Set of relation: R ( A 1 , A 2 , , A m ) ;

The set of queries: Q = { Q 1 , Q 2 , , Q n }

Average Similarity: cut-off:.

T V E C = i = 1 S M v i = 1 N S i z e ( V i ) + i = 1 S M v i = 0 N S i z e S M A ( V i )

Cluster of materialized views

NONE

Construct Attribute Usage Matrix M attributes * N queries. Generate Attribute Similarity Matrix M * M between attributes. Calculate similarity by

J a c c a r d ( A , B ) = | A | | B | | A | | B |

J(Ai, Aj) = J(Aj, Ak) ≥ cut-off. So

Particle Swarm Optimization Algorithm (PSO)

6

lattice of N Cubes C = { c 1 , c 2 , , c i , , c n } , A Set of Query Q = { q 1 , q 2 , , q i , , q k } , Frequency Values for each query F = { f q 1 , f q 2 , , f q i , , f q k } , Update Frequency of cubes, cube invoking frequency C F = ( f c 1 , f c 2 , , f c n ) , Constraint Space S.

f m = min ( i = 1 k f q i E ( q i , M ) )

Binary string of length n bits [0, 1] witch is set of Cubes M to minimizing fm

Data cube lattice

Genetic Algorithm. Particle Swarm Optimization Algorithm

Storage Space c M c | c | S

coral reefs optimization algorithm (CROMVS)

8

MVPP, K = Number of generating populations, M = Number of Queries, N = Number of Relations, H = threshold times, Fa = Fraction of asexual reproduction, Fb = Ratio of number of selected solutions, Fd = Fraction of the worst solutions

f x = i M ( q Q e f q C i q ) ( u P r e j x q Q e f q C u q + r R u f r C i r )

MV with MAX(fx)

MVPP

Coral reefs algorithm, is Meta-heuristic algorithm based on coral reproduction and coral reefs formation which performed using: external sexual reproduction, internal sexual reproduction, and asexual reproduction

Population List with Max(fx)

Multi- Objective MONPGA.

5

L: Size of each view, Pc: probability of crossover, Pm: probability of mutation, K: number of views to be selected and G: the maximum number of generations

T V E C ( V T o p - k ) = C M V + C N M V

Top-K views TKV

Data cube lattice

Genetic Algorithm.

K: number of views to be selected and G: the maximum number of generations

A game theory-based framework (GTMVS)

4

R = { R 1 , R 2 , , R r } : Set of base relations

ufi: update frequency for Ri.

Q = { Q 1 , Q 2 , , Q q } : Set of queries, efi execution frequency for Qi.

g x = i M ( r R u f r C i r + q Q e f q C i q )

select the optimal set M = { M 1 , M 2 , , M m } with lowest cost represented by both sets of player1 and player2.

MVPP

Game theory who the Players of game are: Query processing cost and view maintenance cost. Player strategy used TSGV. [35]

M: list of nodes in MVPP-Player 1 union Player 2. materialized view List

Map-Reduce model (MR-MVPP)

7

Q: workload of queries

fq: list of query frequencies

R: base relations

fu: list of update frequencies

b: number of categories

A: a number between 0 and 1 for hash function

t: threshold of similarity

Q C i = f q i { j | Q i Q u e r y ( V j ) } A C o s t ( V j )

MVPP that has the least total cost.

MVPP

The map-reduce programming

Model; The hashing technique; Use 4 algorithms. are: MR-MVPP, SSJoin, map, and reduce. Calculate similarity by Jaccard Function.

J a c c a r d ( A , B ) = | A | | B | | A | | B |

MVPP with least total cost = Min(QCi)