Restructure in preparation for parallelism

This commit is contained in:
Dirkjan Ochtman 2020-12-14 15:13:10 +01:00
parent 98a673fea2
commit f8d1941d7c
3 changed files with 372 additions and 265 deletions

128
Cargo.lock generated
View File

@ -23,13 +23,77 @@ version = "0.1.10"
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[[package]]
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[[package]]
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dependencies = [
"cfg-if 1.0.0",
"crossbeam-utils",
]
[[package]]
name = "crossbeam-deque"
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"crossbeam-epoch",
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"crossbeam-utils",
"lazy_static",
"memoffset",
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"lazy_static",
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[[package]]
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"libc",
"wasi",
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@ -40,11 +104,20 @@ version = "0.2.0"
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"cfg-if 0.1.10",
"libc",
"wasi",
]
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dependencies = [
"libc",
]
[[package]]
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@ -52,6 +125,7 @@ dependencies = [
"ahash",
"ordered-float",
"rand",
"rayon",
]
[[package]]
@ -66,6 +140,15 @@ version = "0.2.80"
source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
"autocfg",
]
[[package]]
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@ -75,6 +158,16 @@ dependencies = [
"autocfg",
]
[[package]]
name = "num_cpus"
version = "1.13.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
"hermit-abi",
"libc",
]
[[package]]
name = "ordered-float"
version = "2.0.0"
@ -141,6 +234,37 @@ dependencies = [
"rand_core",
]
[[package]]
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version = "1.5.0"
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"either",
"rayon-core",
]
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"crossbeam-utils",
"lazy_static",
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]
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View File

@ -7,4 +7,5 @@ edition = "2018"
[dependencies]
ahash = "0.6.1"
rand = { version = "0.7.3", features = ["small_rng"] }
rayon = "1.5"
ordered-float = "2.0"

View File

@ -1,5 +1,6 @@
use std::cmp::{max, Ordering};
use std::ops::{Index, IndexMut};
use std::cmp::{max, min, Ordering};
use std::hash::Hash;
use std::ops::Index;
use ahash::AHashSet as HashSet;
use ordered_float::OrderedFloat;
@ -7,153 +8,159 @@ use rand::rngs::SmallRng;
use rand::{RngCore, SeedableRng};
pub struct Hnsw<P> {
ef_construction: usize,
ef_search: usize,
points: Vec<P>,
zero: Vec<ZeroNode>,
layers: Vec<Vec<UpperNode>>,
rng: SmallRng,
}
impl<P> Hnsw<P>
where
P: Point,
P: Point + std::fmt::Debug,
{
pub fn new(ef_construction: usize) -> Self {
pub fn new(points: &[P], ef_construction: usize, ef_search: usize) -> (Self, Vec<PointId>) {
if points.is_empty() {
return (
Self {
ef_construction,
points: Vec::new(),
ef_search,
zero: Vec::new(),
points: Vec::new(),
layers: Vec::new(),
rng: SmallRng::from_entropy(),
}
},
Vec::new(),
);
}
/// Insert a point into the `Hnsw`, returning a `PointId`
///
/// `PointId` implements `Hash`, `Eq` and friends, so it can be linked to some value.
pub fn insert(&mut self, point: P, search: &mut Search) -> PointId {
let layer = self.rng.next_u32() as f32 / u32::MAX as f32;
let layer = LayerId((-(layer.ln() * (M as f32).ln())).floor() as usize);
self.insert_at(point, layer, search)
// Give all points a random layer and sort the list of nodes by descending order for
// construction. This allows us to copy higher layers to lower layers as construction
// progresses, while preserving randomness in each point's layer and insertion order.
let mut rng = SmallRng::from_entropy();
let mut nodes = (0..points.len())
.map(|i| (LayerId::random(&mut rng), i))
.collect::<Vec<_>>();
nodes.sort_unstable_by(|l, r| r.cmp(&l));
// Sort the original `points` in layer order.
// TODO: maybe optimize this? https://crates.io/crates/permutation
let mut new_points = Vec::with_capacity(points.len());
let mut new_nodes = Vec::with_capacity(points.len());
let mut out = vec![PointId::invalid(); points.len()];
for (i, &(layer, idx)) in nodes.iter().enumerate() {
let pid = PointId(i);
new_points.push(points[idx].clone());
new_nodes.push((layer, pid));
out[idx] = pid;
}
let (points, nodes) = (new_points, new_nodes);
/// Deterministic implementation of insertion that takes the `layer` as an argument
///
/// Implements the paper's algorithm 1, although there is a slight difference in that
/// new elements are always inserted from their selected layer, rather than delaying the
/// addition of new layers until after the selection of a particular layer.
fn insert_at(&mut self, point: P, layer: LayerId, search: &mut Search) -> PointId {
let empty = self.points.is_empty();
let pid = PointId(self.points.len());
self.points.push(point);
// The layer from the first node is our top layer, or the zero layer if we have no nodes.
let top = LayerId(self.layers.len());
if layer > top {
self.layers.resize_with(layer.0, Default::default);
}
search.reset(1, top);
for cur in max(top, layer).descend() {
search.num = if cur <= layer {
self.ef_construction
} else {
1
let top = match nodes.first() {
Some((top, _)) => *top,
None => LayerId(0),
};
// If this layer already existed, search it for the 1 nearest neighbor
// (this roughly corresponds to the first loop in the paper's algorithm 1).
if cur <= top {
debug_assert_eq!(search.layer, cur);
// Figure out how many nodes will go on each layer. This helps us allocate memory capacity
// for each layer in advance, and also helps enable batch insertion of points.
// At the first layer that already existed, insert the first element as an initial
// candidate. Because the zero-th layer always exists, also check if it was empty.
if cur == top && !empty {
search.push(NodeId(0), &self[pid], self);
let mut sizes = vec![0; top.0 + 1];
for (layer, _) in nodes.iter().copied() {
sizes[layer.0] += 1;
}
self.search_layer(cur, pid, search);
// If we're still above the layer to insert at, we're going to skip the
// insertion code below and continue to the next iteration. Before we do so,
// we update the `Search` so it's ready for the next layer coming up.
if cur > layer {
search.lower(self);
let mut start = 0;
let mut ranges = Vec::with_capacity(top.0);
for (i, size) in sizes.into_iter().enumerate().rev() {
// Skip the first point, since we insert the enter point separately
ranges.push((LayerId(i), max(start, 1)..start + size));
start += size;
}
// Insert the first point so that we have an enter point to start searches with.
let mut layers = vec![vec![]; top.0];
let mut zero = Vec::with_capacity(points.len());
zero.push(ZeroNode::default());
let mut search = Search::default();
for (layer, range) in ranges {
let num = if layer.0 > 0 { M } else { M * 2 };
for &(_, pid) in &nodes[range] {
search.reset();
let point = &points[pid];
search.push(PointId(0), &points[pid], &points);
for cur in top.descend() {
search.num = if cur <= layer { ef_construction } else { 1 };
zero.search(point, &mut search, &points, num);
match cur > layer {
true => search.cull(),
false => break,
}
}
// If we're above the layer to start inserting links at, skip the rest of this loop.
if cur > layer {
continue;
zero.insert_node(pid, &search.nearest, &points);
}
if cur.is_zero() {
let nid = NodeId(self.zero.len());
let mut node = ZeroNode {
nearest: Default::default(),
};
self.link(cur, (nid, &mut node.nearest), &search.nearest);
self.zero.push(node);
} else {
let nid = NodeId(self.layers[cur.0 - 1].len());
let lower = match cur.0 == 1 {
false => NodeId(self.layers[cur.0 - 2].len()),
true => NodeId(self.zero.len()),
};
let mut node = UpperNode {
pid,
lower,
nearest: Default::default(),
};
self.link(cur, (nid, &mut node.nearest), &search.nearest);
self.layers[cur.0 - 1].push(node);
}
if search.layer == cur && !cur.is_zero() {
search.lower(self);
// For layers above the zero layer, make a copy of the current state of the zero layer
// with `nearest` truncated to `M` elements.
if layer.0 > 0 {
let mut upper = Vec::with_capacity(zero.len());
upper.extend(zero.iter().map(|zero| {
let mut upper = UpperNode::default();
upper.nearest.copy_from_slice(&zero.nearest[..M]);
upper
}));
layers[layer.0 - 1] = upper;
}
}
pid
(
Self {
ef_search,
zero,
points,
layers,
},
out,
)
}
/// Bidirectionally insert links between newly detected neighbors
/// Search the index for the points nearest to the reference point `point`
///
/// `layer` is the layer we're at; `new` contains the `NodeId` for the new `Node` (which has
/// not yet been added to the layer) and its still-empty list of nearest neighbors; `found` is
/// a slice containing the `Candidate`s found during searching (ordered from near to far).
/// The results are returned in the `out` parameter; the number of neighbors to search for
/// is limited by the size of the `out` parameter, and the number of results found is returned
/// in the return value.
///
/// This just defers to the `Layer`'s `link()` implementation, which specializes on layer type.
fn link(&mut self, layer: LayerId, new: (NodeId, &mut [Option<NodeId>]), found: &[Candidate]) {
match layer.0 {
0 => self.zero.link(new, found, &self.points),
l => self.layers[l - 1].link(new, found, &self.points),
/// `PointId` values can be initialized with `PointId::invalid()`.
pub fn search(&self, point: &P, out: &mut [PointId], search: &mut Search) -> usize {
if self.points.is_empty() {
return 0;
}
search.reset();
search.push(PointId(0), point, &self.points);
for cur in LayerId(self.layers.len()).descend() {
search.num = if cur.is_zero() { self.ef_search } else { 1 };
let num = if cur.0 > 0 { M } else { M * 2 };
match cur.0 {
0 => self.zero.search(point, search, &self.points, num),
l => self.layers[l - 1].search(point, search, &self.points, num),
}
if !cur.is_zero() {
search.cull();
}
}
/// Search the given `layer` for neighbors closed to the point identified by `pid`
///
/// This implements the outer loop of algorithm 2 from the paper, deferring the state mutation
/// in the inner loop to the `Search::push()` implementation.
fn search_layer(&self, layer: LayerId, pid: PointId, search: &mut Search) {
debug_assert_eq!(search.layer, layer);
let point = &self[pid];
while let Some(candidate) = search.candidates.pop() {
if let Some(found) = search.nearest.last() {
if candidate.distance > found.distance {
break;
}
}
let iter = match layer.0 {
0 => self.zero[candidate.nid].nearest_iter(),
l => self.layers[l - 1][candidate.nid].nearest_iter(),
};
for nid in iter {
search.push(nid, point, self);
}
let found = min(search.nearest.len(), out.len());
for (i, candidate) in search.nearest.iter().take(found).enumerate() {
out[i] = candidate.pid;
}
found
}
}
@ -163,42 +170,33 @@ where
/// initialized by using `push()` to add the initial enter points.
pub struct Search {
/// Nodes visited so far (`v` in the paper)
visited: HashSet<NodeId>,
visited: HashSet<PointId>,
/// Candidates for further inspection (`C` in the paper)
candidates: Vec<Candidate>,
/// Nearest neighbors found so far (`W` in the paper)
nearest: Vec<Candidate>,
/// Maximum number of nearest neighbors to retain (`ef` in the paper)
num: usize,
/// Current layer
layer: LayerId,
}
impl Search {
/// Resets the state to be ready for a new search
fn reset(&mut self, num: usize, layer: LayerId) {
fn reset(&mut self) {
self.visited.clear();
self.candidates.clear();
self.nearest.clear();
self.num = num;
self.layer = layer;
}
/// Track node `nid` as a potential new neighbor for the given `point`
/// Track node `pid` as a potential new neighbor for the given `point`
///
/// Will immediately return if the node has been considered before. This implements
/// the inner loop from the paper's algorithm 2.
fn push<P: Point>(&mut self, nid: NodeId, point: &P, hnsw: &Hnsw<P>) {
if !self.visited.insert(nid) {
fn push<P: Point>(&mut self, pid: PointId, point: &P, points: &[P]) {
if !self.visited.insert(pid) {
return;
}
let pid = match self.layer.0 {
0 => hnsw.zero.pid(nid),
l => hnsw.layers[l - 1].pid(nid),
};
let other = &hnsw[pid];
let other = &points[pid];
let distance = OrderedFloat::from(point.distance(other));
if self.nearest.len() >= self.num {
if let Some(found) = self.nearest.last() {
@ -212,7 +210,7 @@ impl Search {
self.nearest.pop();
}
let new = Candidate { distance, nid };
let new = Candidate { distance, pid };
let idx = self.candidates.binary_search(&new).unwrap_or_else(|e| e);
self.candidates.insert(idx, new);
@ -222,25 +220,14 @@ impl Search {
/// Lower the search to the next lower level
///
/// Resets `visited`, `candidates` to match `nearest`.
///
/// Panics if called while the `Search` is at level 0.
fn lower<P: Point>(&mut self, hnsw: &Hnsw<P>) {
debug_assert!(!self.layer.is_zero());
/// Re-initialize the `Search`: `nearest`, the output `W` from the last round, now becomes
/// the set of enter points, which we use to initialize both `candidates` and `visited`.
fn cull(&mut self) {
self.nearest.truncate(self.num); // Limit size of the set of nearest neighbors
let old = hnsw.layers[self.layer.0 - 1].nodes();
for cur in self.nearest.iter_mut() {
cur.nid = old[cur.nid].lower;
}
// Re-initialize the `Search`: `nearest`, the output `W` from the last round, now becomes
// the set of enter points, which we use to initialize both `candidates` and `visited`.
self.layer = self.layer.lower();
self.candidates.clear();
self.candidates.extend(&self.nearest);
self.visited.clear();
self.visited.extend(self.nearest.iter().map(|c| c.nid));
self.visited.extend(self.nearest.iter().map(|c| c.pid));
}
}
@ -250,7 +237,6 @@ impl Default for Search {
visited: HashSet::new(),
candidates: Vec::new(),
nearest: Vec::new(),
layer: LayerId(0),
num: 1,
}
}
@ -264,7 +250,7 @@ impl<P> Index<PointId> for Hnsw<P> {
}
}
impl<P: Point> Index<PointId> for [P] {
impl<P: Point> Index<PointId> for Vec<P> {
type Output = P;
fn index(&self, index: PointId) -> &Self::Output {
@ -272,46 +258,10 @@ impl<P: Point> Index<PointId> for [P] {
}
}
impl Index<NodeId> for Vec<UpperNode> {
type Output = UpperNode;
impl<P: Point> Index<PointId> for [P] {
type Output = P;
fn index(&self, index: NodeId) -> &Self::Output {
&self[index.0]
}
}
impl IndexMut<NodeId> for Vec<UpperNode> {
fn index_mut(&mut self, index: NodeId) -> &mut Self::Output {
&mut self[index.0]
}
}
impl Index<NodeId> for [UpperNode] {
type Output = UpperNode;
fn index(&self, index: NodeId) -> &Self::Output {
&self[index.0]
}
}
impl Index<NodeId> for Vec<ZeroNode> {
type Output = ZeroNode;
fn index(&self, index: NodeId) -> &Self::Output {
&self[index.0]
}
}
impl IndexMut<NodeId> for Vec<ZeroNode> {
fn index_mut(&mut self, index: NodeId) -> &mut Self::Output {
&mut self[index.0]
}
}
impl Index<NodeId> for [ZeroNode] {
type Output = ZeroNode;
fn index(&self, index: NodeId) -> &Self::Output {
fn index(&self, index: PointId) -> &Self::Output {
&self[index.0]
}
}
@ -321,17 +271,17 @@ impl Layer for Vec<ZeroNode> {
type Node = ZeroNode;
fn pid(&self, nid: NodeId) -> PointId {
PointId(nid.0)
}
fn nodes(&self) -> &[Self::Node] {
self
fn push(&mut self, new: ZeroNode) {
self.push(new);
}
fn nodes_mut(&mut self) -> &mut [Self::Node] {
self
}
fn nodes(&self) -> &[Self::Node] {
self
}
}
impl Layer for Vec<UpperNode> {
@ -339,17 +289,17 @@ impl Layer for Vec<UpperNode> {
type Node = UpperNode;
fn pid(&self, nid: NodeId) -> PointId {
self.nodes()[nid].pid
}
fn nodes(&self) -> &[Self::Node] {
self
fn push(&mut self, new: UpperNode) {
self.push(new);
}
fn nodes_mut(&mut self) -> &mut [Self::Node] {
self
}
fn nodes(&self) -> &[Self::Node] {
self
}
}
trait Layer {
@ -357,41 +307,56 @@ trait Layer {
type Node: Node;
fn pid(&self, nid: NodeId) -> PointId;
fn nodes(&self) -> &[Self::Node];
fn nodes_mut(&mut self) -> &mut [Self::Node];
/// Bidirectionally insert links between newly detected neighbors
/// Search this layer for nodes near the given `point`
///
/// `new` contains the `NodeId` for the new `Node` (which has not yet been added to the layer)
/// and its still-empty list of nearest neighbors; `found` is a slice containing all
/// This contains the loops from the paper's algorithm 2. `point` represents `q`, the query
/// element; `search.candidates` contains the enter points `ep`. `points` contains all the
/// points, which is required to calculate distances between two points.
///
/// The `num` argument represents the number of links from each candidate to consider. This
/// function may be called for a higher layer (with M links per node) or the zero layer (with
/// M * 2 links per node), but for performance reasons we often call this function on the data
/// representation matching the zero layer even when we're referring to a higher layer. In that
/// case, we use `num` to constrain the number of per-candidate links we consider for search.
fn search<P: Point>(&self, point: &P, search: &mut Search, points: &[P], num: usize) {
while let Some(candidate) = search.candidates.pop() {
if let Some(found) = search.nearest.last() {
if candidate.distance > found.distance {
break;
}
}
for pid in self.nodes()[candidate.pid.0].nearest_iter().take(num) {
search.push(pid, point, points);
}
}
}
/// Insert new node in this layer
///
/// `new` contains the `PointId` for the new node; `found` is a slice containing all
/// `Candidate`s found during searching (ordered from near to far).
///
/// Initializes both the new node's neighbors (in `new.1`) and updates the nearest neighbors
/// Creates the new node, initializing its `nearest` array and updates the nearest neighbors
/// for the new node's neighbors if necessary.
fn link<P: Point>(
&mut self,
new: (NodeId, &mut [Option<NodeId>]),
found: &[Candidate],
points: &[P],
) {
fn insert_node<P: Point>(&mut self, new: PointId, found: &[Candidate], points: &[P]) {
let mut node = Self::Node::default();
let new_nearest = node.nearest_mut();
// Just make sure the candidates are all unique
debug_assert_eq!(
found.len(),
found.iter().map(|c| c.nid).collect::<HashSet<_>>().len()
found.iter().map(|c| c.pid).collect::<HashSet<_>>().len()
);
// Only use the `Self::LINKS` nearest candidates found
for (i, candidate) in found.iter().take(Self::LINKS).enumerate() {
// `candidate` here is the new node's neighbor
let &Candidate { distance, nid } = candidate;
new.1[i] = Some(nid); // Update the new node's `nearest`
let &Candidate { distance, pid } = candidate;
new_nearest[i] = Some(pid); // Update the new node's `nearest`
let pid = self.pid(nid);
let old = &points[pid.0];
let nearest = self.nodes()[nid.0].nearest();
let old = &points[pid];
let nearest = self.nodes()[pid.0].nearest();
// Find the correct index to insert at to keep the neighbor's neighbors sorted
let idx = nearest
@ -403,8 +368,7 @@ trait Layer {
None => return Ordering::Greater,
};
let pid = self.pid(third);
let third_distance = OrderedFloat::from(old.distance(&points[pid.0]));
let third_distance = OrderedFloat::from(old.distance(&points[third.0]));
distance.cmp(&third_distance)
})
.unwrap_or_else(|e| e);
@ -415,39 +379,41 @@ trait Layer {
continue;
}
let nearest = self.nodes_mut()[nid.0].nearest_mut();
let nearest = self.nodes_mut()[pid.0].nearest_mut();
if nearest[idx].is_none() {
nearest[idx] = Some(new.0);
nearest[idx] = Some(new);
continue;
}
let end = Self::LINKS - 1;
nearest.copy_within(idx..end, idx + 1);
nearest[idx] = Some(new.0);
nearest[idx] = Some(new);
}
self.push(node);
}
fn push(&mut self, new: Self::Node);
fn nodes_mut(&mut self) -> &mut [Self::Node];
fn nodes(&self) -> &[Self::Node];
}
#[derive(Debug)]
#[derive(Clone, Copy, Debug, Default)]
struct UpperNode {
/// This node's point
pid: PointId,
/// The point's node on the next level down
///
/// This is only used when lowering the search.
lower: NodeId,
/// The nearest neighbors on this layer
///
/// This is always kept in sorted order (near to far).
nearest: [Option<NodeId>; M],
nearest: [Option<PointId>; M],
}
impl Node for UpperNode {
fn nearest(&self) -> &[Option<NodeId>] {
fn nearest(&self) -> &[Option<PointId>] {
&self.nearest
}
fn nearest_mut(&mut self) -> &mut [Option<NodeId>] {
fn nearest_mut(&mut self) -> &mut [Option<PointId>] {
&mut self.nearest
}
@ -458,20 +424,20 @@ impl Node for UpperNode {
}
}
#[derive(Debug)]
#[derive(Clone, Copy, Debug, Default)]
struct ZeroNode {
/// The nearest neighbors on this layer
///
/// This is always kept in sorted order (near to far).
nearest: [Option<NodeId>; M * 2],
nearest: [Option<PointId>; M * 2],
}
impl Node for ZeroNode {
fn nearest(&self) -> &[Option<NodeId>] {
fn nearest(&self) -> &[Option<PointId>] {
&self.nearest
}
fn nearest_mut(&mut self) -> &mut [Option<NodeId>] {
fn nearest_mut(&mut self) -> &mut [Option<PointId>] {
&mut self.nearest
}
@ -482,18 +448,18 @@ impl Node for ZeroNode {
}
}
trait Node {
fn nearest(&self) -> &[Option<NodeId>];
fn nearest_mut(&mut self) -> &mut [Option<NodeId>];
trait Node: Default {
fn nearest(&self) -> &[Option<PointId>];
fn nearest_mut(&mut self) -> &mut [Option<PointId>];
fn nearest_iter(&self) -> NearestIter<'_>;
}
struct NearestIter<'a> {
nearest: &'a [Option<NodeId>],
nearest: &'a [Option<PointId>],
}
impl<'a> Iterator for NearestIter<'a> {
type Item = NodeId;
type Item = PointId;
fn next(&mut self) -> Option<Self::Item> {
let (&first, rest) = self.nearest.split_first()?;
@ -509,11 +475,9 @@ impl<'a> Iterator for NearestIter<'a> {
struct LayerId(usize);
impl LayerId {
/// Return a `LayerId` for the layer one lower
///
/// Panics when called for `LayerId(0)`.
fn lower(&self) -> LayerId {
LayerId(self.0 - 1)
fn random(rng: &mut SmallRng) -> Self {
let layer = rng.next_u32() as f32 / u32::MAX as f32;
LayerId((-(layer.ln() * (M as f32).ln())).floor() as usize)
}
fn descend(&self) -> DescendingLayerIter {
@ -546,14 +510,14 @@ impl Iterator for DescendingLayerIter {
}
}
pub trait Point {
pub trait Point: Clone {
fn distance(&self, other: &Self) -> f32;
}
#[derive(Clone, Copy, Debug, Eq, Ord, PartialEq, PartialOrd)]
struct Candidate {
distance: OrderedFloat<f32>,
nid: NodeId,
pid: PointId,
}
/// References a node in a particular layer (usually the same layer)
@ -566,6 +530,12 @@ struct NodeId(usize);
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub struct PointId(usize);
impl PointId {
pub fn invalid() -> Self {
PointId(usize::MAX)
}
}
/// The parameter `M` from the paper
///
/// This should become a generic argument to `Hnsw` when possible.
@ -576,15 +546,27 @@ mod tests {
use super::*;
#[test]
fn test_insertion() {
fn basic() {
let (hnsw, pids) = Hnsw::new(
&[
Point(0.1, 0.4),
Point(-0.324, 0.543),
Point(0.87, -0.33),
Point(0.452, 0.932),
],
100,
100,
);
let mut search = Search::default();
let mut hnsw = Hnsw::new(100);
hnsw.insert(Point(0.1, 0.4), &mut search);
hnsw.insert(Point(-0.324, 0.543), &mut search);
hnsw.insert(Point(0.87, -0.33), &mut search);
hnsw.insert(Point(0.452, 0.932), &mut search);
let mut results = vec![PointId::invalid()];
let p = Point(0.1, 0.35);
let found = hnsw.search(&p, &mut results, &mut search);
assert_eq!(found, 1);
assert_eq!(&results, &[pids[0]]);
}
#[derive(Clone, Copy, Debug)]
struct Point(f32, f32);
impl super::Point for Point {