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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace ZeroLevel.HNSW
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{
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public class ProbabilityLayerNumberGenerator
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{
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private const float DIVIDER = 3.361f;
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private readonly float[] _probabilities;
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public ProbabilityLayerNumberGenerator(int maxLayers, int M)
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{
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_probabilities = new float[maxLayers];
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var probability = 1.0f / DIVIDER;
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for (int i = 0; i < maxLayers; i++)
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{
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_probabilities[i] = probability;
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probability /= DIVIDER;
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}
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}
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public int GetRandomLayer()
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{
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var probability = DefaultRandomGenerator.Instance.NextFloat();
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for (int i = 0; i < _probabilities.Length; i++)
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{
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if (probability > _probabilities[i])
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return i;
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}
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return 0;
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}
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}
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public class SmallWorld<TItem>
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{
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private readonly NSWOptions<TItem> _options;
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private readonly VectorSet<TItem> _vectors;
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private readonly Layer<TItem>[] _layers;
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private int EntryPoint = 0;
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private int MaxLayer = 0;
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private readonly ProbabilityLayerNumberGenerator _layerLevelGenerator;
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private ReaderWriterLockSlim _lockGraph = new ReaderWriterLockSlim();
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public SmallWorld(NSWOptions<TItem> options)
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{
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_options = options;
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_vectors = new VectorSet<TItem>();
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_layers = new Layer<TItem>[_options.LayersCount];
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_layerLevelGenerator = new ProbabilityLayerNumberGenerator(_options.LayersCount, _options.M);
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for (int i = 0; i < _options.LayersCount; i++)
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{
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_layers[i] = new Layer<TItem>(_options, _vectors);
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}
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}
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/// <summary>
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/// Search in the graph K for vectors closest to a given vector
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/// </summary>
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/// <param name="vector">Given vector</param>
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/// <param name="k">Count of elements for search</param>
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/// <param name="activeNodes"></param>
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/// <returns></returns>
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public IEnumerable<(int, TItem, float)> Search(TItem vector, int k, HashSet<int> activeNodes = null)
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{
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foreach (var pair in KNearest(vector, k, activeNodes))
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{
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yield return (pair.Item1, _vectors[pair.Item1], pair.Item2);
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}
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}
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/// <summary>
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/// Adding vectors batch
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/// </summary>
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/// <param name="vectors">Vectors</param>
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/// <returns>Vector identifiers in a graph</returns>
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public int[] AddItems(IEnumerable<TItem> vectors)
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{
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_lockGraph.EnterWriteLock();
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try
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{
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var ids = _vectors.Append(vectors);
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for (int i = 0; i < ids.Length; i++)
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{
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INSERT(ids[i]);
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}
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return ids;
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}
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finally
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{
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_lockGraph.ExitWriteLock();
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}
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}
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#region https://arxiv.org/ftp/arxiv/papers/1603/1603.09320.pdf
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/// <summary>
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/// Algorithm 1
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/// </summary>
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private void INSERT(int q)
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{
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var distance = new Func<int, float>(candidate => _options.Distance(_vectors[q], _vectors[candidate]));
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// W ← ∅ // list for the currently found nearest elements
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IDictionary<int, float> W = new Dictionary<int, float>();
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// ep ← get enter point for hnsw
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var ep = EntryPoint;
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var epDist = distance(ep);
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// L ← level of ep // top layer for hnsw
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var L = MaxLayer;
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// l ← ⌊-ln(unif(0..1))∙mL⌋ // new element’s level
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int l = _layerLevelGenerator.GetRandomLayer();
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// for lc ← L … l+1
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// Проход с верхнего уровня до уровня где появляется элемент, для нахождения точки входа
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for (int lc = L; lc > l; --lc)
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{
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if (_layers[lc].HasLinks == false)
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{
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_layers[lc].Append(q);
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ep = q;
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}
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else
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{
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// W ← SEARCH-LAYER(q, ep, ef = 1, lc)
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_layers[lc].KNearestAtLayer(ep, distance, W, 1);
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// ep ← get the nearest element from W to q
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var nearest = W.OrderBy(p => p.Value).First();
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ep = nearest.Key;
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epDist = nearest.Value;
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W.Clear();
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}
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}
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//for lc ← min(L, l) … 0
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// connecting new node to the small world
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for (int lc = Math.Min(L, l); lc >= 0; --lc)
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{
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if (_layers[lc].HasLinks == false)
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{
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_layers[lc].Append(q);
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ep = q;
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}
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else
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{
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// W ← SEARCH - LAYER(q, ep, efConstruction, lc)
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_layers[lc].KNearestAtLayer(ep, distance, W, _options.EFConstruction);
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// neighbors ← SELECT-NEIGHBORS(q, W, M, lc) // alg. 3 or alg. 4
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var neighbors = SelectBestForConnecting(lc, distance, W);
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// add bidirectionall connectionts from neighbors to q at layer lc
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// for each e ∈ neighbors // shrink connections if needed
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foreach (var e in neighbors)
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{
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// eConn ← neighbourhood(e) at layer lc
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_layers[lc].AddBidirectionallConnections(q, e.Key, e.Value, lc == 0);
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// if distance from newNode to newNeighbour is better than to bestPeer => update bestPeer
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if (e.Value < epDist)
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{
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ep = e.Key;
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epDist = e.Value;
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}
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}
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// ep ← W
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ep = W.OrderBy(p => p.Value).First().Key;
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W.Clear();
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}
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}
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// if l > L
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if (l > L)
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{
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// set enter point for hnsw to q
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L = l;
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MaxLayer = l;
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EntryPoint = ep;
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}
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}
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/// <summary>
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/// Get maximum allowed connections for the given level.
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/// </summary>
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/// <remarks>
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/// Article: Section 4.1:
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/// "Selection of the Mmax0 (the maximum number of connections that an element can have in the zero layer) also
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/// has a strong influence on the search performance, especially in case of high quality(high recall) search.
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/// Simulations show that setting Mmax0 to M(this corresponds to kNN graphs on each layer if the neighbors
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/// selection heuristic is not used) leads to a very strong performance penalty at high recall.
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/// Simulations also suggest that 2∙M is a good choice for Mmax0;
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/// setting the parameter higher leads to performance degradation and excessive memory usage."
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/// </remarks>
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/// <param name="layer">The level of the layer.</param>
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/// <returns>The maximum number of connections.</returns>
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private int GetM(int layer)
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{
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return layer == 0 ? 2 * _options.M : _options.M;
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}
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private IDictionary<int, float> SelectBestForConnecting(int layer, Func<int, float> distance, IDictionary<int, float> candidates)
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{
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if (_options.SelectionHeuristic == NeighbourSelectionHeuristic.SelectSimple)
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return _layers[layer].SELECT_NEIGHBORS_SIMPLE(distance, candidates, GetM(layer));
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return _layers[layer].SELECT_NEIGHBORS_HEURISTIC(distance, candidates, GetM(layer));
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}
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/// <summary>
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/// Algorithm 5
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/// </summary>
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private IEnumerable<(int, float)> KNearest(TItem q, int k, HashSet<int> activeNodes = null)
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{
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_lockGraph.EnterReadLock();
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try
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{
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if (_vectors.Count == 0)
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{
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return Enumerable.Empty<(int, float)>();
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}
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var distance = new Func<int, float>(candidate => _options.Distance(q, _vectors[candidate]));
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// W ← ∅ // set for the current nearest elements
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var W = new Dictionary<int, float>(k + 1);
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// ep ← get enter point for hnsw
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var ep = EntryPoint;
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// L ← level of ep // top layer for hnsw
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var L = MaxLayer;
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// for lc ← L … 1
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for (int layer = L; layer > 0; --layer)
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{
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// W ← SEARCH-LAYER(q, ep, ef = 1, lc)
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_layers[layer].KNearestAtLayer(ep, distance, W, 1);
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// ep ← get nearest element from W to q
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ep = W.OrderBy(p => p.Value).First().Key;
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W.Clear();
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}
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// W ← SEARCH-LAYER(q, ep, ef, lc =0)
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_layers[0].KNearestAtLayer(ep, distance, W, k, activeNodes);
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// return K nearest elements from W to q
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return W.Select(p => (p.Key, p.Value));
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}
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finally
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{
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_lockGraph.ExitReadLock();
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}
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}
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#endregion
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}
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}
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