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@ -11,18 +11,15 @@ namespace ZeroLevel.HNSW
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internal sealed class ReadOnlyLayer<TItem>
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internal sealed class ReadOnlyLayer<TItem>
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: IBinarySerializable
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: IBinarySerializable
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{
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{
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private readonly NSWReadOnlyOption<TItem> _options;
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private readonly ReadOnlyVectorSet<TItem> _vectors;
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private readonly ReadOnlyVectorSet<TItem> _vectors;
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private readonly ReadOnlyCompactBiDirectionalLinksSet _links;
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private readonly ReadOnlyCompactBiDirectionalLinksSet _links;
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/// <summary>
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/// <summary>
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/// HNSW layer
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/// HNSW layer
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/// </summary>
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/// </summary>
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/// <param name="options">HNSW graph options</param>
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/// <param name="vectors">General vector set</param>
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/// <param name="vectors">General vector set</param>
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internal ReadOnlyLayer(NSWReadOnlyOption<TItem> options, ReadOnlyVectorSet<TItem> vectors)
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internal ReadOnlyLayer(ReadOnlyVectorSet<TItem> vectors)
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{
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{
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_options = options;
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_vectors = vectors;
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_vectors = vectors;
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_links = new ReadOnlyCompactBiDirectionalLinksSet();
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_links = new ReadOnlyCompactBiDirectionalLinksSet();
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}
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}
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@ -114,7 +111,7 @@ namespace ZeroLevel.HNSW
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/// <param name="q">query element</param>
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/// <param name="q">query element</param>
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/// <param name="ep">enter points ep</param>
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/// <param name="ep">enter points ep</param>
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/// <returns>Output: ef closest neighbors to q</returns>
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/// <returns>Output: ef closest neighbors to q</returns>
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internal void KNearestAtLayer(int entryPointId, Func<int, float> targetCosts, IDictionary<int, float> W, int ef, HashSet<int> activeNodes)
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internal void KNearestAtLayer(int entryPointId, Func<int, float> targetCosts, IDictionary<int, float> W, int ef, SearchContext context)
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{
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{
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/*
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/*
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* v ← ep // set of visited elements
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* v ← ep // set of visited elements
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@ -143,7 +140,7 @@ namespace ZeroLevel.HNSW
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var C = new Dictionary<int, float>();
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var C = new Dictionary<int, float>();
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C.Add(entryPointId, targetCosts(entryPointId));
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C.Add(entryPointId, targetCosts(entryPointId));
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// W ← ep // dynamic list of found nearest neighbors
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// W ← ep // dynamic list of found nearest neighbors
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if (activeNodes.Contains(entryPointId))
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if (context.IsActiveNode(entryPointId))
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{
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{
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W.Add(entryPointId, C[entryPointId]);
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W.Add(entryPointId, C[entryPointId]);
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}
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}
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@ -173,7 +170,7 @@ namespace ZeroLevel.HNSW
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{
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{
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// enqueue perspective neighbours to expansion list
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// enqueue perspective neighbours to expansion list
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var neighbourDistance = targetCosts(neighbourId);
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var neighbourDistance = targetCosts(neighbourId);
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if (activeNodes.Contains(neighbourId))
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if (context.IsActiveNode(neighbourId))
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{
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{
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if (W.Count < ef || (W.Count > 0 && neighbourDistance < farthestDistance()))
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if (W.Count < ef || (W.Count > 0 && neighbourDistance < farthestDistance()))
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{
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{
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@ -195,110 +192,6 @@ namespace ZeroLevel.HNSW
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C.Clear();
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C.Clear();
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v.Clear();
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v.Clear();
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}
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}
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/// <summary>
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/// Algorithm 3
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/// </summary>
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internal IDictionary<int, float> SELECT_NEIGHBORS_SIMPLE(Func<int, float> distance, IDictionary<int, float> candidates, int M)
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{
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var bestN = M;
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var W = new Dictionary<int, float>(candidates);
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if (W.Count > bestN)
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{
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var popFarther = new Action(() => { var pair = W.OrderByDescending(e => e.Value).First(); W.Remove(pair.Key); });
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while (W.Count > bestN)
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{
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popFarther();
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}
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}
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// return M nearest elements from C to q
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return W;
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}
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/// <summary>
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/// Algorithm 4
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/// </summary>
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/// <param name="q">base element</param>
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/// <param name="C">candidate elements</param>
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/// <param name="extendCandidates">flag indicating whether or not to extend candidate list</param>
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/// <param name="keepPrunedConnections">flag indicating whether or not to add discarded elements</param>
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/// <returns>Output: M elements selected by the heuristic</returns>
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internal IDictionary<int, float> SELECT_NEIGHBORS_HEURISTIC(Func<int, float> distance, IDictionary<int, float> candidates, int M)
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{
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// R ← ∅
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var R = new Dictionary<int, float>();
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// W ← C // working queue for the candidates
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var W = new Dictionary<int, float>(candidates);
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// if extendCandidates // extend candidates by their neighbors
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if (_options.ExpandBestSelection)
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{
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var extendBuffer = new HashSet<int>();
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// for each e ∈ C
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foreach (var e in W)
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{
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var neighbors = GetNeighbors(e.Key);
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// for each e_adj ∈ neighbourhood(e) at layer lc
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foreach (var e_adj in neighbors)
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{
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// if eadj ∉ W
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if (extendBuffer.Contains(e_adj) == false)
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{
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extendBuffer.Add(e_adj);
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}
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}
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}
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// W ← W ⋃ eadj
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foreach (var id in extendBuffer)
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{
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W[id] = distance(id);
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}
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}
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// Wd ← ∅ // queue for the discarded candidates
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var Wd = new Dictionary<int, float>();
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var popCandidate = new Func<(int, float)>(() => { var pair = W.OrderBy(e => e.Value).First(); W.Remove(pair.Key); return (pair.Key, pair.Value); });
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var fartherFromResult = new Func<(int, float)>(() => { if (R.Count == 0) return (-1, 0f); var pair = R.OrderByDescending(e => e.Value).First(); return (pair.Key, pair.Value); });
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var popNearestDiscarded = new Func<(int, float)>(() => { var pair = Wd.OrderBy(e => e.Value).First(); Wd.Remove(pair.Key); return (pair.Key, pair.Value); });
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// while │W│ > 0 and │R│< M
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while (W.Count > 0 && R.Count < M)
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{
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// e ← extract nearest element from W to q
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var (e, ed) = popCandidate();
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var (fe, fd) = fartherFromResult();
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// if e is closer to q compared to any element from R
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if (R.Count == 0 ||
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ed < fd)
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{
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// R ← R ⋃ e
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R.Add(e, ed);
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}
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else
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{
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// Wd ← Wd ⋃ e
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Wd.Add(e, ed);
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}
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}
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// if keepPrunedConnections // add some of the discarded // connections from Wd
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if (_options.KeepPrunedConnections)
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{
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// while │Wd│> 0 and │R│< M
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while (Wd.Count > 0 && R.Count < M)
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{
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// R ← R ⋃ extract nearest element from Wd to q
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var nearest = popNearestDiscarded();
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R[nearest.Item1] = nearest.Item2;
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}
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}
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// return R
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return R;
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}
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#endregion
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#endregion
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private IEnumerable<int> GetNeighbors(int id) => _links.FindLinksForId(id);
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private IEnumerable<int> GetNeighbors(int id) => _links.FindLinksForId(id);
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