HNSW fix layer probability

pull/1/head
unknown 3 years ago
parent f1203f00b8
commit d8095157af

@ -98,7 +98,7 @@ namespace HNSWDemo
static void Main(string[] args)
{
AccuracityTest();
TransformToCompactWorldTestWithAccuracity();
Console.ReadKey();
}
@ -423,7 +423,7 @@ namespace HNSWDemo
var sw = new Stopwatch();
var test = new VectorsDirectCompare(samples, CosineDistance.ForUnits);
var world = new SmallWorld<float[]>(NSWOptions<float[]>.Create(32, 15, 200, 200, CosineDistance.ForUnits, true, true, selectionHeuristic: NeighbourSelectionHeuristic.SelectSimple));
var world = new SmallWorld<float[]>(NSWOptions<float[]>.Create(8, 15, 200, 200, CosineDistance.ForUnits, true, true, selectionHeuristic: NeighbourSelectionHeuristic.SelectSimple));
sw.Start();
var ids = world.AddItems(samples.ToArray());

@ -4,19 +4,16 @@ namespace ZeroLevel.HNSW.Services
{
internal sealed class ProbabilityLayerNumberGenerator
{
private const float DIVIDER = 3.361f;
private readonly float[] _probabilities;
private float _mL;
internal ProbabilityLayerNumberGenerator(int maxLayers, int M)
{
_mL = maxLayers;
_probabilities = new float[maxLayers];
var probability = 1.0f / DIVIDER;
var m_L = 1.0f / Math.Log(M);
for (int i = 0; i < maxLayers; i++)
{
_probabilities[i] = probability;
probability /= DIVIDER;
_probabilities[i] = (float)(Math.Exp(-i / m_L) * (1 - Math.Exp(-1 / m_L)));
}
}

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