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Ryan Curtin 7eafaa79ee Document SpillTree and its four variants (#3925)
* Commit initial tested documentation of spill tree.

* Document all four variants of spill trees.

* Correct documentation: a rho of 0.5 will result in no overlapping.

* Add new trees to sidebar.

* Don't upgrade pip since it is installed by Homebrew on OS X.
2025-05-01 21:47:54 +02:00

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SPTree

The SPTree class implements the standard hybrid spill tree, a binary space partitioning tree that allows overlapping volumes between nodes. This type of tree can be more effective than trees like the KDTree for approximate nearest neighbor search and related tasks.

SPTree supports three template parameters for configurable behavior, and implements all the functionality required by the TreeType API, plus some additional functionality specific to spill trees. SPTree is built on the more generic SpillTree class, so if fully custom behavior is desired, that

See also

Template parameters

In accordance with the TreeType API (see also this more detailed section), the SPTree class takes three template parameters:

SPTree<DistanceType, StatisticType, MatType>
  • DistanceType: the distance metric to use for distance computations. Because the SPTree internally uses HRectBound, this is required to be EuclideanDistance. See NonOrtSPTree for a version of the spill tree where arbitrary distance metrics are allowed.

  • StatisticType: this holds auxiliary information in each tree node. By default, EmptyStatistic is used, which holds no information.

    • See the StatisticType section in the BinarySpaceTree documentation for more details.
  • MatType: the type of matrix used to represent points. Must be a type matching the Armadillo API. By default, arma::mat is used, but other types such as arma::fmat or similar will work just fine.

The SPTree class itself is a convenience typedef of the generic SpillTree class, using the AxisOrthogonalHyperplane class as the splitting hyperplane type, and the MidpointSpaceSplit class as the splitting strategy.

If no template parameters are explicitly specified, then defaults are used:

SPTree<> = SPTree<EuclideanDistance, EmptyStatistic, arma::mat>

Constructors

SPTrees are constructed by iteratively finding splitting hyperplanes, and points within a margin of the hyperplane are assigned to both child nodes. Unlike the constructors of BinarySpaceTree, the dataset is not permuted during construction.


  • node = SPTree(data, tau=0.0, maxLeafSize=20, rho=0.7)
    • Construct an SPTree on the given data, using the specified hyperparameters to control tree construction behavior.
    • By default, a reference to data is stored. If data goes out of scope after tree construction, memory errors will occur! To avoid this, either pass the dataset or a copy with std::move() (e.g. std::move(data)); when doing this, data will be set to an empty matrix.

  • node = SPTree<DistanceType, StatisticType, MatType>(data, tau=0.0, maxLeafSize=20, rho=0.7)
    • Construct an SPTree on the given data, using custom template parameters, and using the specified hyperparameters to control tree construction behavior.
    • By default, a reference to data is stored. If data goes out of scope after tree construction, memory errors will occur! To avoid this, either pass the dataset or a copy with std::move() (e.g. std::move(data)); when doing this, data will be set to an empty matrix.

  • node = SPTree()
    • Construct an empty SPTree with no children, no points, and default template parameters.

Notes:

  • The name node is used here for SPTree objects instead of tree, because each SPTree object is a single node in the tree. The constructor returns the node that is the root of the tree.

  • Inserting individual points or removing individual points from an SPTree is not supported, because this generally results in a tree with very suboptimal hyperplane splits. It is better to simply build a new SPTree on the modified dataset. For trees that support individual insertion and deletions, see the RectangleTree class and all its variants (e.g. RTree, RStarTree, etc.).

  • See also the developer documentation on tree constructors.


Constructor parameters:

name type description default
data MatType Column-major matrix to build the tree on. (N/A)
tau double Width of spill margin: points within tau of the splitting hyperplane of a node will be contained in both left and right children. 0.0
maxLeafSize size_t Maximum number of points to store in each leaf. 20
rho double Balance threshold. When splitting, if either overlapping node would contain a fraction of more than rho of the points, a non-overlapping split is performed. Must be in the range [0.0, 1.0). 0.7

Caveats:

  • tau must be manually tuned for the properties of each dataset; the default, 0.0, will never allow overlap between nodes (and thus the created tree will essentially be a non-overlapping BinarySpaceTree).

  • If tau is set too large, nodes will overlap too much and search quality will be degraded.

  • rho implicitly controls the depth of the tree by forcing very overlapping children to be non-overlapping. As rho gets closer to 1, more overlap is allowed, which in turn makes the tree deeper. If rho is set to 0.5 or less, then all splits will be non-overlapping (and the tree will essentially be a BinarySpaceTree).

Basic tree properties

Once an SPTree object is constructed, various properties of the tree can be accessed or inspected. Many of these functions are required by the TreeType API.

Navigating the tree

  • node.NumChildren() returns the number of children in node. This is either 2 if node has children, or 0 if node is a leaf.

  • node.IsLeaf() returns a bool indicating whether or not node is a leaf.

  • node.Child(i) returns an SPTree& that is the ith child.

    • i must be 0 or 1.
    • This function should only be called if node.NumChildren() is not 0 (e.g. if node is not a leaf). Note that this returns a valid SPTree& that can itself be used just like the root node of the tree!
    • node.Left() and node.Right() are convenience functions specific to SPTree that will return SPTree* (pointers) to the left and right children, respectively, or NULL if node has no children.
  • node.Parent() will return an SPTree* that points to the parent of node, or NULL if node is the root of the SPTree.


Accessing members of a tree

  • node.Overlap() will return a bool that is true if node's children are overlapping, and false otherwise.

  • node.Hyperplane() will return an AxisOrthogonalHyperplane object that represents the axis-aligned splitting hyperplane of node.

    • All points in node.Left() are to the left of node.Hyperplane() if node.Overlap() is false; otherwise, all points in node.Left() are to the left of node.Hyperplane() + tau.
    • All points in node.Right() are to the right of node.Hyperplane() if node.Overlap() is false; otherwise, all points in node.Right() are to the right of node.Hyperplane() - tau.
  • node.Bound() will return a const HRectBound& representing the bounding box associated with node.

    • If a custom DistanceType and/or MatType are specified, then a const HRectBound<DistanceType, ElemType>& is returned.
      • ElemType is the element type of the specified MatType (e.g. double for arma::mat, float for arma::fmat, etc.).
  • node.Stat() will return a StatisticType& holding the statistics of the node that were computed during tree construction.

  • node.Distance() will return a EuclideanDistance&. Because EuclideanDistance has no instantiated members, this is unlikely to be useful, but is required to satisfy the TreeType API.

See also the developer documentation for basic tree functionality in mlpack.


Accessing data held in a tree

  • node.Dataset() will return a const MatType& that is the dataset the tree was built on.

  • node.NumPoints() returns a size_t indicating the number of points held directly in node.

    • If node is not a leaf, this will return 0, as SPTree only holds points directly in its leaves.
    • If node is a leaf, then the number of points will be less than or equal to the maxLeafSize that was specified when the tree was constructed.
  • node.Point(i) returns a size_t indicating the index of the i'th point in node.Dataset().

    • i must be in the range [0, node.NumPoints() - 1] (inclusive).
    • node must be a leaf (as non-leaves do not hold any points).
    • The i'th point in node can then be accessed as node.Dataset().col(node.Point(i)).
    • Accessing the actual i'th point itself can be done with, e.g., node.Dataset().col(node.Point(i)).
  • node.NumDescendants() returns a size_t indicating the number of points held in all descendant leaves of node.

    • If node is the root of the tree, then node.NumDescendants() will be equal to node.Dataset().n_cols.
  • node.Descendant(i) returns a size_t indicating the index of the i'th descendant point in node.Dataset().

    • i must be in the range [0, node.NumDescendants() - 1] (inclusive).
    • node does not need to be a leaf.
    • The i'th descendant point in node can then be accessed as node.Dataset().col(node.Descendant(i)).
    • Accessing the actual i'th descendant itself can be done with, e.g., node.Dataset().col(node.Descendant(i)).

Accessing computed bound quantities of a tree

The following quantities are cached for each node in an SPTree, and so accessing them does not require any computation. In the documentation below, ElemType is the element type of the given MatType; e.g., if MatType is arma::mat, then ElemType is double.

  • node.FurthestPointDistance() returns an ElemType representing the distance between the center of the bound of node and the furthest point held by node.

    • If node is not a leaf, this returns 0 (because node does not hold any points).
  • node.FurthestDescendantDistance() returns an ElemType representing the distance between the center of the bound of node and the furthest descendant point held by node.

  • node.MinimumBoundDistance() returns an ElemType representing the minimum possible distance from the center of the node to any edge of its bound.

  • node.ParentDistance() returns an ElemType representing the distance between the center of the bound of node and the center of the bound of its parent.

    • If node is the root of the tree, 0 is returned.

Note: for more details on each bound quantity, see the developer documentation on bound quantities for trees.


Other functionality

  • node.Center(center) computes the center of the bound of node and stores it in center.

    • center should be of type arma::Col<ElemType>&, where ElemType is the element type of the specified MatType.
    • center will be set to have size equivalent to the dimensionality of the dataset held by node.
    • This is equivalent to calling node.Bound().Center(center).
  • An SPTree can be serialized with data::Save() and data::Load().

Bounding distances with the tree

The primary use of trees in mlpack is bounding distances to points or other tree nodes. The following functions can be used for these tasks.

  • node.GetNearestChild(point)

  • node.GetFurthestChild(point)

    • Return a size_t indicating the index of the child (0 for left, 1 for right) that is closest to (or furthest from) point, with respect to the MinDistance() (or MaxDistance()) function.
    • If there is a tie, 0 (the left child) is returned.
    • If node is a leaf, 0 is returned.
    • point should be a column vector type of the same type as MatType. (e.g., if MatType is arma::mat, then point should be an arma::vec.)
  • node.GetNearestChild(other)

  • node.GetFurthestChild(other)

    • Return a size_t indicating the index of the child (0 for left, 1 for right) that is closest to (or furthest from) the SPTree node other, with respect to the MinDistance() (or MaxDistance()) function.
    • If there is a tie, 0 (the left child) is returned.
    • If node is a leaf, 0 is returned.

  • node.MinDistance(point)

  • node.MinDistance(other)

    • Return a double indicating the minimum possible distance between node and point, or the SPTree node other.
    • This is equivalent to the minimum possible distance between any point contained in the bounding hyperrectangle of node and point, or between any point contained in the bounding hyperrectangle of node and any point contained in the bounding hyperrectangle of other.
    • point should be a column vector type of the same type as MatType. (e.g., if MatType is arma::mat, then point should be an arma::vec.)
  • node.MaxDistance(point)

  • node.MaxDistance(other)

    • Return a double indicating the maximum possible distance between node and point, or the SPTree node other.
    • This is equivalent to the maximum possible distance between any point contained in the bounding hyperrectangle of node and point, or between any point contained in the bounding hyperrectangle of node and any point contained in the bounding hyperrectangle of other.
    • point should be a column vector type of the same type as MatType. (e.g., if MatType is arma::mat, then point should be an arma::vec.)
  • node.RangeDistance(point)

  • node.RangeDistance(other)

    • Return a RangeType<ElemType> whose lower bound is node.MinDistance(point) or node.MinDistance(other), and whose upper bound is node.MaxDistance(point) or node.MaxDistance(other).
    • ElemType is the element type of MatType.
    • point should be a column vector type of the same type as MatType. (e.g., if MatType is arma::mat, then point should be an arma::vec.)

Tree traversals

Like every mlpack tree, the SPTree class provides a single-tree and dual-tree traversal that can be paired with a RuleType class to implement a single-tree or dual-tree algorithm.

  • SPTree::SingleTreeTraverser

    • Implements a depth-first single-tree traverser.
  • SPTree::DualTreeTraverser

    • Implements a dual-depth-first dual-tree traverser.

However, spill trees are primarily useful because the overlapping nodes allow defeatist search to be effective. Defeatist search is non-backtracking: the tree is traversed to one leaf only. For example, finding the approximate nearest neighbor of a point p with defeatist search is done by recursing in the tree, choosing the child with smallest minimum distance to p, and when a leaf is encountered, choosing the closest point in the leaf to p as the nearest neighbor. This is the strategy used in the original spill tree paper (pdf).

Defeatist traversers, matching the API for a regular traversal are made available as the following two classes:

  • SPTree::DefeatistSingleTreeTraverser

    • Implements a depth-first single-tree defeatist traverser with no backtracking. Traversal will terminate after the first leaf is visited.
  • SPTree::DefeatistDualTreeTraverser

    • Implements a dual-depth-first dual-tree defeatist traversal with no backtracking. For each query leaf node, traversal will terminate after the first reference leaf node is visited.

Any RuleType that is being used with a defeatist traversal, in addition to the functions required by the RuleType API, must implement the following functions:

// This is only required for single-tree defeatist traversals.
// It should return the index of the branch that should be chosen for the given
// query point and reference node.
template<typename VecType, typename TreeType>
size_t GetBestChild(const VecType& queryPoint, TreeType& referenceNode);

// This is only required for dual-tree defeatist traversals.
// It should return the index of the best child of the reference node that
// should be chosen for the given query node.
template<typename TreeType>
size_t GetBestChild(TreeType& queryNode, TreeType& referenceNode);

// Return the minimum number of base cases (point-to-point computations) that
// are required during the traversal.
size_t MinimumBaseCases();

Example usage

Build an SPTree on the cloud dataset and print basic statistics about the tree.

// See https://datasets.mlpack.org/cloud.csv.
arma::mat dataset;
mlpack::data::Load("cloud.csv", dataset, true);

// Build the spill tree with a tau (margin) of 0.2 and a leaf size of 10.
// (This means that nodes are split until they contain 10 or fewer points.)
//
// The std::move() means that `dataset` will be empty after this call, and no
// data will be copied during tree building.
//
// When C++20 is enabled, then the <> is not necessary and the following line
// will work:
// mlpack::SPTree tree(std::move(dataset), 0.2, 10);
mlpack::SPTree<> tree(std::move(dataset), 0.2, 10);

// Print the bounding box of the root node.
std::cout << "Bounding box of root node:" << std::endl;
for (size_t i = 0; i < tree.Bound().Dim(); ++i)
{
  std::cout << " - Dimension " << i << ": [" << tree.Bound()[i].Lo() << ", "
      << tree.Bound()[i].Hi() << "]." << std::endl;
}
std::cout << std::endl;

// Print the number of descendant points of the root, and of each of its
// children.
std::cout << "Descendant points of root:        "
    << tree.NumDescendants() << "." << std::endl;
std::cout << "Descendant points of left child:  "
    << tree.Left()->NumDescendants() << "." << std::endl;
std::cout << "Descendant points of right child: "
    << tree.Right()->NumDescendants() << "." << std::endl;
std::cout << std::endl;

// Compute the center of the SPTree.
arma::vec center;
tree.Center(center);
std::cout << "Center of tree: " << center.t();

Build two SPTrees on subsets of the corel dataset and compute minimum and maximum distances between different nodes in the tree.

// See https://datasets.mlpack.org/corel-histogram.csv.
arma::mat dataset;
mlpack::data::Load("corel-histogram.csv", dataset, true);

// Build trees on the first half and the second half of points.  Use a tau
// (overlap) parameter of 0.3, which is tuned to this dataset, and a rho value
// of 0.6 to prevent the trees getting too deep.
mlpack::SPTree<> tree1(dataset.cols(0, dataset.n_cols / 2), 0.3, 20, 0.6);
mlpack::SPTree<> tree2(dataset.cols(dataset.n_cols / 2 + 1, dataset.n_cols - 1),
    0.3, 20, 0.6);

// Compute the maximum distance between the trees.
std::cout << "Maximum distance between tree root nodes: "
    << tree1.MaxDistance(tree2) << "." << std::endl;

// Get the leftmost grandchild of the first tree's root---if it exists.
if (!tree1.IsLeaf() && !tree1.Child(0).IsLeaf())
{
  mlpack::SPTree<>& node1 = tree1.Child(0).Child(0);

  // Get the rightmost grandchild of the second tree's root---if it exists.
  if (!tree2.IsLeaf() && !tree2.Child(1).IsLeaf())
  {
    mlpack::SPTree<>& node2 = tree2.Child(1).Child(1);

    // Print the minimum and maximum distance between the nodes.
    mlpack::Range dists = node1.RangeDistance(node2);
    std::cout << "Possible distances between two grandchild nodes: ["
        << dists.Lo() << ", " << dists.Hi() << "]." << std::endl;

    // Print the minimum distance between the first node and the first
    // descendant point of the second node.
    const size_t descendantIndex = node2.Descendant(0);
    const double descendantMinDist =
        node1.MinDistance(node2.Dataset().col(descendantIndex));
    std::cout << "Minimum distance between grandchild node and descendant "
        << "point: " << descendantMinDist << "." << std::endl;

    // Which child of node2 is closer to node1?
    const size_t closerIndex = node2.GetNearestChild(node1);
    if (closerIndex == 0)
      std::cout << "The left child of node2 is closer to node1." << std::endl;
    else if (closerIndex == 1)
      std::cout << "The right child of node2 is closer to node1." << std::endl;
    else // closerIndex == 2 in this case.
      std::cout << "Both children of node2 are equally close to node1."
          << std::endl;

    // And which child of node1 is further from node2?
    const size_t furtherIndex = node1.GetFurthestChild(node2);
    if (furtherIndex == 0)
      std::cout << "The left child of node1 is further from node2."
          << std::endl;
    else if (furtherIndex == 1)
      std::cout << "The right child of node1 is further from node2."
          << std::endl;
    else // furtherIndex == 2 in this case.
      std::cout << "Both children of node1 are equally far from node2."
          << std::endl;
  }
}

Build an SPTree on 32-bit floating point data and save it to disk.

// See https://datasets.mlpack.org/corel-histogram.csv.
arma::fmat dataset;
mlpack::data::Load("corel-histogram.csv", dataset);

// Build the SPTree using 32-bit floating point data as the matrix type.
// We will still use the default EmptyStatistic and EuclideanDistance
// parameters.
mlpack::SPTree<mlpack::EuclideanDistance,
               mlpack::EmptyStatistic,
               arma::fmat> tree(std::move(dataset), 0.1, 20, 0.95);

// Save the tree to disk with the name 'tree'.
mlpack::data::Save("tree.bin", "tree", tree);

std::cout << "Saved tree with " << tree.Dataset().n_cols << " points to "
    << "'tree.bin'." << std::endl;

Load a 32-bit floating point SPTree from disk, then traverse it manually and find the number of nodes whose children overlap.

// This assumes the tree has already been saved to 'tree.bin' (as in the example
// above).

// This convenient typedef saves us a long type name!
using TreeType = mlpack::SPTree<mlpack::EuclideanDistance,
                                mlpack::EmptyStatistic,
                                arma::fmat>;

TreeType tree;
mlpack::data::Load("tree.bin", "tree", tree);
std::cout << "Tree loaded with " << tree.NumDescendants() << " points."
    << std::endl;

// Recurse in a depth-first manner.  Count both the total number of non-leaves,
// and the number of non-leaves that have overlapping children.
size_t overlapCount = 0;
size_t totalInternalNodeCount = 0;
std::stack<TreeType*> stack;
stack.push(&tree);
while (!stack.empty())
{
  TreeType* node = stack.top();
  stack.pop();

  if (node->IsLeaf())
    continue;

  if (node->Overlap())
    ++overlapCount;
  ++totalInternalNodeCount;

  stack.push(node->Left());
  stack.push(node->Right());
}

// Note that it would be possible to use TreeType::SingleTreeTraverser to
// perform the recursion above, but that is more well-suited for more complex
// tasks that require pruning and other non-trivial behavior; so using a simple
// stack is the better option here.

// Print the results.
std::cout << overlapCount << " out of " << totalInternalNodeCount
    << " internal nodes have overlapping children." << std::endl;

Use a defeatist traversal to find the approximate nearest neighbor of the third and fourth points in the corel-histogram dataset. (Note: this can also be done more easily with the KNN class! This example is a demonstration of how to use the defeatist traverser.)

For this example, we must first define a RuleType class.

// For simplicity, this only implements those methods required by single-tree
// traversals, and cannot be used with a dual-tree traversal.
//
// `.Reset()` must be called before any additional single-tree traversals after
// the first is run.
class SpillNearestNeighborRule
{
 public:
  // Store the dataset internally.
  SpillNearestNeighborRule(const arma::mat& dataset) :
      dataset(dataset),
      nearestNeighbor(size_t(-1)),
      nearestDistance(DBL_MAX) { }

  // Compute the base case (point-to-point comparison).
  double BaseCase(const size_t queryIndex, const size_t referenceIndex)
  {
    // Skip the base case if the points are the same.
    if (queryIndex == referenceIndex)
      return 0.0;

    const double dist = mlpack::EuclideanDistance::Evaluate(
        dataset.col(queryIndex), dataset.col(referenceIndex));

    if (dist < nearestDistance)
    {
      nearestNeighbor = referenceIndex;
      nearestDistance = dist;
    }

    return dist;
  }

  // Score the given node in the tree; if it is sufficiently far away that it
  // cannot contain a better nearest neighbor candidate, we can prune it.
  template<typename TreeType>
  double Score(const size_t queryIndex, const TreeType& referenceNode) const
  {
    const double minDist = referenceNode.MinDistance(dataset.col(queryIndex));
    if (minDist > nearestDistance)
      return DBL_MAX; // Prune: this cannot contain a better candidate!

    return minDist;
  }

  // Rescore the given node/point combination.  Note that this will not be used
  // by the defeatist traversal as it never backtracks, but we include it for
  // completeness because the RuleType API requires it.
  template<typename TreeType>
  double Rescore(const size_t, const TreeType&, const double oldScore) const
  {
    if (oldScore > nearestDistance)
      return DBL_MAX; // Prune: the node is too far away.
    return oldScore;
  }

  // This is required by defeatist traversals to select the best reference
  // child to recurse into for overlapping nodes.
  template<typename TreeType>
  size_t GetBestChild(const size_t queryIndex, TreeType& referenceNode)
      const
  {
    return referenceNode.GetNearestChild(dataset.col(queryIndex));
  }

  // We must perform at least two base cases in order to have a result.  Note
  // that this is two, and not one, because we skip base cases where the query
  // and reference points are the same.  That can only happen a maximum of once,
  // so to ensure that we compare a query point to a different reference point
  // at least once, we must return 2 here.
  size_t MinimumBaseCases() const { return 2; }

  // Get the results (to be called after the traversal).
  size_t NearestNeighbor() const { return nearestNeighbor; }
  double NearestDistance() const { return nearestDistance; }

  // Reset the internal statistics for an additional traversal.
  void Reset()
  {
    nearestNeighbor = size_t(-1);
    nearestDistance = DBL_MAX;
  }

 private:
  const arma::mat& dataset;

  size_t nearestNeighbor;
  double nearestDistance;
};
// See https://datasets.mlpack.org/corel-histogram.csv.
arma::mat dataset;
mlpack::data::Load("corel-histogram.csv", dataset, true);

// Build two trees, one with a lot of overlap, and one with no overlap
// (e.g. tau = 0).
mlpack::SPTree<> tree1(dataset, 0.5, 10), tree2(dataset, 0.0, 10);

// Construct the rule types, and then the traversals.
SpillNearestNeighborRule r1(dataset), r2(dataset);

mlpack::SPTree<>::DefeatistSingleTreeTraverser<SpillNearestNeighborRule>
    t1(r1), t2(r2);

// Search for the approximate nearest neighbor of point 3 using both trees.
t1.Traverse(3, tree1);
t2.Traverse(3, tree2);

std::cout << "Approximate nearest neighbor of point 3:" << std::endl;
std::cout << " - Spill tree with overlap 0.5 found: point "
    << r1.NearestNeighbor() << ", distance " << r1.NearestDistance()
    << "." << std::endl;

std::cout << " - Spill tree with no overlap found: point "
    << r2.NearestNeighbor() << ", distance " << r2.NearestDistance()
    << "." << std::endl;

// Now search for point 6.
r1.Reset();
r2.Reset();

t1.Traverse(6, tree1);
t2.Traverse(6, tree2);

std::cout << "Approximate nearest neighbor of point 6:" << std::endl;
std::cout << " - Spill tree with overlap 0.5 found: point "
    << r1.NearestNeighbor() << ", distance " << r1.NearestDistance()
    << "." << std::endl;

std::cout << " - Spill tree with no overlap found: point "
    << r2.NearestNeighbor() << ", distance " << r2.NearestDistance()
    << "." << std::endl;