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mlpack/doc/user/core/trees/rectangle_tree.md
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RectangleTree

The RectangleTree class represents a generic multidimensional space partitioning tree. It is heavily templatized to control splitting behavior and other behaviors, and is the actual class underlying trees such as the RTree. In general, the RectangleTree class is not meant to be used directly, and instead one of the numerous variants should be used instead:

The RectangleTree and its variants are capable of inserting points and deleting them. This is different from BinarySpaceTree and other mlpack tree types, where the tree is built entirely in batch at construction time. However, this capability comes with a runtime cost, and so in general the use of RectangleTree with mlpack algorithms will be slower than the batch-construction trees---but, if insert/delete functionality is required, RectangleTree is the only choice.


For users who want to use RectangleTree directly or with custom behavior, the full class is still detailed in the subsections below. RectangleTree supports the TreeType API and can be used with mlpack's tree-based algorithms, although using custom behavior may require a template typedef.

See also

Template parameters

The RectangleTree class takes six template parameters. The first three of these are required by the TreeType API (see also this more detailed section). The full signature of the class is:

template<typename DistanceType,
         typename StatisticType,
         typename MatType,
         typename SplitType,
         typename DescentType,
         template<typename> class AuxiliaryInformationType>
class RectangleTree;
  • DistanceType: the distance metric to use for distance computations. RectangleTree requires that this is EuclideanDistance, and a compilation error will be thrown if any other DistanceType is specified.

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

  • 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.

  • SplitType: the class defining how an individual RectangleTree node should be split. By default, RTreeSplit is used.

    • See the SplitType section for more details.
  • DescentType: the class defining how a child node is chosen for point insertion. By default, RTreeDescentHeuristic is used.

  • AuxiliaryInformationType: holds information specific to the variant of the RectangleTree. By default, NoAuxiliaryInformation is used.

Note that the TreeType API requires trees to have only three template parameters. In order to use a RectangleTree with its six template parameters with an mlpack algorithm that needs a TreeType, it is easiest to define a template typedef:

template<typename DistanceType, typename StatisticType, typename MatType>
using CustomTree = Rectangle<DistanceType, StatisticType, MatType,
    CustomSplitType, CustomDescentType, CustomAuxiliaryInformationType>

Here, CustomSplitType, CustomDescentType, and CustomAuxiliaryInformationType are the desired splitting and descent strategies and auxiliary information type. This is the way that all RectangleTree variants (such as RTree) are defined.

Constructors

RectangleTrees are constructed by inserting points in a dataset sequentially. The dataset is not permuted during the construction process.


  • node = RectangleTree(data)
  • node = RectangleTree(data, maxLeafSize=20, minLeafSize=8)
  • node = RectangleTree(data, maxLeafSize=20, minLeafSize=8, maxNumChildren=5, minNumChildren=2)
    • Construct a RectangleTree on the given data with the given construction parameters.
    • Default template parameters are used, meaning that this tree will be a RTree.
    • By default, data is copied. Avoid a copy by using std::move() (e.g. std::move(data)); when doing this, data will be set to an empty matrix.

  • node = RectangleTree<DistanceType, StatisticType, MatType, SplitType, DescentType, AuxiliaryInformationType>(data)
  • node = RectangleTree<DistanceType, StatisticType, MatType, SplitType, DescentType, AuxiliaryInformationType>(data, maxLeafSize=20, minLeafSize=8)
  • node = RectangleTree<DistanceType, StatisticType, MatType, SplitType, DescentType, AuxiliaryInformationType>(data, maxLeafSize=20, minLeafSize=8, maxNumChildren=5, minNumChildren=2)
    • Construct a RectangleTree on the given data, using custom template parameters to control the behavior of the tree and the given construction parameters.
    • By default, data is copied. Avoid a copy by using std::move() (e.g. std::move(data)); when doing this, data will be set to an empty matrix.

  • node = RectangleTree(dimensionality)
    • Construct an empty RectangleTree with no children, no points, and default template parameters.
    • Use node.Insert() to insert points into the tree. All points must have dimensionality dimensionality.

  • node.Insert(x)

    • Insert the point x into the tree.
    • x should have vector type compatible with the chosen MatType; so, for default MatType, arma::vec is the expected type.
    • If a custom MatType is specified (e.g. arma::fmat), then x should have type equivalent to the corresponding column vector type (e.g. arma::fvec).
    • Due to tree rebalancing, this may change the internal structure of the tree; so references and pointers to children of node may become invalid.
    • Warning: This will throw an exception if node is not the root of the tree!
  • `node.Delete(i)

    • Delete the point with index i from the tree.
    • The point to be deleted from the tree will be node.Dataset().col(i); after deleting, the column will be removed from node.Dataset() and all indexes held in all tree nodes will be updated. (Thus, this operation can be expensive!)
    • Due to tree rebalancing, this may change the internal structure of the tree; so references and pointers to children of node may become invalid.
    • Warning: This will throw an exception if node is not the root of the tree!

Notes:

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

  • See also the developer documentation on tree constructors.


Constructor parameters:

name type description default
data MatType Column-major matrix to build the tree on. Pass with std::move(data) to avoid copying the matrix. (N/A)
maxLeafSize size_t Maximum number of points to store in each leaf. 20
minLeafSize size_t Minimum number of points to store in each leaf. 8
maxNumChildren size_t Maximum number of children allowed in each non-leaf node. 5
minNumChildren size_t Minimum number of children in each non-leaf node. 2
dimensionality size_t Dimensionality of points to be held in the tree. (N/A)
x arma::vec Column vector: point to insert into tree. Should have type matching the column vector type associated with MatType, and must have node.Dataset().n_rows elements. (N/A)
i size_t Index of point in node.Dataset() to delete from node. (N/A)

Basic tree properties

Once a RectangleTree 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 0 if node is a leaf, and between the values of node.MinNumChildren() and node.MaxNumChildren() (inclusive) otherwise.

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

  • node.Child(i) returns a RectangleTree& that is the ith child.

    • i must be less than node.NumChildren().
    • 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 RectangleTree& that can itself be used just like the root node of the tree!
  • node.Parent() will return a RectangleTree* that points to the parent of node, or NULL if node is the root of the RectangleTree.


Accessing members of a tree

  • node.Bound() will return an HRectBound<DistanceType, ElemType>& object that represents the hyperrectangle bounding box of node.

    • ElemType is the element type of MatType; so, if default template parameters are used, ElemType is double.
    • bound is a hyperrectangle that encloses all the descendant points of node. It may be somewhat loose (e.g. points may not be very near the edges).
  • node.Stat() will return a StatisticType& holding the statistics of the node that were computed during tree construction.

  • node.Distance() will return a EuclideanDistance&. Since EuclideanDistance has no members, this function is not likely to be useful, but it is required by the TreeType API.

  • node.AuxiliaryInfo() returns an AuxiliaryInformationType& that holds any auxiliary information required by the node.

  • node.MinNumChildren() returns the minimum number of children that the node is required to have as a size_t. If points are deleted such that the number of children falls below this limit, then node will become a leaf and the tree will be rebalanced.

  • node.MaxNumChildren() returns the maximum number of children that the node is required to have as a size_t. If points are inserted such that the number of children goes above this limit, new nodes will be added and the tree will be rebalanced.

  • node.MaxLeafSize() returns the maximum number of points that the node is allowed to hold as a size_t. If the number of points held by node exceeds this limit during insertion, then node will be split and the tree will be rebalanced.

  • node.MinLeafSize() returns the minimum number of points that the node is allowed to hold as a size_t. If the number of points held by node goes under this limit during deletion, then node will be deleted (if possible) and the tree will be rebalanced.

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 an internally-held representation of 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 RectangleTree only holds points directly in its leaves.
    • If node is a leaf, then this will return values between node.MinLeafSize() and node.MaxLeafSize() (inclusive).
    • If the tree has fewer than node.MinLeafSize() points total, then node.NumPoints() will return a value less than node.MinLeafSize().
  • 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)).
    • Point indices are not necessarily contiguous for RectangleTrees; that is, node.Point(i) + 1 is not necessarily node.Point(i + 1).
  • 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)).
    • Descendant point indices are not necessarily contiguous for RectangleTrees; that is, node.Descendant(i) + 1 is not necessarily node.Descendant(i + 1).

Accessing computed bound quantities of a tree

The following quantities are cached for each node in a RectangleTree, 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 hyperrectangle bounding box 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).
  • A RectangleTree 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 that is closest to (or furthest from) point, with respect to the MinDistance() (or MaxDistance()) function.
    • If there is a tie, the node with the lowest index 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 that is closest to (or furthest from) the RectangleTree node other, with respect to the MinDistance() (or MaxDistance()) function.
    • If there is a tie, the node with the lowest index 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 RectangleTree 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 RectangleTree 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 RectangleTree 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.

  • RectangleTree::SingleTreeTraverser

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

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

StatisticType

Each node in a RectangleTree holds an instance of the StatisticType class. This class can be used to store additional bounding information or other cached quantities that a RectangleTree does not already compute.

mlpack provides a few existing StatisticType classes, and a custom StatisticType can also be easily implemented:

Note: this section is still under construction---not all statistic types are documented yet.

EmptyStatistic

The EmptyStatistic class is an empty placeholder class that is used as the default StatisticType template parameter for mlpack trees.

The class does not hold any members and provides no functionality. See the implementation.

Custom StatisticTypes

A custom StatisticType is trivial to implement. Only a default constructor and a constructor taking a RectangleTree is necessary.

class CustomStatistic
{
 public:
  // Default constructor required by the StatisticType policy.
  CustomStatistic();

  // Construct a CustomStatistic for the given fully-constructed
  // `RectangleTree` node.  Here we have templatized the tree type to make it
  // easy to handle any type of `RectangleTree`.
  template<typename TreeType>
  StatisticType(TreeType& node);

  //
  // Adding any additional precomputed bound quantities can be done; these
  // quantities should be computed in the constructor.  They can then be
  // accessed from the tree with `node.Stat()`.
  //
};

Example: suppose we wanted to know, for each node, the exact time at which it was created. A StatisticType could be created that has a std::time_t member, whose value is computed in the constructor.

SplitType

The SplitType template parameter controls the algorithm used to split each node of a RectangleTree while building. The splitting strategy used can be entirely arbitrary---the SplitType simply needs to split a leaf node and a non-leaf node into children.

mlpack provides several drop-in choices for SplitType, and it is also possible to write a fully custom split:

  • RTreeSplit: splits according to a simple binary heuristic
  • RStarTreeSplit: finds the best possible binary split that minimizes the volume of the two children and maximizes the margin between them
  • XTreeSplit: an improved splitting strategy that minimizes overlap of sibling nodes
  • RPlusTreeSplit: split by partitioning two nodes along the dimension that minimizes overall node volume
  • RPlusPlusTreeSplit: split using maximum bounding rectangles to ensure zero overlap between sibling nodes
  • HilbertRTreeSplit<>: use deferred splitting and Z-ordering values of points to decide the split
  • Custom SplitTypes: implement a fully custom SplitType class

Note: this section is still under construction---not all split types are documented yet.

RTreeSplit

The RTreeSplit class implements the original R-tree splitting strategy and can be used with the RectangleTree class. This is the splitting strategy used for the RTree class, and is the same strategy proposed in the original paper (pdf). The strategy works as follows:

  • Find the two furthest-apart points (or children if the node is not a leaf).
  • Create two children with each point (or child) as the only point (or child).
  • Iteratively add each remaining point (or child) to the new child whose hyperrectangle bound volume increases the least.

For implementation details, see the source code.

RStarTreeSplit

The RStarTreeSplit class implements the improved R*-tree splitting strategy and can be used with the RectangleTree class. This is the splitting strategy used for the RStarTree class, and is the strategy proposed in the R*-tree paper (pdf). The strategy computes, for each possible binary split in each dimension,

  • The combined volume of the two child nodes,
  • The size of the margin between the two child nodes, and
  • The size of the overlap between the two child nodes.

The split that minimizes the combined volume and maximizes the overlap is chosen.

In addition, the RStarTreeSplit will sometimes perform forced reinsertion, where points are removed from a node during the splitting process and reinserted into the tree. This can help decrease the overlap between adjacent nodes in the tree, which in turn improves the quality of the tree for search and other tasks.

For implementation details, see the source code.

XTreeSplit

The XTreeSplit class implements the improved splitting strategy for the XTree as described in the X-tree paper (pdf). This strategy is an improved version of the standard RTreeSplit, where the overlap of sibling nodes is minimized.

When overlap cannot be prevented, XTreeSplit will instead create "super-nodes" with more children than typically allowed. The split is then deferred until a later time when overlap can be more effectively avoided.

For implementation details, see the source code.

RPlusTreeSplit

The RPlusTreeSplit class implements the splitting policy of the R+-tree. The strategy splits nodes (leaves and non-leaves) by partitioning along the dimension that results in the two children with minimum volume, similar to the kd-tree.

For implementation details, see the source code. Note that RPlusTreeSplit is a template typedef of the general RPlusTreeSplitType<> class.

RPlusPlusTreeSplit

The RPlusPlusTreeSplit class implements the splitting policy of the R++-tree. This class can only be used in a tree that uses RPlusPlusTreeAuxiliaryInformation as the AuxiliaryInformationType.

The splitting strategy splits leaf nodes along an arbitrarily-chosen dimension, and splits non-leaf nodes along the dimension that minimizes the number of descendant nodes that also must be split along that dimension.

For implementation details, see the source code. Note that RPlusPlusTreeSplit is a template typedef of the general RPlusTreeSplitType<> class.

HilbertRTreeSplit<>

The HilbertRTreeSplit<> class is an implementation of the HilbertRTree splitting strategy. This strategy, proposed in the original paper (pdf), has two main differences from the standard RTreeSplit strategy:

  • The idea of space-filling curves is used to order points for insertion.
  • Instead of one node splitting into two, the HilbertRTreeSplit<> class defers splitting, and re-splits a group of two nodes into three nodes.
    • Note: this behavior is configurable, see below.

When inserting a point, one cooperating sibling node is found. If both the node and its cooperating sibling are full, then all points in the two nodes as well as the point being inserted are ordered by Z-ordering value (also known as Morton ordering), and split evenly into three nodes.

Notes:

  • HilbertRTreeSplit<> has one template parameter, which controls the number of sibling nodes to split. This is why the class must be specified as HilbertRTreeSplit<> and not HilbertRTreeSplit.

  • By default, HilbertRTreeSplit<> splits two sibling nodes into three new nodes; but this is configurable: HilbertRTreeSplit<N> will split N sibling nodes into N + 1 new nodes.

  • The concept of splitting based on Z-ordering is also used in the UBTreeSplit strategy for the UBTree, a variant of the BinarySpaceTree class.

Custom SplitTypes

Custom split strategies for a RectangleTree can be implemented via the SplitType template parameter. By default, the RTreeSplit splitting strategy is used, but it is also possible to implement and use a custom SplitType. Any custom SplitType class must implement the following signature:

class SplitType
{
 public:
  // Given the leaf node `tree`, split into multiple nodes.  `TreeType` will be
  // the relevant `RectangleTree` type.  `tree` should be modified directly.
  //
  // `relevels` is an auxiliary array used by some splitting strategies, such as
  // the `RStarTreeSplit`, to indicate whether a node needs to be reinserted
  // into the tree.
  template<typename TreeType>
  static void SplitLeafNode(TreeType* tree, std::vector<bool>& relevels);

  // Given the non-leaf node `tree`, split into multiple nodes.  `TreeType` will
  // be the relevant `RectangleTree` type.  `tree` should be modified directly.
  //
  // `relevels` is an auxiliary array used by some splitting strategies, such as
  // the `RStarTreeSplit`, to indicate whether a node needs to be reinserted
  // into the tree.
  template<typename TreeType>
  static void SplitNonLeafNode(TreeType* tree, std::vector<bool>& relevels);
};

DescentType

The DescentType template parameter controls the algorithm used to assign child points and child nodes to nodes in a RectangleTree. The strategy used can be arbitrary: the DescentType simply needs to return an index of a child to insert a point or node into.

mlpack provides several drop-in choices for DescentType, and it is also possible to write a fully custom split:

Note: this section is still under construction---not all split types are documented yet.

RTreeDescentHeuristic

The RTreeDescentHeuristic is the default descent strategy for the RectangleTree and is used by the RTree. The strategy is simple: the child node whose volume will increase the least is chosen as the child to insert a point or other node into.

For implementation details, see the source code.

RStarTreeDescentHeuristic

The RStarTreeDescentHeuristic is a descent strategy for the RectangleTree and is used by the RStarTree. The heuristic will always prefer to insert a point or node into a child node whose hyperrectangle bound already contains the point or node to be inserted.

When inserting a point or node into a node whose children are leaves, the strategy will choose to insert into the child where the overall overlap of children's volumes after insertion is minimized.

When inserting a point or node into a node whose children are not leaves, the strategy will choose to insert into the child whose volume is the smallest after insertion.

For implementation details, see the source code.

RPlusTreeDescentHeuristic

The RPlusTreeDescentHeuristic is the descent strategy used by the RPlusTree. When determining which node to insert a point into, the following heuristic is used:

  • If the point to be inserted already falls within the bounding hyperrectangle of a child, select that child.
  • If the point to be inserted does not fall within the bounding hyperrectangle of any child, but a child's volume can be expanded to encompass the point without causing any children to overlap, select that child.
  • If neither of the conditions above are true, insert the point into a new child node. This child node will likely be rebalanced or modified later by RPlusTreeSplit.

RPlusPlusTreeDescentHeuristic

The RPlusPlusTreeDescentHeuristic is the descent strategy used by the RPlusPlusTree. The strategy chooses the child whose outer bound (held by RPlusPlusTreeAuxiliaryInformation) contains the point to be inserted.

For implementation details, see the source code.

HilbertRTreeDescentHeuristic

The HilbertRTreeDescentHeuristic is the descent strategy used by the HilbertRTree. The strategy depends on the concept of Z-ordering (or Morton ordering): the child node whose minimum Z-ordering value is closest to but greater than the Z-ordering value of the point to be inserted is chosen.

For implementation details, see the source code.

Custom DescentTypes

Custom descent strategies for a RectangleTree can be implemented via the DescentType template parameter. By default, the RTreeDescentHeuristic descent strategy is used, but it is also possible to implement and use a custom DescentType. Any custom DescentType class must implement the following signature:

class DescentType
{
 public:
  // Return a `size_t` indicating which child of `node` should be chosen to
  // insert `point` in.
  //
  // `TreeType` will be the relevant `RectangleTree` type.
  template<typename TreeType>
  static size_t ChooseDescentNode(const TreeType* node, const size_t point);

  // Return a `size_t` indicating which child of `node` should be chosen to
  // insert `insertedNode` in.
  //
  // `TreeType` will be the relevant `RectangleTree` type.
  template<typename TreeType>
  static size_t ChooseDescentNode(const TreeType* node,
                                  const TreeType* insertedNode);
};

AuxiliaryInformationType

The AuxiliaryInformationType template parameter holds any auxiliary information required by the SplitType or DescentType strategies. By default, the NoAuxiliaryInformation class is used, which holds nothing. Different variants of RectangleTrees may use other predefined types for their AuxiliaryInformationTypes:

XTreeAuxiliaryInformation

The XTreeAuxiliaryInformation class is the auxiliary information type used by the XTree class, and is meant to be used with the XTreeSplit splitting strategy. It holds information required to construct super-nodes (a concept specific to X-trees), where splitting is being deferred.

For implementation details, see the source code.

RPlusPlusTreeAuxiliaryInformation

The RPlusPlusTreeAuxiliaryInformation class is used by the RPlusPlusTree to store information required for tree building. In addition to the regular HRectBound that is used to maintain the minimum bounding rectangle of each node, each R++-tree node also maintains an 'outer bound' that represents the maximum bounding rectangle. This maximum bounding rectangle is used for splitting, instead of the minimum bounding rectangle; this helps prevent overlap in nodes.

For an object auxInfo, the function auxInfo.OuterBound() will return an HRectBound&. If the tree was built with a non-standard MatType, then the type returned will be HRectBound<EuclideanDistance, ElemType>, where ElemType is the element type of the given MatType.

For implementation details, see the source code.

DiscreteHilbertRTreeAuxiliaryInformation

The DiscreteHilbertRTreeAuxiliaryInformation class is used by the HilbertRTree. It stores the largest Z-ordering value of any descendant point of a node. (This can be accessed with the HilbertValue() method.)

For more details, see the source code.

Custom AuxiliaryInformationTypes

Custom AuxiliaryInformationTypes can be implemented and used with the AuxiliaryInformationType template parameter. Any custom AuxiliaryInformationType class must implement the following signature:

// TreeType will be the type of RectangleTree that the auxiliary information
// type is being used in.
template<typename TreeType>
class CustomAuxiliaryInformationType
{
 public:
  // Default constructor is required.
  CustomAuxiliaryInformationType();
  // Construct the object with a tree node that may not yet be constructed.
  CustomAuxiliaryInformationType(TreeType* node);
  // Construct the object with another object and another tree node, optionally
  // making a 'deep copy' instead of just copying pointers where relevant.
  CustomAuxiliaryInformationType(const CustomAuxiliaryInformationType& other,
                                 TreeType* node,
                                 const bool deepCopy = true);

  // Just before a point is inserted into a node, this is called.
  // `node` is the node that will have `node.Dataset().col(point)` inserted into
  // it.
  //
  // Optionally, this method can manipulate `node`.  If so, `true` should be
  // returned to indicate that `node` was changed.  Otherwise, return `false`
  // and the RectangleTree will perform its default behavior.
  bool HandlePointInsertion(TreeType* node, const size_t point);

  // Just before a child node is inserted into a node, this is called.
  // `node` is the node that will have `nodeToInsert` inserted into it as a
  // child.
  //
  // Optionally, this method can manipulate `node`.  If so, `true` should be
  // returned to indicate that `node` was changed.  Otherwise, return `false`
  // and the RectangleTree will perform its default behavior.
  bool HandleNodeInsertion(TreeType* node,
                           TreeType* nodeToInsert,
                           const bool atMaxDepth);

  // Just before a point is deleted from a node, this is called.
  // `node` is the node that will have `node.Dataset().col(point)` deleted from
  // it.
  //
  // Optionally, this method can manipulate `node`.  If so, `true` should be
  // returned to indicate that `node` was changed.  Otherwise, return `false`
  // and the RectangleTree will perform its default behavior.
  bool HandlePointDeletion(TreeType* node, const size_t point);

  // Just before a child node is deleted from a node, this is called.
  // `node` is the node that will have `node.Child(nodeIndex)` deleted from it.
  //
  // Optionally, this method can manipulate `node`.  If so, `true` should be
  // returned to indicate that `node` was changed.  Otherwise, return `false`
  // and the RectangleTree will perform its default behavior.
  bool HandleNodeRemoval(TreeType* node, const size_t nodeIndex);

  // When `node` is changed, this is called so that the auxiliary information
  // can be updated.  If information needs to be propagated upward, return
  // `true` and then `UpdateAuxiliaryInfo(node->Parent())` will be called.
  bool UpdateAuxiliaryInfo(TreeType* node);
};

Example usage

The RectangleTree class is only really necessary when a custom split type or custom descent strategy is intended to be used. For simpler use cases, one of the typedefs of RectangleTree (such as RTree) will suffice.

For this reason, all of the examples below explicitly specify all six template parameters of RectangleTree. Writing a custom splitting strategy, writing a custom descent strategy, and writing a custom auxiliary information type are discussed in the previous sections. Each of the parameters in the examples below can be trivially changed for different behavior.


Build a RectangleTree 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 rectangle tree with a leaf size of 10.  (This means that leaf nodes
// cannot contain more than 10 points.)
//
// The std::move() means that `dataset` will be empty after this call, and no
// data will be copied during tree building.
mlpack::RectangleTree<mlpack::EuclideanDistance,
                      mlpack::EmptyStatistic,
                      arma::mat,
                      mlpack::RTreeSplit,
                      mlpack::RTreeDescentHeuristic,
                      mlpack::NoAuxiliaryInformation> tree(std::move(dataset));

// 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 children in the root, and the allowable range.
std::cout << "Number of children of root: " << tree.NumChildren()
    << "; allowable range: [" << tree.MinNumChildren() << ", "
    << tree.MaxNumChildren() << "]." << 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;
for (size_t i = 0; i < tree.NumChildren(); ++i)
{
  std::cout << "Descendant points of child " << i << ":  "
      << tree.Child(i).NumDescendants() << "." << std::endl;
}
std::cout << std::endl;

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

Build two RectangleTrees 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);

// Convenience typedef for the tree type.
using TreeType = mlpack::RectangleTree<mlpack::EuclideanDistance,
                                       mlpack::EmptyStatistic,
                                       arma::mat,
                                       mlpack::RTreeSplit,
                                       mlpack::RTreeDescentHeuristic,
                                       mlpack::NoAuxiliaryInformation>;

// Build trees on the first half and the second half of points.
TreeType tree1(dataset.cols(0, dataset.n_cols / 2));
TreeType tree2(dataset.cols(dataset.n_cols / 2 + 1, dataset.n_cols - 1));

// 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())
{
  TreeType& node1 = tree1.Child(0).Child(0);

  // Get the leftmost grandchild of the second tree's root---if it exists.
  if (!tree2.IsLeaf() && !tree2.Child(0).IsLeaf())
  {
    TreeType& node2 = tree2.Child(0).Child(0);

    // 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 closestIndex = node2.GetNearestChild(node1);
    std::cout << "Child " << closestIndex << " is closest to node1."
        << std::endl;

    // And which child of node1 is further from node2?
    const size_t furthestIndex = node1.GetFurthestChild(node2);
    std::cout << "Child " << furthestIndex << " is furthest from node2."
        << std::endl;
  }
}

Build a RectangleTree 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 RectangleTree using 32-bit floating point data as the matrix
// type.  We will still use the default EmptyStatistic and EuclideanDistance
// parameters.  A leaf size of 100 is used here.
mlpack::RectangleTree<mlpack::EuclideanDistance,
                      mlpack::EmptyStatistic,
                      arma::fmat,
                      mlpack::RTreeSplit,
                      mlpack::RTreeDescentHeuristic,
                      mlpack::NoAuxiliaryInformation> tree(
    std::move(dataset), 100);

// 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 RectangleTree from disk, then traverse it manually and find the number of leaf nodes with less than 10 points.

// 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::RectangleTree<mlpack::EuclideanDistance,
                                       mlpack::EmptyStatistic,
                                       arma::fmat,
                                       mlpack::RTreeSplit,
                                       mlpack::RTreeDescentHeuristic,
                                       mlpack::NoAuxiliaryInformation>;

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 leaves, and
// the number of leaves with less than 10 points.
size_t leafCount = 0;
size_t totalLeafCount = 0;
std::stack<TreeType*> stack;
stack.push(&tree);
while (!stack.empty())
{
  TreeType* node = stack.top();
  stack.pop();

  if (node->NumPoints() < 10)
    ++leafCount;
  ++totalLeafCount;

  for (size_t i = 0; i < node->NumChildren(); ++i)
    stack.push(&node->Child(i));
}

// 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 << leafCount << " out of " << totalLeafCount << " leaves have fewer "
    << "than 10 points." << std::endl;

Build a RectangleTree by iteratively inserting points from the corel dataset, print some information, and then remove a few randomly chosen points.

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

// This convenient typedef saves us a long type name!
using TreeType = mlpack::RectangleTree<mlpack::EuclideanDistance,
                                       mlpack::EmptyStatistic,
                                       arma::mat,
                                       mlpack::RTreeSplit,
                                       mlpack::RTreeDescentHeuristic,
                                       mlpack::NoAuxiliaryInformation>;

// Create an empty tree of the right dimensionality.
TreeType t(dataset.n_rows);

// Insert points one by one for the first half of the dataset.
for (size_t i = 0; i < dataset.n_cols / 2; ++i)
  t.Insert(dataset.col(i));

std::cout << "After inserting half the points, the root node has "
    << t.NumDescendants() << " descendant points and "
    << t.NumChildren() << " child nodes." << std::endl;

// For the second half, insert the points backwards.
for (size_t i = dataset.n_cols - 1; i >= dataset.n_cols / 2; --i)
  t.Insert(dataset.col(i));

std::cout << "After inserting all the points, the root node has "
    << t.NumDescendants() << " descendant points and "
    << t.NumChildren() << " child nodes." << std::endl;

// Remove three random points.
t.Delete(mlpack::math::RandInt(0, t.NumDescendants()));
std::cout << "After removing 1 point, the root node has " << t.NumDescendants()
    << " descendant points." << std::endl;
t.Delete(mlpack::math::RandInt(0, t.NumDescendants()));
std::cout << "After removing 2 points, the root node has " << t.NumDescendants()
    << " descendant points." << std::endl;
t.Delete(mlpack::math::RandInt(0, t.NumDescendants()));
std::cout << "After removing 3 points, the root node has " << t.NumDescendants()
    << " descendant points." << std::endl;