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BallTree

The BallTree class represents a k-dimensional binary space partitioning tree where each node contains points within a ball. This is a well-known data structure for efficient distance operations (such as nearest neighbor search) in low to moderate dimensions.

mlpack's BallTree implementation supports three template parameters for configurable behavior, and implements all the functionality required by the TreeType API, plus some additional functionality specific to ball trees.

The BallTree is very similar to mlpack's KDTree, but the BallTree may perform better in higher dimensions, as distances calculations are slightly simplified; but, nodes may overlap, causing bounding operations to be less effective. BallTree also supports distance metrics that are not LMetric, making it more flexible than KDTree.

Note: many online sources claim that ball trees are better/faster than kd-trees as the dimensionality increases, or that ball trees are better/faster in general than kd-trees. This is not what has been observed with mlpack's implementations, so before deciding on BallTree, be sure that you have tested with KDTree first.

See also

Template parameters

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

BallTree<DistanceType, StatisticType, MatType>
  • DistanceType: the distance metric to use for distance computations. By default, this is EuclideanDistance.
  • 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.

The BallTree class itself is a convenience typedef of the generic BinarySpaceTree class, using the BallBound class as the bounding structure, and using the MidpointSplit splitting strategy for construction, which splits a node in the dimension of maximum variance on the midpoint of the bound's range in that dimension.

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

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

Constructors

BallTrees are efficiently constructed by permuting points in a dataset in a quicksort-like algorithm. However, this means that the ordering of points in the tree's dataset (accessed with node.Dataset()) after construction may be different.


  • node = BallTree(data, maxLeafSize=20)
  • node = BallTree(data, oldFromNew, maxLeafSize=20)
  • node = BallTree(data, oldFromNew, newFromOld, maxLeafSize=20)
    • Construct a BallTree on the given data, using maxLeafSize as the maximum number of points held in a leaf.
    • 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.
    • Optionally, construct mappings from old points to new points. oldFromNew and newFromOld will have length data.n_cols, and:
      • oldFromNew[i] indicates that point i in the tree's dataset was originally point oldFromNew[i] in data; that is, node.Dataset().col(i) is the point data.col(oldFromNew[i]).
      • newFromOld[i] indicates that point i in data is now point newFromOld[i] in the tree's dataset; that is, node.Dataset().col(newFromOld[i]) is the point data.col(i).

  • node = BallTree<DistanceType, StatisticType, MatType>(data, maxLeafSize=20)
  • node = BallTree<DistanceType, StatisticType, MatType>(data, oldFromNew, maxLeafSize=20)
  • node = BallTree<DistanceType, StatisticType, MatType>(data, oldFromNew, newFromOld, maxLeafSize=20)
    • Construct a BallTree on the given data, using custom template parameters to control the behavior of the tree, using maxLeafSize as the maximum number of points held in a leaf.
    • 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.
    • Optionally, construct mappings from old points to new points. oldFromNew and newFromOld will have length data.n_cols, and:
      • oldFromNew[i] indicates that point i in the tree's dataset was originally point oldFromNew[i] in data; that is, node.Dataset().col(i) is the point data.col(oldFromNew[i]).
      • newFromOld[i] indicates that point i in data is now point newFromOld[i] in the tree's dataset; that is, node.Dataset().col(newFromOld[i]) is the point data.col(i).

  • node = BallTree()
    • Construct an empty ball tree with no children and no points.

Notes:

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

  • In a BallTree, it is not guaranteed that the ball bounds for nodes are disjoint; they may be overlapping. This is because for many datasets, it is geometrically impossible to construct two disjoint balls that cover the entire set of points.

  • Inserting individual points or removing individual points from a BallTree is not supported, because this generally results in a ball tree with very loose bounding balls. It is better to simply build a new BallTree 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 arma::mat 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
oldFromNew std::vector<size_t> Mappings from points in node.Dataset() to points in data. (N/A)
newFromOld std::vector<size_t> Mappings from points in data to points in node.Dataset(). (N/A)

Basic tree properties

Once a BallTree 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 a BallTree& 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 BallTree& that can itself be used just like the root node of the tree!
    • node.Left() and node.Right() are convenience functions specific to BallTree that will return BallTree* (pointers) to the left and right children, respectively, or NULL if node has no children.
  • node.Parent() will return a BallTree* that points to the parent of node, or NULL if node is the root of the BallTree.


Accessing members of a tree

  • node.Bound() will return a BallBound& object that represents the bounding ball of node. This may not be the smallest possible bounding ball that encloses all the descendant points of node, but it is a reasonably close approximation.

  • node.Stat() will return an EmptyStatistic& (or a StatisticType& if a custom StatisticType was specified as a template parameter) holding the statistics of the node that were computed during tree construction.

  • node.Distance() will return a EuclideanDistance& (or a DistanceType& if a custom DistanceType was specified as a template parameter).

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


Accessing data held in a tree

  • node.Dataset() will return a const arma::mat& that is the dataset the tree was built on. Note that this is a permuted version of the data matrix passed to the constructor.

    • If a custom MatType is being used, the return type will be const MatType& instead of const arma::mat&.
  • 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 BallTree 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)).
    • In a BallTree, because of the permutation of points done during construction, point indices are contiguous: node.Point(i + j) is the same as node.Point(i) + j for valid i and j.
    • 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)).
    • In a BallTree, because of the permutation of points done during construction, point indices are contiguous: node.Descendant(i + j) is the same as node.Descendant(i) + j for valid i and j.
    • Accessing the actual i'th descendant itself can be done with, e.g., node.Dataset().col(node.Descendant(i)).
  • node.Begin() returns a size_t indicating the index of the first descendant point of node.

    • This is equivalent to node.Descendant(0).
  • node.Count() returns a size_t indicating the number of descendant points of node.

    • This is equivalent to node.NumDescendants().

Accessing computed bound quantities of a tree

The following quantities are cached for each node in a BallTree, and so accessing them does not require any computation.

  • node.FurthestPointDistance() returns a double representing the distance between the center of the bounding ball 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).
    • If node is a leaf, this is equivalent to node.Bound().Radius().
  • node.FurthestDescendantDistance() returns a double representing the distance between the center of the bounding ball of node and the furthest descendant point held by node.

    • This will be less than or equal to node.Radius().
  • node.MinimumBoundDistance() returns a double representing the minimum possible distance from the center of the node to the edge of the ball bound.

    • This is equivalent to node.Bound().Radius().
  • node.ParentDistance() returns a double representing the distance between the center of the bounding ball of node and the center of the bounding ball of its parent.

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

Notes:

  • If a custom MatType was specified when constructing the BallTree, then the return type of each method is the element type of the given MatType instead of double. (e.g., if MatType is arma::fmat, then the return type is float.)

  • For more details on each bound quantity, see the developer documentation on bound quantities for trees.


Other functionality

  • node.Center(center) stores the center of the bounding ball of node in center.

    • center should be of type arma::vec&. (If a custom MatType was specified when constructing the BallTree, the type is instead the column vector type for the given MatType; e.g., arma::fvec& when MatType is arma::fmat.)
    • 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 BallTree 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 of type arma::vec. (If a custom MatType was specified when constructing the BallTree, the type is instead the column vector type for the given MatType; e.g., arma::fvec when MatType is arma::fmat.)
  • 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 BallTree node other, with respect to the MinDistance() (or MaxDistance()) function.
    • If there is a tie, 2 (an invalid index) is returned. Note that this behavior differs from the version above that takes a point.
    • 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 BallTree node other.
    • This is equivalent to the minimum possible distance between any point contained in the bounding ball of node and point, or between any point contained in the bounding ball of node and any point contained in the bounding ball of other.
    • point should be of type arma::vec. (If a custom MatType was specified when constructing the BallTree, the type is instead the column vector type for the given MatType, and the return type is the element type of MatType; e.g., point should be arma::fvec when MatType is arma::fmat, and the returned distance is float).
  • node.MaxDistance(point)

  • node.MaxDistance(other)

    • Return a double indicating the maximum possible distance between node and point, or the BallTree node other.
    • This is equivalent to the maximum possible distance between any point contained in the bounding ball of node and point, or between any point contained in the bounding ball of node and any point contained in the bounding ball of other.
    • point should be of type arma::vec. (If a custom MatType was specified when constructing the BallTree, the type is instead the column vector type for the given MatType, and the return type is the element type of MatType; e.g., point should be arma::fvec when MatType is arma::fmat, and the returned distance is float).
  • node.RangeDistance(point)

  • node.RangeDistance(other)

    • Return a Range whose lower bound is node.MinDistance(point) or node.MinDistance(other), and whose upper bound is node.MaxDistance(point) or node.MaxDistance(other).
    • point should be of type arma::vec. (If a custom MatType was specified when constructing the BallTree, the type is instead the column vector type for the given MatType, and the return type is a RangeType with element type the same as MatType; e.g., point should be arma::fvec when MatType is arma::fmat, and the returned type is RangeType<float>).

Tree traversals

Like every mlpack tree, the BallTree 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.

  • BallTree::SingleTreeTraverser

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

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

In addition to those two classes, which are required by the TreeType policy, an additional traverser is available:

  • BallTree::BreadthFirstDualTreeTraverser
    • Implements a dual-breadth-first dual-tree traverser.
    • Note: this traverser is not useful for all tasks; because the BallTree only holds points in the leaves, this means that no base cases (e.g. comparisons between points) will be called until all pairs of intermediate nodes have been scored!

Example usage

Build a BallTree 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 ball tree with 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.
//
// Note that the '<>' isn't necessary if C++20 is being used (e.g.
// `mlpack::BallTree tree(...)` will work fine in C++20 or newer).
mlpack::BallTree<> tree(std::move(dataset), 10);

// Print the bounding ball of the root node.
std::cout << "Bounding ball of root node:" << std::endl;
std::cout << " - Center: " << tree.Bound().Center();
std::cout << " - Radius: " << tree.Bound().Radius();
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;

Build two BallTrees 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 ball trees on the first half and the second half of points.
mlpack::BallTree<> tree1(dataset.cols(0, dataset.n_cols / 2));
mlpack::BallTree<> 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())
{
  mlpack::BallTree<>& 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::BallTree<>& 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 a BallTree 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 BallTree 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::BallTree<mlpack::EuclideanDistance,
                 mlpack::EmptyStatistic,
                 arma::fmat> tree(std::move(dataset), 100);

// Save the BallTree 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 BallTree from disk, then traverse it manually and find the number of leaf nodes with fewer 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::BallTree<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 leaves, and
// the number of leaves with fewer 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;

  if (!node->IsLeaf())
  {
    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 << leafCount << " out of " << totalLeafCount << " leaves have fewer "
  << "than 10 points." << std::endl;

Build a BallTree and map between original points and new points.

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

// Build the tree.
std::vector<size_t> oldFromNew, newFromOld;
mlpack::BallTree<> tree(dataset, oldFromNew, newFromOld);

// oldFromNew and newFromOld will be set to the same size as the dataset.
std::cout << "Number of points in dataset: " << dataset.n_cols << "."
    << std::endl;
std::cout << "Size of oldFromNew: " << oldFromNew.size() << "." << std::endl;
std::cout << "Size of newFromOld: " << newFromOld.size() << "." << std::endl;
std::cout << std::endl;

// See where point 42 in the tree's dataset came from.
std::cout << "Point 42 in the permuted tree's dataset:" << std::endl;
std::cout << "  " << tree.Dataset().col(42).t();
std::cout << "Was originally point " << oldFromNew[42] << ":" << std::endl;
std::cout << "  " << dataset.col(oldFromNew[42]).t();
std::cout << std::endl;

// See where point 7 in the original dataset was mapped.
std::cout << "Point 7 in original dataset:" << std::endl;
std::cout << "  " << dataset.col(7).t();
std::cout << "Mapped to point " << newFromOld[7] << ":" << std::endl;
std::cout << "  " << tree.Dataset().col(newFromOld[7]).t();