brainy/src/hnsw/hnswIndex.ts

527 lines
15 KiB
TypeScript

/**
* HNSW (Hierarchical Navigable Small World) Index implementation
* Based on the paper: "Efficient and robust approximate nearest neighbor search using Hierarchical Navigable Small World graphs"
*/
import { DistanceFunction, HNSWConfig, HNSWNode, Vector, VectorDocument } from '../coreTypes.ts'
import { euclideanDistance } from '../utils/index.ts'
// Default HNSW parameters
const DEFAULT_CONFIG: HNSWConfig = {
M: 16, // Max number of connections per node
efConstruction: 200, // Size of a dynamic candidate list during construction
efSearch: 50, // Size of a dynamic candidate list during search
ml: 16 // Max level
}
export class HNSWIndex {
private nodes: Map<string, HNSWNode> = new Map()
private entryPointId: string | null = null
private maxLevel = 0
private config: HNSWConfig
private distanceFunction: DistanceFunction
private dimension: number | null = null
constructor(
config: Partial<HNSWConfig> = {},
distanceFunction: DistanceFunction = euclideanDistance
) {
this.config = { ...DEFAULT_CONFIG, ...config }
this.distanceFunction = distanceFunction
}
/**
* Add a vector to the index
*/
public addItem(item: VectorDocument): string {
// Check if item is defined
if (!item) {
throw new Error('Item is undefined or null')
}
const { id, vector } = item
// Check if vector is defined
if (!vector) {
throw new Error('Vector is undefined or null')
}
// Set dimension on first insert
if (this.dimension === null) {
this.dimension = vector.length
} else if (vector.length !== this.dimension) {
throw new Error(
`Vector dimension mismatch: expected ${this.dimension}, got ${vector.length}`
)
}
// Generate random level for this node
const nodeLevel = this.getRandomLevel()
// Create new node
const node: HNSWNode = {
id,
vector,
connections: new Map()
}
// Initialize empty connection sets for each level
for (let level = 0; level <= nodeLevel; level++) {
node.connections.set(level, new Set<string>())
}
// If this is the first node, make it the entry point
if (this.nodes.size === 0) {
this.entryPointId = id
this.maxLevel = nodeLevel
this.nodes.set(id, node)
return id
}
// Find entry point
if (!this.entryPointId) {
console.error('Entry point ID is null')
// If there's no entry point, this is the first node, so we should have returned earlier
// This is a safety check
this.entryPointId = id
this.maxLevel = nodeLevel
this.nodes.set(id, node)
return id
}
const entryPoint = this.nodes.get(this.entryPointId)
if (!entryPoint) {
console.error(`Entry point with ID ${this.entryPointId} not found`)
// If the entry point doesn't exist, treat this as the first node
this.entryPointId = id
this.maxLevel = nodeLevel
this.nodes.set(id, node)
return id
}
let currObj = entryPoint
let currDist = this.distanceFunction(vector, entryPoint.vector)
// Traverse the graph from top to bottom to find the closest node
for (let level = this.maxLevel; level > nodeLevel; level--) {
let changed = true
while (changed) {
changed = false
// Check all neighbors at current level
const connections = currObj.connections.get(level) || new Set<string>()
for (const neighborId of connections) {
const neighbor = this.nodes.get(neighborId)
if (!neighbor) {
console.error(`Neighbor with ID ${neighborId} not found in addItem traversal`)
continue
}
const distToNeighbor = this.distanceFunction(vector, neighbor.vector)
if (distToNeighbor < currDist) {
currDist = distToNeighbor
currObj = neighbor
changed = true
}
}
}
}
// For each level from nodeLevel down to 0
for (let level = Math.min(nodeLevel, this.maxLevel); level >= 0; level--) {
// Find ef nearest elements using greedy search
const nearestNodes = this.searchLayer(
vector,
currObj,
this.config.efConstruction,
level
)
// Select M nearest neighbors
const neighbors = this.selectNeighbors(
vector,
nearestNodes,
this.config.M
)
// Add bidirectional connections
for (const [neighborId, _] of neighbors) {
const neighbor = this.nodes.get(neighborId)
if (!neighbor) {
console.error(`Neighbor with ID ${neighborId} not found`)
continue
}
node.connections.get(level)!.add(neighborId)
// Add reverse connection
if (!neighbor.connections.has(level)) {
neighbor.connections.set(level, new Set<string>())
}
neighbor.connections.get(level)!.add(id)
// Ensure neighbor doesn't have too many connections
if (neighbor.connections.get(level)!.size > this.config.M) {
this.pruneConnections(neighbor, level)
}
}
// Update entry point for the next level
if (nearestNodes.size > 0) {
const [nearestId, nearestDist] = [...nearestNodes][0]
if (nearestDist < currDist) {
currDist = nearestDist
const nearestNode = this.nodes.get(nearestId)
if (!nearestNode) {
console.error(`Nearest node with ID ${nearestId} not found in addItem`)
// Keep the current object as is
} else {
currObj = nearestNode
}
}
}
}
// Update max level and entry point if needed
if (nodeLevel > this.maxLevel) {
this.maxLevel = nodeLevel
this.entryPointId = id
}
// Add node to the index
this.nodes.set(id, node)
return id
}
/**
* Search for nearest neighbors
*/
public search(queryVector: Vector, k: number = 10): Array<[string, number]> {
if (this.nodes.size === 0) {
return []
}
// Check if query vector is defined
if (!queryVector) {
throw new Error('Query vector is undefined or null')
}
if (this.dimension !== null && queryVector.length !== this.dimension) {
throw new Error(
`Query vector dimension mismatch: expected ${this.dimension}, got ${queryVector.length}`
)
}
// Start from the entry point
if (!this.entryPointId) {
console.error('Entry point ID is null')
return []
}
const entryPoint = this.nodes.get(this.entryPointId)
if (!entryPoint) {
console.error(`Entry point with ID ${this.entryPointId} not found`)
return []
}
let currObj = entryPoint
let currDist = this.distanceFunction(queryVector, currObj.vector)
// Traverse the graph from top to bottom to find the closest node
for (let level = this.maxLevel; level > 0; level--) {
let changed = true
while (changed) {
changed = false
// Check all neighbors at current level
const connections = currObj.connections.get(level) || new Set<string>()
for (const neighborId of connections) {
const neighbor = this.nodes.get(neighborId)
if (!neighbor) {
console.error(`Neighbor with ID ${neighborId} not found in search`)
continue
}
const distToNeighbor = this.distanceFunction(
queryVector,
neighbor.vector
)
if (distToNeighbor < currDist) {
currDist = distToNeighbor
currObj = neighbor
changed = true
}
}
}
}
// Search at level 0 with ef = k
const nearestNodes = this.searchLayer(
queryVector,
currObj,
Math.max(this.config.efSearch, k),
0
)
// Convert to array and sort by distance
return [...nearestNodes].slice(0, k)
}
/**
* Remove an item from the index
*/
public removeItem(id: string): boolean {
if (!this.nodes.has(id)) {
return false
}
const node = this.nodes.get(id)!
// Remove connections to this node from all neighbors
for (const [level, connections] of node.connections.entries()) {
for (const neighborId of connections) {
const neighbor = this.nodes.get(neighborId)
if (!neighbor) {
console.error(`Neighbor with ID ${neighborId} not found in removeItem`)
continue
}
if (neighbor.connections.has(level)) {
neighbor.connections.get(level)!.delete(id)
// Prune connections after removing this node to ensure consistency
this.pruneConnections(neighbor, level)
}
}
}
// Also check all other nodes for references to this node and remove them
for (const [nodeId, otherNode] of this.nodes.entries()) {
if (nodeId === id) continue // Skip the node being removed
for (const [level, connections] of otherNode.connections.entries()) {
if (connections.has(id)) {
connections.delete(id)
// Prune connections after removing this reference
this.pruneConnections(otherNode, level)
}
}
}
// Remove the node
this.nodes.delete(id)
// If we removed the entry point, find a new one
if (this.entryPointId === id) {
if (this.nodes.size === 0) {
this.entryPointId = null
this.maxLevel = 0
} else {
// Find the node with the highest level
let maxLevel = 0
let newEntryPointId = null
for (const [nodeId, node] of this.nodes.entries()) {
if (node.connections.size === 0) continue // Skip nodes with no connections
const nodeLevel = Math.max(...node.connections.keys())
if (nodeLevel >= maxLevel) {
maxLevel = nodeLevel
newEntryPointId = nodeId
}
}
this.entryPointId = newEntryPointId
this.maxLevel = maxLevel
}
}
return true
}
/**
* Get all nodes in the index
*/
public getNodes(): Map<string, HNSWNode> {
return new Map(this.nodes)
}
/**
* Clear the index
*/
public clear(): void {
this.nodes.clear()
this.entryPointId = null
this.maxLevel = 0
}
/**
* Get the size of the index
*/
public size(): number {
return this.nodes.size
}
/**
* Search within a specific layer
* Returns a map of node IDs to distances, sorted by distance
*/
private searchLayer(
queryVector: Vector,
entryPoint: HNSWNode,
ef: number,
level: number
): Map<string, number> {
// Set of visited nodes
const visited = new Set<string>([entryPoint.id])
// Priority queue of candidates (closest first)
const candidates = new Map<string, number>()
candidates.set(
entryPoint.id,
this.distanceFunction(queryVector, entryPoint.vector)
)
// Priority queue of nearest neighbors found so far (closest first)
const nearest = new Map<string, number>()
nearest.set(
entryPoint.id,
this.distanceFunction(queryVector, entryPoint.vector)
)
// While there are candidates to explore
while (candidates.size > 0) {
// Get closest candidate
const [closestId, closestDist] = [...candidates][0]
candidates.delete(closestId)
// If this candidate is farther than the farthest in our result set, we're done
const farthestInNearest = [...nearest][nearest.size - 1]
if (nearest.size >= ef && closestDist > farthestInNearest[1]) {
break
}
// Explore neighbors of the closest candidate
const node = this.nodes.get(closestId)
if (!node) {
console.error(`Node with ID ${closestId} not found in searchLayer`)
continue
}
const connections = node.connections.get(level) || new Set<string>()
for (const neighborId of connections) {
if (!visited.has(neighborId)) {
visited.add(neighborId)
const neighbor = this.nodes.get(neighborId)
if (!neighbor) {
console.error(`Neighbor with ID ${neighborId} not found in searchLayer`)
continue
}
const distToNeighbor = this.distanceFunction(
queryVector,
neighbor.vector
)
// If we haven't found ef nearest neighbors yet, or this neighbor is closer than the farthest one we've found
if (nearest.size < ef || distToNeighbor < farthestInNearest[1]) {
candidates.set(neighborId, distToNeighbor)
nearest.set(neighborId, distToNeighbor)
// If we have more than ef neighbors, remove the farthest one
if (nearest.size > ef) {
const sortedNearest = [...nearest].sort((a, b) => a[1] - b[1])
nearest.clear()
for (let i = 0; i < ef; i++) {
nearest.set(sortedNearest[i][0], sortedNearest[i][1])
}
}
}
}
}
}
// Sort nearest by distance
return new Map([...nearest].sort((a, b) => a[1] - b[1]))
}
/**
* Select M nearest neighbors from the candidate set
*/
private selectNeighbors(
queryVector: Vector,
candidates: Map<string, number>,
M: number
): Map<string, number> {
if (candidates.size <= M) {
return candidates
}
// Simple heuristic: just take the M closest
const sortedCandidates = [...candidates].sort((a, b) => a[1] - b[1])
const result = new Map<string, number>()
for (let i = 0; i < Math.min(M, sortedCandidates.length); i++) {
result.set(sortedCandidates[i][0], sortedCandidates[i][1])
}
return result
}
/**
* Ensure a node doesn't have too many connections at a given level
*/
private pruneConnections(node: HNSWNode, level: number): void {
const connections = node.connections.get(level)!
if (connections.size <= this.config.M) {
return
}
// Calculate distances to all neighbors
const distances = new Map<string, number>()
const validNeighborIds = new Set<string>()
for (const neighborId of connections) {
const neighbor = this.nodes.get(neighborId)
if (!neighbor) {
console.error(`Neighbor with ID ${neighborId} not found in pruneConnections`)
continue
}
// Only add valid neighbors to the distances map
distances.set(
neighborId,
this.distanceFunction(node.vector, neighbor.vector)
)
validNeighborIds.add(neighborId)
}
// Only proceed if we have valid neighbors
if (distances.size === 0) {
// If no valid neighbors, clear connections at this level
node.connections.set(level, new Set())
return
}
// Select M closest neighbors from valid ones
const selectedNeighbors = this.selectNeighbors(
node.vector,
distances,
this.config.M
)
// Update connections with only valid neighbors
node.connections.set(level, new Set(selectedNeighbors.keys()))
}
/**
* Generate a random level for a new node
* Uses the same distribution as in the original HNSW paper
*/
private getRandomLevel(): number {
const r = Math.random()
return Math.floor(-Math.log(r) * (1.0 / Math.log(this.config.M)))
}
}