Crates.io | vectune |
lib.rs | vectune |
version | 0.1.1 |
source | src |
created_at | 2024-04-22 15:22:06.96968 |
updated_at | 2024-05-07 14:52:32.085405 |
description | A lightweight VectorDB with Incremental Indexing, based on FreshVamana. |
homepage | |
repository | https://github.com/ClankPan/vectune |
max_upload_size | |
id | 1216298 |
size | 74,693 |
Vectune is a lightweight VectorDB with Incremental Indexing, based on FreshVamana. This project is implemented with the support of KinicDAO and powers the backend of KinicVectorDB for vector indexing.
By specifying progress-bar in features, you can check the progress of indexing.
[dependencies]
vectune = {version = "0.1.0", features = ["progress-bar"]}
To perform calculations of Euclidean distances quickly using SIMD, it is necessary to specify nightly
in example. If the rust-analyzer
in VSCode gives an error for #![feature(portable_simd)]
, please set up your .vscode/settings.json
.
{
"rust-analyzer.server.extraEnv": {
"RUSTUP_TOOLCHAIN": "nightly"
},
}
To test with the SIFT1M dataset, please execute the following command. SIFT1M is a dataset of 1 million data points, each with 128 dimensions.
curl ftp://ftp.irisa.fr/local/texmex/corpus/sift.tar.gz -o examples/test_data/sift.tar.gz
tar -xzvf examples/test_data/sift.tar.gz -C examples/test_data
cargo +nightly run --release --features progress-bar --example sift1m
Indexing is performed on the data using a Builder, and searches and insertions are conducted on the graph.
use vectune::{Builder, GraphInterface, PointInterface};
let points = Vec::new();
for vec in base_vectors {
points.push(Point(vec.to_vec()));
}
let (nodes, centroid) = Builder::default()
.progress(ProgressBar::new(1000))
.build(points);
let mut graph = Graph::new(nodes, centroid);
let k = 50;
let (top_k_results, _visited) = vectune::search(&mut graph, &Point(query.to_vec()), k);
You will need to define the dimensions and data type of the vectors used, as well as the method for calculating distance.
Please implement the following four methods:
distance(&self, other: &Self) -> f32
fn dim() -> u32
fn add(&self, other: &Self) -> Self
fn div(&self, divisor: &usize) -> Self
distance()
can be optimized using SIMD. Please refer to ./examples/src/bin/sift1m.rs
.
The following example provides a simple implementation.
use vectune::PointInterface;
#[derive(Serialize, Deserialize, Clone, Debug)]
struct Point(Vec<f32>);
impl Point {
fn to_f32_vec(&self) -> Vec<f32> {
self.0.iter().copied().collect()
}
fn from_f32_vec(a: Vec<f32>) -> Self {
Point(a.into_iter().collect())
}
}
impl PointInterface for Point {
fn distance(&self, other: &Self) -> f32 {
self.0
.iter()
.zip(other.0.iter())
.map(|(a, b)| {
let c = a - b;
c * c
})
.sum::<f32>()
.sqrt()
}
fn dim() -> u32 {
384
}
fn add(&self, other: &Self) -> Self {
Point::from_f32_vec(
self.to_f32_vec()
.into_iter()
.zip(other.to_f32_vec().into_iter())
.map(|(x, y)| x + y)
.collect(),
)
}
fn div(&self, divisor: &usize) -> Self {
Point::from_f32_vec(
self.to_f32_vec()
.into_iter()
.map(|v| v / *divisor as f32)
.collect(),
)
}
}
To accommodate the entire graph on storage solutions other than SSDs or other memory types, you need to implement the GraphInterface
.
Please implement the following eleven methods:
fn alloc(&mut self, point: P) -> usize
fn free(&mut self, id: &usize)
fn cemetery(&self) -> Vec<usize>
fn clear_cemetery(&mut self)
fn backlink(&self, id: &usize) -> Vec<usize>
fn get(&mut self, id: &usize) -> (P, Vec<usize>)
fn size_l(&self) -> usize
fn size_r(&self) -> usize
fn size_a(&self) -> f32
fn start_id(&self) -> usize
fn overwirte_out_edges(&mut self, id: &usize, edges: Vec<usize>)
self.get()
is defined with &mut self
because it handles caching from SSDs and other storage devices.
In vectune::search()
, nodes returned by self.cemetery()
are marked as tombstones and are excluded from the search results. Additionally, they are permanently deleted in vectune::delete()
.
You need to manage backlinks when adding or deleting nodes. This is utilized in vectune::delete()
.
The following example provides a simple on-memory implementation.
use vectune::GraphInterface;
use itertools::Itertools;
struct Graph<P>
where
P: VPoint,
{
nodes: Vec<(P, Vec<u32>)>,
backlinks: Vec<Vec<u32>>,
cemetery: Vec<u32>,
centroid: u32,
}
impl<P> VGraph<P> for Graph<P>
where
P: VPoint,
{
fn alloc(&mut self, point: P) -> u32 {
self.nodes.push((point, vec![]));
self.backlinks.push(vec![]);
(self.nodes.len() - 1) as u32
}
fn free(&mut self, _id: &u32) {
// todo!()
}
fn cemetery(&self) -> Vec<u32> {
self.cemetery.clone()
}
fn clear_cemetery(&mut self) {
self.cemetery = Vec::new();
}
fn backlink(&self, id: &u32) -> Vec<u32> {
self.backlinks[*id as usize].clone()
}
fn get(&mut self, id: &u32) -> (P, Vec<u32>) {
let node = &self.nodes[*id as usize];
node.clone()
}
fn size_l(&self) -> usize {
125
}
fn size_r(&self) -> usize {
70
}
fn size_a(&self) -> f32 {
2.0
}
fn start_id(&self) -> u32 {
self.centroid
}
fn overwirte_out_edges(&mut self, id: &u32, edges: Vec<u32>) {
for out_i in &self.nodes[*id as usize].1 {
let backlinks = &mut self.backlink(out_i);
backlinks.retain(|out_i| out_i != id)
}
for out_i in &edges {
let backlinks = &mut self.backlink(out_i);
backlinks.push(*id);
backlinks.sort();
backlinks.dedup();
}
self.nodes[*id as usize].1 = edges;
}
}
a
is the threshold for RobustPrune; increasing it results in more long-distance edges and fewer nearby edges.r
represents the number of edges; increasing it adds complexity to the graph but reduces the number of isolated nodes.l
is the size of the retention list for greedy-search; increasing it allows for the construction of more accurate graphs, but the computational cost grows exponentially.seed
is used for initializing random graphs; it allows for the fixation of the random graph, which can be useful for debugging.let (nodes, centroid) = Builder::default()
.set_a(2.0)
.set_r(70)
.set_l(125)
.set_seed(11677721592066047712)
.progress(ProgressBar::new(1000))
.build(points);
k
represents the number of top-k results. It is necessary that k <= l
.
vectune::search(&mut graph, &point, k);
vectune::insert(&mut graph, point);
Completely remove the nodes returned by graph.cemetery()
from the graph.
vectune::delete(&mut graph);