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Add updateable random scorer interface for vector index building #14181

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As stated by @ChrisHegarty and @msokolov the amount of garbage we create during vector index creation is pretty astounding.

This adjusts the interface to allow an "Updateable" random vector interface (@msokolov 's idea if I remember correctly) and refactors the usage to keep it threadsafe.

I still need to do some larger scale tests, I imagine the actual indexing times are not effected much.

I think I caught all the weird edge cases.

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Thanks for tackling this! I have a few questions, possible suggestions for further improvement, but they shouldn't block anything.

@@ -90,23 +91,29 @@ public String toString() {
private static final class ByteScoringSupplier implements RandomVectorScorerSupplier {
private final ByteVectorValues vectors;
private final ByteVectorValues vectors1;
private final ByteVectorValues vectors2;
private final VectorSimilarityFunction similarityFunction;

private ByteScoringSupplier(
ByteVectorValues vectors, VectorSimilarityFunction similarityFunction) throws IOException {
this.vectors = vectors;
vectors1 = vectors.copy();
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since it is asymmetric now, instead of 1 vs 2, maybe rename to targetVectors or so?

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I can happily rename everywhere. We use the same pattern many times.

}
super.addGraphNode(node, scorer);
}

@Override
public void addGraphNode(int node) throws IOException {
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curious if we still need this, and generally, if we are still using non-updateable RandomVectorScorer?

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I was unsure about adjusting the full interface :/ There are things that inherit from HNSW graph, and I wanted it to "just work" without any fuss.

@Override
public void addGraphNode(int node) throws IOException {
if (initializedNodes != null && initializedNodes.get(node)) {
return;
}
super.addGraphNode(node);
if (scorer == null) {
scorer = scorerSupplier.scorer(node);
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would it make sense to add this (maybe with node==0?) when creating the builder so it's never null

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@benwtrent benwtrent Jan 30, 2025

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Let me see if I can adjust the interface a bit to ensure that we allow a "null" ordinal that simply initializes the buffer.

for (int node = minOrd; node < maxOrd; node++) {
addGraphNode(node);
if (scorer == null) {
scorer = scorerSupplier.scorer(node);
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ditto here - these lazy inits are okay, but proactively initializing is better

to the newly introduced levels (repeating step 2,3 for new levels) and again try to
promote the node to entry node.
*/
UpdateableRandomVectorScorer scorer = scorerSupplier.scorer(node);
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how did we get away with not doing this before? Is it that we pushed the supplier.scorer() call deeper in the call graph?

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yeah, supplier got pushed all the way down everywhere. Creating new scorers during diversity checking, etc. So, a single node add would likely create many many short lived objects for no useful purpose.

@@ -463,7 +478,11 @@ private boolean connectComponents(int level) throws IOException {

beam.clear();
eps[0] = c0.start();
RandomVectorScorer scorer = scorerSupplier.scorer(c.start());
if (scorer == null) {
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oh yes, here it is -- again could we initialize outside the loop, maybe even initialize to all zeros? Can ScorerSupplier accept null??

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2 participants