The PH-tree
is a
tree data structure
In computer science, a tree is a widely used abstract data type that represents a hierarchical tree structure with a set of connected nodes. Each node in the tree can be connected to many children (depending on the type of tree), but must be con ...
used for
spatial indexing of multi-dimensional data (keys) such as geographical coordinates, points,
feature vectors, rectangles or
bounding boxes.
The PH-tree is space partitioning index
with a structure similar to that of a
quadtree
A quadtree is a tree data structure in which each internal node has exactly four children. Quadtrees are the two-dimensional analog of octrees and are most often used to partition a two-dimensional space by recursively subdividing it into four ...
or
octree
An octree is a tree data structure in which each internal node has exactly eight children. Octrees are most often used to partition a three-dimensional space by recursively subdividing it into eight octants. Octrees are the three-dimensional a ...
.
However, unlike quadtrees, it uses a splitting policy based on
tries and similar to
Crit bit trees that is based on the bit-representation of the keys.
The bit-based splitting policy, when combined with the use of different internal representations for nodes, provides scalability with high-dimensional data. The bit-representation splitting policy also imposes a maximum depth, thus avoiding
degenerated trees and the need for rebalancing.
Overview
The basic PH-tree is a spatial index that
maps
A map is a symbolic depiction emphasizing relationships between elements of some space, such as objects, regions, or themes.
Many maps are static, fixed to paper or some other durable medium, while others are dynamic or interactive. Althoug ...
keys, which are -dimensional vectors with integers, to user defined values. The PH-tree is a multi-dimensional generalization of a
Crit bit tree in the sense that a Crit bit tree is equivalent to a PH-tree with
-dimensional keys. Like the Crit bit tree, and unlike most other spatial indexes, the PH-tree is a ''
map'' rather than a ''
multimap
In computer science, a multimap (sometimes also multihash, multidict or multidictionary) is a generalization of a map or associative array abstract data type in which more than one value may be associated with and returned for a given key. Both m ...
''.
A -dimensional PH-tree is a tree of nodes where each node partitions space by subdividing it into
''quadrants'' (see
below
Below may refer to:
*Earth
* Ground (disambiguation)
* Soil
* Floor
* Bottom (disambiguation)
* Less than
*Temperatures below freezing
* Hell or underworld
People with the surname
* Ernst von Below (1863–1955), German World War I general
* Fr ...
for how potentially large nodes scales with high dimensional data). Each ''quadrant'' contains at most one ''entry'', either a key-value pair (leaf quadrant) or a key-subnode pair. For a key-subnode pair, the key represents the center of the subnode. The key is also the common prefix (bit-representation) of all keys in the subnode and its child subnodes. Each node has at least two entries, otherwise it is merged with the parent node.
Some other structural properties of PH-trees are:
* They are
-ary trees.
* They are inherently
unbalanced but imbalance is limited due to their depth being limited to the bit width of the keys, e.g. to 32 for a
-dimensional key with 32bit integers.
* Insertion or removal operations cause exactly one node to be modified and potentially a second node to be added or removed. This can be useful for concurrent implementations. This also means little variation in modification cost.
* Their structure is independent from insertion/removal order.
Splitting strategy
Similar to most
quadtrees, the PH-tree is a hierarchy of nodes where every node splits the space in all dimensions.
Thus, a node can have up to
subnodes, one for each quadrant.

Quadrant numbering
The PH-tree uses the bits of the multi-dimensional keys to determine their position in the tree. All keys that have the same leading bits are stored in the same branch of the tree.
For example, in a node at level , to determine the quadrant where a key should be inserted (or removed or looked up), it looks at the 's bit of each dimension of the key. For a 3D node with 8 quadrants (forming a cube) the 's bit of the first dimension of the key determines whether the target quadrant is on the left or the right of the cube, the 's bit of the second dimension determines whether it is at the front or the back, and the 's bit of the third dimension determines bottom vs top, see picture.
1D example
Example with three 1D keys with 8bit values:
,
and
. Adding
and
to an empty tree results in a single node. The two keys first differ in their 6th bit so the node has a level
(starting with 0). The node has a 5bit prefix representing the common 5 bits of both keys. The node has two quadrants, each key is stored in one quadrant. Adding a third key
results in one additional node at
with one quadrant containing the original node as subnode and the other quadrant containing the new key
.
2D example
With 2D keys every node has
quadrants. The position of the quadrant where a key is stored is extracted from the respective bits of the keys, one bit from each dimension. The four quadrants of the node form a 2D hypercube (quadrants may be empty). The bits that are extracted from the keys form the hypercube address
, for
and for
.
is effectively the position of the quadrant in the node's hypercube.
Node structure
The ordering of the entries in a node always follows
Z-ordering.
Entries in a node can, for example, be stored in
fixed size arrays of size
. is then effectively the array index of a quadrant. This allows lookup, insert and remove with
and there is no need to store . Space complexity is however
per node, so it is less suitable for high dimensional data.
Another solution is to store entries in a sorted collection, such as
dynamic arrays and/or
B-trees
In computer science, a B-tree is a self-balancing tree data structure that maintains sorted data and allows searches, sequential access, insertions, and deletions in logarithmic time. The B-tree generalizes the binary search tree, allowing for ...
. This slows down lookup operations to
but reduces memory consumption to
.
The original implementation aimed for minimal memory consumption by switching between fixed and dynamic array representation depending on which uses less memory.
Other implementatio
https://github.com/improbable-eng/phtree-cpp] do not switch dynamically but use fixed arrays for
, dynamic arrays for
and B-trees for high dimensional data.
Operations
#Lookup, Lookup,
insertion and
removal operations all work very similar: find the correct node, then perform the operation on the node.
Window queries
A window is an opening in a wall, door, roof, or vehicle that allows the exchange of light and may also allow the passage of sound and sometimes air. Modern windows are usually glazed or covered in some other transparent or translucent mater ...
and
-nearest-neighbor searches are more complex.
Lookup
The ''Lookup'' operation determines whether a key exists in the tree. It walks down the tree and checks every node whether it contains a candidate subnode or a user value that matches the key.
function lookup(key) is
entry ← get_root_entry() // if the tree is not empty the root entry contains a root node
while entry != NIL && entry.is_subnode() do
node ← entry.get_node()
entry ← node.get_entry(key)
repeat
return entry // entry can be NIL
function get_entry(key) is
node ← current node
h ← extract_bits_at_depth(key, node.get_depth()}
entry ← node.get_entry_at(h)
return entry // entry can be NIL
Insert
The ''Insert'' operation inserts a new key-value pair into the tree unless they key already exists. The operation traverses the tree like the ''Lookup'' function and then inserts the key into the node. There are several cases to consider:
# The quadrant is empty and we can simply insert a new entry into the quadrant and return.
# The quadrant contains a user entry with a key that is identical to the new entry. One way to deal with such a ''collision'' is to return a flag that indicates failed insertion. If the tree is implemented as multi-map with a collection as the node's entry, the new value is added to that collection.
# The quadrant contains an entry (user entry or subnode entry) with a different key. This case requires replacing the existing entry with a new subnode that holds the old and the new entry.
function insert(node, key, value)
level ← node.get_level() // Level is 0 for root
h ← extract_bits_at_level(key, level)
entry ← node.get_entry(h)
if entry NIL then
// Case 1.
entry_new ← create_entry(key, value)
node.set_entry(h, entry_new)
else if !entry.is_subnode() && entry.get_key() key then
// Case 2. Collision, there is already an entry
return ← failed_insertion
else
// Case 3.
level_diff ← get_level_of_difference(key, entry.get_key())
entry_new ← create_entry(key, value)
// new subnode with existing entry and new entry
subnode_new ← create_node(level_diff, entry, entry_new)
node.set_entry(h, subnode_new)
end if
return
Remove
Removal works inversely to insertion, with the additional constraint that any subnode has to be removed if less than two entries remain. The remaining entry is moved to the parent node.
Window queries
Windows queries are queries that return all keys that lie inside a rectangular axis-aligned hyperbox. They can be defined to be two -dimensional points
and
that represent the "lower left" and "upper right" corners of the query box. A trivial implementation traverses all entries in a node (starting with the root node) and if an entry matches it either adds it to the result list (if it is a user entry) or recursively traverses it (if it is a subnode).
function query(node, min, max, result_list) is
foreach entry ← node.get_entries() do
if entry.is_subnode() then
if entry.get_prefix() >= min and entry.get_prefix() <= max then
query(entry.get_subnode(), min, max, result_list)
end if
else
if entry.get_key() >= min and entry.get_key() <= max then
result_list.add(entry)
end if
end if
repeat
return
In order to accurately estimate query time complexity the analysis needs to include the dimensionality
.
Traversing and comparing all
entries in a node has a time complexity of
because each comparison of
-dimensional key with
takes
time. Since nodes can have up to
entries, this does not scale well with increasing dimensionality
.
There are various ways how this approach can be improved by making use of the hypercube address .
Min & max
The idea is to find minimum and maximum values for the quadrant's addresses
such that the search can avoid some quadrants that do not overlap with the query box.
Let
be the center of a node (this is equal to the node's prefix) and
and
be two bit strings with
bits each. Also, let subscript
with
indicate the
's bit of
and
and the
'th dimension of
,
and
.
Let
and
.
then has a `
` for every dimension where the "lower" half of the node and all quadrants in it does not overlap with the query box. Similarly,
has a `
` for every dimension where the "upper" half does not overlap with the query box.
and
then present the lowest and highest
in a node that need to be traversed. Quadrants with
or
do not intersect with the query box. A proof is available in.
With this, the above query function can be improved to:
function query(node, min, max, result_list) is
h_min ← calculate h_min
h_max ← calculate h_max
for each entry ← node.get_entries_range(h_min, h_max) do
... repeat
return
Calculating
and
is
.
Depending on the distribution of the occupied quadrants in a node this approach will allow avoiding anywhere from no to almost all key comparisons. This reduces the average traversal time but the resulting complexity is still
.
Check quadrants for overlap with query box
Between
and
there can still be quadrants that do not overlap with the query box.
Idea:
and
each have one bit for every dimensions that indicates whether the query box overlaps with the lower/upper half of a node in that dimension. This can be used to quickly check whether a quadrant
overlaps with the query box without having to compare
-dimensional keys: a quadrant
overlaps with the query box if for every `
` bit in
there is a corresponding `
` bit in
and for every `
` bit in
there is a corresponding `
` bit in
. On a CPU with 64bit registers it is thus possible to check for overlap of up to
-dimensional keys in
.
function is_overlap(h, h_min, h_max) is
return (h , h_min) & h_max h // evaluates to 'true' if quadrant and query overlap.
function query(node, min, max, result_list) is
h_min ← calculate h_min
h_max ← calculate h_max
for each entry ← node.get_entries_range(h_min, h_max) do
h ← entry.get_h();
if (h , h_min) & h_max h then // evaluates to 'true' if quadrant and query overlap.
... end if
repeat
return
The resulting time complexity is
compared to the
of the full iteration.
Traverse quadrants that overlap with query box
For higher dimensions with larger nodes it is also possible to avoid iterating through all
and instead directly calculate the next higher
that overlaps with the query box. The first step puts `
`-bits into a given
for all quadrants that have no overlap with the query box. The second step increments the adapted
and the added `
`-bits trigger an overflow so that the non-overlapping quadrants are skipped. The last step removes all the undesirable bits used for triggering the overflow. The logic is described in detail in.
The calculation works as follows:
function increment_h(h_input, h_min, h_max) is
h_out = h_input , (~ h_max ) // pre - mask
h_out += 1 // increment
h_out = ( h_out & h_max ) , h_min // post - mask
return h_out
Again, for
this can be done on most CPUs in
.
The resulting time complexity for traversing a node is
.
This works best if most of the quadrants that overlap with the query box are occupied with an entry.
-nearest neighbors
nearest neighbor searches can be implemented using standard algorithms.
Floating point keys
The PH-tree can only store integer values. Floating point values can trivially be stored as integers
casting
Casting is a manufacturing process in which a liquid material is usually poured into a mold, which contains a hollow cavity of the desired shape, and then allowed to solidify. The solidified part is also known as a ''casting'', which is ejected ...
it them an integer. However, the authors of also propose an approach without loss of precision.
Lossless conversion
Lossless converting of a floating point value into an integer value (and back) without loss if precision can be achieved by simply interpreting the 32 or 64 bits of the floating point value as an integer (with 32 or 64 bits).
Due to the way that
IEEE 754
The IEEE Standard for Floating-Point Arithmetic (IEEE 754) is a technical standard for floating-point arithmetic established in 1985 by the Institute of Electrical and Electronics Engineers (IEEE). The standard addressed many problems found i ...
encodes floating point values, the resulting integer values have the same ordering as the original floating point values, at least for positive values. Ordering for negative values can be achieved by inverting the non-sign bits.
Example implementations in Java:
long encode(double value)
Example implementations in C++:
std::int64_t encode(double value)
Encoding (and the inverse decoding) is lossless for all floating point values. The ordering works well in practice, including
and
. However, the integer representation also turns
into a normal comparable value (smaller than infinity), infinities are comparable to each other and
is larger than
.
That means that, for example, a query range