The idea of using hyperlink mining algorithms in Web search
engines appears since the beginning of the success of Google's
PageRank [24].
Hyperlink based methods are based on the assumption that a
hyperlink
implies that page
votes for
as
a quality page. In this paper we address the computational
issues [13,17,11,12] of
personalized PageRank [24] and SimRank [16].
Personalized PageRank (PPR) [24] enters user preferences by assigning more importance to the neighborhood of pages at the user's selection. Jeh and Widom [16] introduced SimRank, the multi-step link-based similarity function with the recursive idea that two pages are similar if pointed to by similar pages. Notice that both measures are hard to compute over massive graphs: naive personalization would require on the fly power iteration over the entire graph for a user query; naive SimRank computation would require power iteration over all pairs of vertices.
We give algorithms with provable performance guarantees based on computation with sketches [7] as well as simple deterministic summaries; see Table 1 for a comparison of our methods with previous approaches. We may personalize to any single page from which arbitrary page set personalization follows by linearity [13]. Similarly, by our SimRank algorithm we may compute the similarity of any two pages or the similarity top list of any single page. Motivated by search engine applications, we give two-phase algorithms that first compute a compact database from which value or top list queries can be answered with a low number of accesses. Our key results are summarized as follows:
Table 1: Comparison of personalized
PageRank algorithms for graphs of
vertices, additive error
and
error probability
.
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The scalable computation of personalized PageRank was addressed by several papers [13,18,17] that gradually increase the choice for personalization. By Haveliwala's method [13] we may personalize to the combination of 16 topics extracted from the Open Directory Project. The BlockRank algorithm of Kamvar et al. [18] speeds up personalization to the combination of hosts. The state of the art Hub Decomposition algorithm of Jeh and Widom [17] computed and encoded personalization vectors for approximately 100K personalization pages.
To the best of our knowledge, the only scalable personalized
PageRank algorithm that supports the unrestricted choice of the
teleportation vector is the Monte Carlo method of [11]. This algorithm samples the
personalized PageRank distribution of each page simultaneously
during the precomputation phase, and estimates the personalized
PageRank scores from the samples at query time. The drawback of
the sampling approach is that approximate scores are returned,
where the error of approximation depends on the random choice. In
addition the bounds involve the unknown variance, which can in
theory be as large as
, and hence we need
random samples. Indeed a matching sampling complexity lower bound
for telling binomial distributions with means
apart [1] indicates that
one can not reduce the number of samples when approximating
personalized PageRank. Similar findings of the superiority of
summarization or sketching over sampling is described in
[5]. The
algorithms presented in Section 2
outperform the Monte Carlo method by significantly reducing the
error.
We also address the computational issues of SimRank, a link-based similarity function introduced by Jeh and Widom [16]. The power iteration SimRank algorithm of [16] is not scalable since it iterates on a quadratic number of values, one for each pair of Web pages; in [16] experiments on graphs with no more than 300K vertices are reported. Analogously to personalized PageRank, the scalable computation of SimRank was first achieved by sampling [12]. Our new SimRank approximation algorithms presented in Section 3 improve the precision of computation.
The key idea of our algorithms is that we use lossy representation of large vectors either by rounding or sketching. Sketches are compact randomized data structures that enable approximate computation in low dimension. To be more precise, we adapt the Count-Min Sketch of Cormode and Muthukrishnan [7], which was primarily introduced for data stream computation. We use sketches for small space computation; in the same spirit Palmer et al. [25] apply probabilistic counting sketches to approximate the sizes of neighborhoods of vertices in large graphs. Further sketching techniques for data streams are surveyed in [23]. Lastly we mention that Count-Min Sketch and the historically first sketch, the Bloom filter [2] stem from the same idea; we refer to the detailed survey [4] for further variations and applications.
Surprisingly, it turns out that sketches do not help if the
top
highest ranked or most similar nodes are queried; the
deterministic version of our algorithms show the same performance
as the randomized without even allowing a small probability of
returning a value beyond the error bound. Here the novelty is the
optimal performance of the deterministic method; the top
problem is known to cause difficulties in sketch-based methods
and always increases sketch sizes by a factor of
. By using
times larger space we may use a
binary search structure or we may use
sketches accessed
times per query [7]. Note that
queries
require an error probability of
that again increase sketch sizes by
a factor of
.
In Section 4 we show that our algorithms build optimal sized databases. To obtain lower bounds on the database size, we apply communication complexity techniques that are commonly used for space lower bounds [21]. Our reductions are somewhat analogous to those applied by Henzinger et al. [14] for space lower bounds on stream graph computation.
We briefly introduce notation, and recall definitions and basic facts about PageRank, SimRank and the Count-Min sketch.
Let us consider the web as a graph. Let
denote the number
of vertices and
the number edges. Let
and
denote the number of edges leaving and
entering
, respectively. Details of handling nodes with
and
are omitted.
In [24] the
PageRank vector
, ...,
is defined as the solution of the following equation
,
where
, ...,
is the
teleportation vector and
is the
teleportation probability with a typical value of
. If
is uniform, i.e.
for all
, then
is the PageRank.
For non-uniform
the solution
is called
personalized PageRank; we denote it
by
PPR
.
Since
PPR
is
linear in
[13,17], it can be computed
by linear combination of personalization to single points
,
i.e. to vectors
consisting of all 0 except for node
where
. Let
PPR
PPR
.
An alternative characterization of
PPR
[10,17] is based on the
probability that a length
random walk
starting at node
ends in node
. We obtain
PPR
by choosing
random according to the geometric
distribution:
Jeh and Widom [16] define SimRank by the
following equation very similar to the PageRank power iteration
such that
Sim
and
The Count-Min Sketch [7] is a compact randomized
approximate representation of non-negative vector
, ...,
such that a single value
can be queried
with a fixed additive error
and a probability
of
returning a value out of this bound. The representation is a
table of depth
and width
. One row
of the table is
computed with a random hash function
. The
th entry of the row
is defined as
. Then the Count-Min
sketch table of
consists of
such rows with
hash functions chosen uniformly at random from a
pairwise-independent family.
Count-Min sketches are based on the principle that any
randomized approximate computation with one sided error and bias
can be turned into an algorithm that has
guaranteed error at most
with probability
by running
parallel copies and taking the
minimum. The proof simply follows from Markov's inequality and is
described for the special cases of sketch value and inner product
in the proofs of Theorems 1 and 2 of [7], respectively.
We give two efficient realizations of the dynamic programming
algorithm of Jeh and Widom [17]. Our algorithms are
based on the idea that if we use an approximation for the partial
values in certain iteration, the error will not aggregate when
summing over out-edges, instead the error of previous iterations
will decay with the power of
. Our first
algorithm in Section 2.1 uses
certain deterministic rounding optimized for smallest runtime for
a given error, while our second algorithm in Section 2.2 is based on Count-Min sketches
[7].
The original implementation of dynamic programming [17] relies on the
observation that in the first
iterations of
dynamic programming only vertices within distance
have non-zero
value. However, the rapid expansion of the
-neighborhoods
increases disk requirement close to
after a few
iterations, which limits the usability of this approach2. Furthermore, an external memory
implementation would require significant additional disk
space.
Figure 1: A simple example showing the superiority of dynamic programming over power iterations for small space computations.
We may justify why dynamic programming is the right choice for
small-space computation by comparing dynamic programming to power
iteration over the graph of Fig. 1.
When computing
PPR
, power iteration moves top-down, starting
at
,
stepping into its neighbors
and finally adding up all their
values at
. Hence when approximating, we accumulate all
error when entering the large in-degree node
and in particular
we must compute
PPR
values fairly exact. Dynamic programming,
in contrast, moves bottom up by computing the trivial
PPR
vector, then all the
PPR
, then finally averages all of them into
PPR
.
Because of averaging we do not amplify error at large in-degrees;
even better by looking at (4) we notice
that the effect of earlier steps diminishes exponentially in
. In particular even if there are edges
entering
from further nodes, we may safely discard all
the small
PPR
values for further computations, thus
saving space over power iteration where we require the majority
of these values in order to compute
PPR
with little error.
We measure the performance of our algorithms in the sense of
intermediate disk space usage. Notice that our algorithms are
two-phase in that they preprocess the
graph to a compact database from which value and top list queries
can be served real-time; preprocessing space and time is hence
crucial for a search engine application. Surprisingly, in this
sense rounding in itself yields an optimal algorithm for top list
queries as shown by giving a matching lower bound in Section
4. The sketching algorithm further
improves space usage by a factor of
and is hence
optimal for single value queries. For finding top lists, however,
we need additional techniques such as binary searching as in
[7] that loose the
factor gain and use asymptotically the same
amount of space as the deterministic algorithm. Since the
deterministic rounding involves no probability of giving an
incorrect answer, that algorithm is superior for top list
queries.
The key to the efficiency of our algorithms is the use of
small size approximate
values obtained
either by rounding and handling sparse vectors or by computing
over sketches. In order to perform the update step of Algorithm
1 we must access all
vectors; the algorithm
proceeds as if we were multiplying the weighted adjacency matrix
for
with the vector
parallel
for all values of
. We may use (semi)external memory algorithms
[27]; efficiency
will depend on the size of the description of the vectors.
The original algorithm of Jeh and Widom defined by equation (4) uses two vectors in the implementation. We remark that a single vector suffices since by using updated values within an iteration we only speed convergence up. A similar argument is given by McSherry [22] for the power iteration, however there the resulting sequential update procedure still requires two vectors.
In Algorithm 1 we compute the steps
of the dynamic programming personalized PageRank algorithm
(4) by rounding all values down to a
multiple of the prescribed error value
. As the sum
of
PPR
for all
equals one, the rounded non-zeroes can be stored
in small space since there may be at most
of them.
We improve on the trivial observation that there are at most
rounded non-zero values in two ways as
described in the next two theorems. First, we observe that the
effect of early iterations decays as the power of
in the
iterations, allowing us to similarly increase the approximation
error
for early iterations
. We prove
correctness in Theorem 2; later in
Theorem 4 it turns out that this
choice also weakens the dependency of the running time on the
number of iterations. Second, we show that the size of the
non-zeroes can be efficiently bit-encoded in small space; while
this observation is less relevant for a practical implementation,
this is key in giving an algorithm that matches the lower bound
of Section 4.
Since we use a single vector in the implementation, we may
update a value by values that have themselves already been
updated in iteration
. Nevertheless since
and
hence decreases in
, values that have earlier been updated in
the current iteration in fact incur an error smaller than
required on the right hand side of the update step of Algorithm
1. In order to distinguish values
before and after a single step of the update, let us use
to denote values on the
right hand side. To prove, notice that by the Decomposition
Theorem (3)
PPR![]() |
|||
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Next we show that multiples of
that sum up
to 1 can be stored in
bit space. For the exact result we need
to select careful but simple encoding methods given in the
trivial lemma below.
Next we give a sketch version of Algorithm 1 that improves the space requirement of the
rounding based version by a factor of
, thus
matches the lower bound of Section 4
for value queries. First we give a basic algorithm that uses
uniform error bound
in all iterations and is not optimized
for storage size in bits. Then we show how to gradually decrease
approximation error to speed up earlier iterations with less
effect on final error; finally we obtain the space optimal
algorithm by the bit encoding of Lemma 3.
The key idea is that we replace each
PPR
vector with its constant size Count-Min
sketch in the dynamic programming iteration (4). Let
denote the sketching operator that replaces
a vector by the
table as in Section 1.2 and let us perform the iterations of
(4) with
SPPR
and
. Since the sketching operator is
trivially linear, in iteration
we obtain the
sketch of the next temporary vector
SPPR
from the sketches
SPPR
.
To illustrate the main ingredients, we give the simplest form
of a sketch-based algorithm with error, space and time analysis.
Let us perform the iterations of (4) with
wide and
deep sketches
times; then by
Theorem 1 and the linearity of
sketching we can estimate
PPR
for all
from
SPPR
with additive error
and error probability
. The
personalized PageRank database consists of sketch tables
SPPR
for all
. The data occupies
machine
words, since we have to store
tables of reals. An
update for node
takes
time
by averaging
tables of
size and
adding
, each in
time. Altogether the required
iterations run in
time.
Next we weaken the dependence of the running time on the
number of iterations by gradually decreasing error
as in Section 2.1. When decreasing the error in sketches,
we face the problem of increasing hash table sizes as the
iterations proceed. Since there is no way to efficiently rehash
data into larger tables, we approximate personalized PageRank
slightly differently by representing the end distribution of
length
walks,
PPR
, with their rounded sketches
in the path-summing
formula (2):
We err for three reasons: we do not run the iteration
infinitely; in iteration
we round values
down by at most
, causing a deterministic
negative error; and finally the Count-Min Sketch uses hashing,
causing a random positive error. For bounding these errors,
imagine running iteration (7)
without the rounding function
but still
with
wide and
deep sketches and denote its
results by
SPPR
and define
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Finally we lower bound
; the bound is
deterministic. The
loss due to rounding down in
iteration
affects all subsequent iterations, and
hence
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In this section first we give a simpler algorithm for serving SimRank value and top-list queries that combines rounding with the empirical fact that there are relatively few large values in the similarity matrix. Then in Section 3.1 we give an algorithm for SimRank values that uses optimal storage in the sense of the lower bounds of Section 4. Of independent interest is the main component of the algorithm that reduces SimRank to the computation of values similar to personalized PageRank.
SimRank and personalized PageRank are similar in that they
both fill an
matrix when the exact values are
computed. Another similarity is that practical queries may ask
for the maximal elements within a row. Unlike personalized
PageRank however, when rows can be easily sketched and
iteratively computed over approximate values, the
matrix
structure is lost within the iterations for
Sim
as we may have to access values of
arbitrary
Sim
. Even worse
PPR
while
In practice
is expected be a reasonable constant times
.
Hence first we present a simple direct algorithm that finds the
largest values within the entire
Sim
table. In order to give a rounded
implementation of the iterative SimRank equation (5), we need to give an efficient algorithm to
compute a single iteration. The naive implementation requires
time for each edge pair with a common
source vertex that may add up to
. Instead for
we will compute the next iteration
with the help of an intermediate step when edges out of only one
of the two vertices are considered:
Along the same line as the proof of Theorems 2 we prove that (i) by rounding values in
iterations (8-9) we approximate values with small additive
error; (ii) the output of the algorithm occupies small space; and
(iii) approximate top lists can be efficiently answered from the
output. The proof is omitted due to space limitations. We remark
here that (8-9) can be implemented by 4 external memory
sorts per iteration, in two of which the internal space usage can
in theory grow arbitrary large even compared to
. This is due to
the fact that we may round only once after each iteration; hence
if for some large out-degree node
a value
Sim
is above the rounding threshold
or
ASim
becomes positive, then we have to
temporarily store positive values for all out-neighbors, most of
which will be discarded when rounding.
Now we describe a SimRank algorithm that uses a database of
size matching the corresponding lower bound of Section 4 by taking advantage of the fact that large
values of similarity appear in blocks of the
similarity table. The blocking nature can be captured by
observing the similarity of
Sim
to the product
PPR
PPR
of vectors
PPR
and
PPR
.
We use the independent result of [10,17,16] that PageRank type values can be expressed by summing over endpoints of walks as in equation (1). First we express SimRank by walk pair sums, then we show how SimRank can be reduced to personalized PageRank by considering pairs of walks as products. Finally we give sketching and rounding algorithms for value and top queries based on this reduction.
In order to capture pairs of walks of equal length we define
``reversed'' PPR by using walks of length exactly
by modifying
(1):
Next we formalize the relation and give an efficient algorithm that reduces SimRank to PPR on the reversed graph. As a ``step 0 try'' we consider
In order to exclude pairs of walks that meet before ending, we
use the principle of inclusion and exclusion. We count pairs of
walks that have at least
meeting points
after start as follows. Since after their first meeting point
the
walks proceed as if computing the similarity of
to itself, we
introduce a self-similarity measure by counting weighted pairs of
walks that start at
and terminate at the same vertex
by extending
(12):
| SSim |
(13) |
The proof of the main theorems below are omitted due to space
limitations.
In this section we
will prove lower bounds on the database size of approximate PPR
algorithms that achieve personalization over a subset of
vertices. More precisely we will consider two-phase algorithms: in the first phase the
algorithm has access to the edge set of the graph and has to
compute a database; in the second phase the algorithm gets a
query and has to answer by accessing the database, i.e. the
algorithm cannot access the graph during query-time. A
worst case lower bound on the
database size holds, if for any two-phase algorithm there exists
a personalization input such that a database of size
bits is built
in the first phase.
We will consider the following queries for
:
|
|
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|
|
As Theorem 6 of [11]
shows, any two-phase PPR algorithm solving the exact (
) PPR value problem requires an
bit
database. Our tool towards the lower bounds will be the
asymmetric communication complexity game bit-vector probing [14]: there are two
players
and
; player
has a vector
of
bits; player
has a number
; and they have to compute
the function
, i.e., the output is the
th bit
of the input vector
. To compute the proper output they have to
communicate, and communication is restricted in the direction
. The one-way
communication complexity [21] of this function
is the number of transferred bits in the worst case by the best
protocol.
Now we are ready to state and prove our lower bounds, which match the performance of the algorithms presented in Sections 2 and 3.1, hence showing that they are space optimal.
Given a vector
of
bits,
constructs the ``bipartite'' graph with vertex
set
For the edge set,
is partitioned into
blocks, where each block
contains
bits for
,
. Notice that
each
can be regarded as a binary encoded
number with
. To encode
into the graph,
adds an edge
iff
,
and also attaches a self-loop to each
. Thus
the
edges outgoing from
represent the blocks
.
After constructing the graph
computes an
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