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Anisotropy

The tendency of learned vectors to crowd into a narrow cone, so that everything looks similar to everything else.

Like you're twelve

Ask a hundred people to point at "something they like". If they all end up pointing roughly north-east, then measuring who agrees with whom is useless — everyone agrees with everyone. The information is in the small differences, and those differences are hidden by the fact that the whole crowd is leaning one way.

Subtract the direction the crowd is leaning, and the disagreements appear.

RANDOM DIRECTIONS ≈ 90°
Pick two directions at random in a space with thousands of dimensions and they are almost always close to perpendicular. Room to store things without them colliding.

Precisely

Vectors produced by a trained encoder are not spread evenly over the sphere. They occupy a narrow region, so pairwise cosine similarities between unrelated items sit high — often 0.6 to 0.9 — and the usable signal is a thin band on top of a large constant.

The correction is to subtract the mean of the population before comparing. What remains is the deviation from the average, which is where the distinctions live. This applies to pooled embeddings, spectral features and log-magnitude features; independently drawn random symbols are already centred in expectation and need nothing.

The mean is part of the model. Persist it, apply the same one at query time, and recompute it when the corpus shifts. Keep the un-centred vector if you need to return the original.

Anisotropy is the reason a similarity threshold that worked on random vectors fails on real ones: the whole scale has moved, not just the noise.

Cosine similarity · Orthogonality · High-dimensional space · Vector