<p>In <a href="https://github.com/mlpack/mlpack/pull/747#discussion_r75062568">src/mlpack/methods/neighbor_search/spill_search_impl.hpp</a>:</p>
<pre style='color:#555'>&gt; +         typename MatType,
&gt; +         template&lt;typename HyperplaneMetricType&gt; class HyperplaneType,
&gt; +         template&lt;typename SplitBoundT, typename SplitMatT&gt; class SplitType&gt;
&gt; +void SpillSearch&lt;MetricType, MatType, HyperplaneType, SplitType&gt;::
&gt; +Search(const MatType&amp; querySet,
&gt; +       const size_t k,
&gt; +       arma::Mat&lt;size_t&gt;&amp; neighbors,
&gt; +       arma::mat&amp; distances)
&gt; +{
&gt; +  if (Naive() || SingleMode())
&gt; +    neighborSearch.Search(querySet, k, neighbors, distances);
&gt; +  else
&gt; +  {
&gt; +    // For Dual Tree Search on SpillTrees, the queryTree must be built with non
&gt; +    // overlapping (tau = 0).
&gt; +    Tree queryTree(querySet, 0 /* tau */, leafSize, rho);
</pre>
<p><a href="https://github.com/rcurtin" class="user-mention">@rcurtin</a> Ok, I see what you mean. But, in the last commits, I also define different single and dual tree traversers for defeatist search. So, we can't consider the default traversers for defeatist search, as <code>NeighborSearch</code> does.<br>
Because of that I think we should continue considering a different class for <code>SpillSearch</code>.<br>
So the main difference with <code>NeighborSearch</code> class is:</p>

<ul>
<li>It includes the parameters <code>LeafSize</code>, <code>Tau</code> and <code>Rho</code>, which are specific for SpillTrees.</li>
<li>It ensures we build the query tree with non overlappin (tau = 0).</li>
<li>It ensures we use the <code>DefeatistSingleTreeTraverser</code> and <code>DefeatistDualTreeTraverser</code>.</li>
</ul>

<p>If we want to include all of this in the <code>NeighborSearch</code> class, I think it can become a bit complex ....<br>
What do you think?</p>

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