am de1ec79a: Merge "Cleanup in ProximityInfoStateUtils"

# Via Android (Google) Code Review (1) and Ken Wakasa (1)
* commit 'de1ec79a357505251c5dad91ebd34ffbcbc03c08':
  Cleanup in ProximityInfoStateUtils
This commit is contained in:
Ken Wakasa 2013-01-31 23:24:54 -08:00 committed by Android Git Automerger
commit 6984e77441
5 changed files with 224 additions and 163 deletions

View file

@ -14,6 +14,7 @@
* limitations under the License.
*/
#include "defines.h"
#include "proximity_info_params.h"
namespace latinime {
@ -26,10 +27,17 @@ const int ProximityInfoParams::NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR =
1 << NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR_LOG_2;
const float ProximityInfoParams::NOT_A_DISTANCE_FLOAT = -1.0f;
// Per method constants
/* Per method constants */
// Used by ProximityInfoStateUtils::initGeometricDistanceInfos()
const float ProximityInfoParams::NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD = 4.0f;
// Used by ProximityInfoStateUtils::updateNearKeysDistances()
const float ProximityInfoParams::NEAR_KEY_THRESHOLD_FOR_DISTANCE = 2.0f;
// Used by ProximityInfoStateUtils::isPrevLocalMin()
const float ProximityInfoParams::MARGIN_FOR_PREV_LOCAL_MIN = 0.01f;
// Used by ProximityInfoStateUtils::getPointScore()
const int ProximityInfoParams::DISTANCE_BASE_SCALE = 100;
const float ProximityInfoParams::NEAR_KEY_THRESHOLD_FOR_POINT_SCORE = 0.6f;
const int ProximityInfoParams::CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 25;
@ -39,6 +47,52 @@ const float ProximityInfoParams::CORNER_ANGLE_THRESHOLD_FOR_POINT_SCORE = M_PI_F
const float ProximityInfoParams::CORNER_SUM_ANGLE_THRESHOLD = M_PI_F / 4.0f;
const float ProximityInfoParams::CORNER_SCORE = 1.0f;
// Used by ProximityInfoStateUtils::refreshSpeedRates()
const int ProximityInfoParams::NUM_POINTS_FOR_SPEED_CALCULATION = 2;
// Used by ProximityInfoStateUtils::pushTouchPoint()
const int ProximityInfoParams::LAST_POINT_SKIP_DISTANCE_SCALE = 4;
// Used by ProximityInfoStateUtils::updateAlignPointProbabilities()
const float ProximityInfoParams::MIN_PROBABILITY = 0.000001f;
const float ProximityInfoParams::MAX_SKIP_PROBABILITY = 0.95f;
const float ProximityInfoParams::SKIP_FIRST_POINT_PROBABILITY = 0.01f;
const float ProximityInfoParams::SKIP_LAST_POINT_PROBABILITY = 0.1f;
const float ProximityInfoParams::MIN_SPEED_RATE_FOR_SKIP_PROBABILITY = 0.15f;
const float ProximityInfoParams::SPEED_WEIGHT_FOR_SKIP_PROBABILITY = 0.9f;
const float ProximityInfoParams::SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY = 0.6f;
const float ProximityInfoParams::NEAREST_DISTANCE_WEIGHT = 0.5f;
const float ProximityInfoParams::NEAREST_DISTANCE_BIAS = 0.5f;
const float ProximityInfoParams::NEAREST_DISTANCE_WEIGHT_FOR_LAST = 0.6f;
const float ProximityInfoParams::NEAREST_DISTANCE_BIAS_FOR_LAST = 0.4f;
const float ProximityInfoParams::ANGLE_WEIGHT = 0.90f;
const float ProximityInfoParams::DEEP_CORNER_ANGLE_THRESHOLD = M_PI_F * 60.0f / 180.0f;
const float ProximityInfoParams::SKIP_DEEP_CORNER_PROBABILITY = 0.1f;
const float ProximityInfoParams::CORNER_ANGLE_THRESHOLD = M_PI_F * 30.0f / 180.0f;
const float ProximityInfoParams::STRAIGHT_ANGLE_THRESHOLD = M_PI_F * 15.0f / 180.0f;
const float ProximityInfoParams::SKIP_CORNER_PROBABILITY = 0.4f;
const float ProximityInfoParams::SPEED_MARGIN = 0.1f;
const float ProximityInfoParams::CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION = 0.0f;
// TODO: The variance is critical for accuracy; thus, adjusting these parameter by machine
// learning or something would be efficient.
const float ProximityInfoParams::SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION = 0.3f;
const float ProximityInfoParams::MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION = 0.25f;
const float ProximityInfoParams::SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION = 0.5f;
const float ProximityInfoParams::MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION = 0.15f;
const float ProximityInfoParams::MIN_STANDERD_DIVIATION = 0.37f;
const float ProximityInfoParams::PREV_DISTANCE_WEIGHT = 0.5f;
const float ProximityInfoParams::NEXT_DISTANCE_WEIGHT = 0.6f;
// Used by ProximityInfoStateUtils::suppressCharProbabilities()
const float ProximityInfoParams::SUPPRESSION_LENGTH_WEIGHT = 1.5f;
const float ProximityInfoParams::MIN_SUPPRESSION_RATE = 0.1f;
const float ProximityInfoParams::SUPPRESSION_WEIGHT = 0.5f;
const float ProximityInfoParams::SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN = 0.1f;
const float ProximityInfoParams::SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN = 0.3f;
// Used by ProximityInfoStateUtils::getMostProbableString()
const float ProximityInfoParams::DEMOTION_LOG_PROBABILITY = 0.3f;
// TODO: Investigate if this is required
const float ProximityInfoParams::SEARCH_KEY_RADIUS_RATIO = 0.95f;
} // namespace latinime

View file

@ -50,6 +50,50 @@ class ProximityInfoParams {
static const float CORNER_SUM_ANGLE_THRESHOLD;
static const float CORNER_SCORE;
// Used by ProximityInfoStateUtils::refreshSpeedRates()
static const int NUM_POINTS_FOR_SPEED_CALCULATION;
// Used by ProximityInfoStateUtils::pushTouchPoint()
static const int LAST_POINT_SKIP_DISTANCE_SCALE;
// Used by ProximityInfoStateUtils::updateAlignPointProbabilities()
static const float MIN_PROBABILITY;
static const float MAX_SKIP_PROBABILITY;
static const float SKIP_FIRST_POINT_PROBABILITY;
static const float SKIP_LAST_POINT_PROBABILITY;
static const float MIN_SPEED_RATE_FOR_SKIP_PROBABILITY;
static const float SPEED_WEIGHT_FOR_SKIP_PROBABILITY;
static const float SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY;
static const float NEAREST_DISTANCE_WEIGHT;
static const float NEAREST_DISTANCE_BIAS;
static const float NEAREST_DISTANCE_WEIGHT_FOR_LAST;
static const float NEAREST_DISTANCE_BIAS_FOR_LAST;
static const float ANGLE_WEIGHT;
static const float DEEP_CORNER_ANGLE_THRESHOLD;
static const float SKIP_DEEP_CORNER_PROBABILITY;
static const float CORNER_ANGLE_THRESHOLD;
static const float STRAIGHT_ANGLE_THRESHOLD;
static const float SKIP_CORNER_PROBABILITY;
static const float SPEED_MARGIN;
static const float CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION;
static const float SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION;
static const float MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION;
static const float SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION;
static const float MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION;
static const float MIN_STANDERD_DIVIATION;
static const float PREV_DISTANCE_WEIGHT;
static const float NEXT_DISTANCE_WEIGHT;
// Used by ProximityInfoStateUtils::suppressCharProbabilities()
static const float SUPPRESSION_LENGTH_WEIGHT;
static const float MIN_SUPPRESSION_RATE;
static const float SUPPRESSION_WEIGHT;
static const float SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN;
static const float SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN;
// Used by ProximityInfoStateUtils::getMostProbableString()
static const float DEMOTION_LOG_PROBABILITY;
private:
DISALLOW_IMPLICIT_CONSTRUCTORS(ProximityInfoParams);
static const int NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR_LOG_2;

View file

@ -89,29 +89,28 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
}
if (xCoordinates && yCoordinates) {
mSampledInputSize = ProximityInfoStateUtils::updateTouchPoints(
mProximityInfo->getMostCommonKeyWidth(), mProximityInfo, mMaxPointToKeyLength,
mInputProximities, xCoordinates, yCoordinates, times, pointerIds, inputSize,
isGeometric, pointerId, pushTouchPointStartIndex, &mSampledInputXs,
&mSampledInputYs, &mSampledTimes, &mSampledLengthCache, &mSampledInputIndice);
mSampledInputSize = ProximityInfoStateUtils::updateTouchPoints(mProximityInfo,
mMaxPointToKeyLength, mInputProximities, xCoordinates, yCoordinates, times,
pointerIds, inputSize, isGeometric, pointerId, pushTouchPointStartIndex,
&mSampledInputXs, &mSampledInputYs, &mSampledTimes, &mSampledLengthCache,
&mSampledInputIndice);
}
if (mSampledInputSize > 0 && isGeometric) {
mAverageSpeed = ProximityInfoStateUtils::refreshSpeedRates(
inputSize, xCoordinates, yCoordinates, times, lastSavedInputSize,
mSampledInputSize, &mSampledInputXs, &mSampledInputYs, &mSampledTimes,
&mSampledLengthCache, &mSampledInputIndice, &mSpeedRates, &mDirections);
ProximityInfoStateUtils::refreshBeelineSpeedRates(
mProximityInfo->getMostCommonKeyWidth(), mAverageSpeed, inputSize,
xCoordinates, yCoordinates, times, mSampledInputSize, &mSampledInputXs,
&mSampledInputYs, &mSampledInputIndice, &mBeelineSpeedPercentiles);
mAverageSpeed = ProximityInfoStateUtils::refreshSpeedRates(inputSize, xCoordinates,
yCoordinates, times, lastSavedInputSize, mSampledInputSize, &mSampledInputXs,
&mSampledInputYs, &mSampledTimes, &mSampledLengthCache, &mSampledInputIndice,
&mSpeedRates, &mDirections);
ProximityInfoStateUtils::refreshBeelineSpeedRates(mProximityInfo->getMostCommonKeyWidth(),
mAverageSpeed, inputSize, xCoordinates, yCoordinates, times, mSampledInputSize,
&mSampledInputXs, &mSampledInputYs, &mSampledInputIndice,
&mBeelineSpeedPercentiles);
}
if (mSampledInputSize > 0) {
ProximityInfoStateUtils::initGeometricDistanceInfos(
mProximityInfo, mProximityInfo->getKeyCount(),
mSampledInputSize, lastSavedInputSize, &mSampledInputXs, &mSampledInputYs,
&mSampledNearKeysVector, &mSampledDistanceCache_G);
ProximityInfoStateUtils::initGeometricDistanceInfos(mProximityInfo, mSampledInputSize,
lastSavedInputSize, &mSampledInputXs, &mSampledInputYs, &mSampledNearKeysVector,
&mSampledDistanceCache_G);
if (isGeometric) {
// updates probabilities of skipping or mapping each key for all points.
ProximityInfoStateUtils::updateAlignPointProbabilities(

View file

@ -38,7 +38,7 @@ namespace latinime {
return nextStartIndex;
}
/* static */ int ProximityInfoStateUtils::updateTouchPoints(const int mostCommonKeyWidth,
/* static */ int ProximityInfoStateUtils::updateTouchPoints(
const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
const int *const inputProximities, const int *const inputXCoordinates,
const int *const inputYCoordinates, const int *const times, const int *const pointerIds,
@ -106,15 +106,14 @@ namespace latinime {
const float prevAngle = getAngle(
inputXCoordinates[i - 2], inputYCoordinates[i - 2],
inputXCoordinates[i - 1], inputYCoordinates[i - 1]);
const float currentAngle =
getAngle(inputXCoordinates[i - 1], inputYCoordinates[i - 1], x, y);
const float currentAngle = getAngle(
inputXCoordinates[i - 1], inputYCoordinates[i - 1], x, y);
sumAngle += getAngleDiff(prevAngle, currentAngle);
}
if (pushTouchPoint(mostCommonKeyWidth, proximityInfo, maxPointToKeyLength,
i, c, x, y, time, isGeometric /* doSampling */,
i == lastInputIndex, sumAngle, currentNearKeysDistances,
prevNearKeysDistances, prevPrevNearKeysDistances,
if (pushTouchPoint(proximityInfo, maxPointToKeyLength, i, c, x, y, time,
isGeometric /* doSampling */, i == lastInputIndex, sumAngle,
currentNearKeysDistances, prevNearKeysDistances, prevPrevNearKeysDistances,
sampledInputXs, sampledInputYs, sampledInputTimes, sampledLengthCache,
sampledInputIndice)) {
// Previous point information was popped.
@ -222,12 +221,13 @@ namespace latinime {
}
/* static */ void ProximityInfoStateUtils::initGeometricDistanceInfos(
const ProximityInfo *const proximityInfo, const int keyCount, const int sampledInputSize,
const ProximityInfo *const proximityInfo, const int sampledInputSize,
const int lastSavedInputSize, const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs,
std::vector<NearKeycodesSet> *SampledNearKeysVector,
std::vector<float> *SampledDistanceCache_G) {
SampledNearKeysVector->resize(sampledInputSize);
const int keyCount = proximityInfo->getKeyCount();
SampledDistanceCache_G->resize(sampledInputSize * keyCount);
for (int i = lastSavedInputSize; i < sampledInputSize; ++i) {
(*SampledNearKeysVector)[i].reset();
@ -275,10 +275,11 @@ namespace latinime {
int duration = 0;
// Calculate velocity by using distances and durations of
// NUM_POINTS_FOR_SPEED_CALCULATION points for both forward and backward.
static const int NUM_POINTS_FOR_SPEED_CALCULATION = 2;
for (int j = index; j < min(inputSize - 1, index + NUM_POINTS_FOR_SPEED_CALCULATION);
++j) {
// ProximityInfoParams::NUM_POINTS_FOR_SPEED_CALCULATION points for both forward and
// backward.
const int forwardNumPoints = min(inputSize - 1,
index + ProximityInfoParams::NUM_POINTS_FOR_SPEED_CALCULATION);
for (int j = index; j < forwardNumPoints; ++j) {
if (i < sampledInputSize - 1 && j >= (*sampledInputIndice)[i + 1]) {
break;
}
@ -286,7 +287,9 @@ namespace latinime {
xCoordinates[j + 1], yCoordinates[j + 1]);
duration += times[j + 1] - times[j];
}
for (int j = index - 1; j >= max(0, index - NUM_POINTS_FOR_SPEED_CALCULATION); --j) {
const int backwardNumPoints = max(0,
index - ProximityInfoParams::NUM_POINTS_FOR_SPEED_CALCULATION);
for (int j = index - 1; j >= backwardNumPoints; --j) {
if (i > 0 && j < (*sampledInputIndice)[i - 1]) {
break;
}
@ -434,9 +437,8 @@ namespace latinime {
// Sampling touch point and pushing information to vectors.
// Returning if previous point is popped or not.
/* static */ bool ProximityInfoStateUtils::pushTouchPoint(const int mostCommonKeyWidth,
const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
const int inputIndex, const int nodeCodePoint, int x, int y,
/* static */ bool ProximityInfoStateUtils::pushTouchPoint(const ProximityInfo *const proximityInfo,
const int maxPointToKeyLength, const int inputIndex, const int nodeCodePoint, int x, int y,
const int time, const bool doSampling, const bool isLastPoint, const float sumAngle,
NearKeysDistanceMap *const currentNearKeysDistances,
const NearKeysDistanceMap *const prevNearKeysDistances,
@ -444,7 +446,7 @@ namespace latinime {
std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs,
std::vector<int> *sampledInputTimes, std::vector<int> *sampledLengthCache,
std::vector<int> *sampledInputIndice) {
static const int LAST_POINT_SKIP_DISTANCE_SCALE = 4;
const int mostCommonKeyWidth = proximityInfo->getMostCommonKeyWidth();
size_t size = sampledInputXs->size();
bool popped = false;
@ -465,16 +467,16 @@ namespace latinime {
}
// Check if the last point should be skipped.
if (isLastPoint && size > 0) {
if (getDistanceInt(x, y, sampledInputXs->back(),
sampledInputYs->back()) * LAST_POINT_SKIP_DISTANCE_SCALE
< mostCommonKeyWidth) {
if (getDistanceInt(x, y, sampledInputXs->back(), sampledInputYs->back())
* ProximityInfoParams::LAST_POINT_SKIP_DISTANCE_SCALE < mostCommonKeyWidth) {
// This point is not used because it's too close to the previous point.
if (DEBUG_GEO_FULL) {
AKLOGI("p0: size = %zd, x = %d, y = %d, lx = %d, ly = %d, dist = %d, "
"width = %d", size, x, y, sampledInputXs->back(),
sampledInputYs->back(), getDistanceInt(
x, y, sampledInputXs->back(), sampledInputYs->back()),
mostCommonKeyWidth / LAST_POINT_SKIP_DISTANCE_SCALE);
mostCommonKeyWidth
/ ProximityInfoParams::LAST_POINT_SKIP_DISTANCE_SCALE);
}
return popped;
}
@ -664,35 +666,14 @@ namespace latinime {
const std::vector<float> *const SampledDistanceCache_G,
std::vector<NearKeycodesSet> *SampledNearKeysVector,
std::vector<hash_map_compat<int, float> > *charProbabilities) {
static const float MIN_PROBABILITY = 0.000001f;
static const float MAX_SKIP_PROBABILITY = 0.95f;
static const float SKIP_FIRST_POINT_PROBABILITY = 0.01f;
static const float SKIP_LAST_POINT_PROBABILITY = 0.1f;
static const float MIN_SPEED_RATE_FOR_SKIP_PROBABILITY = 0.15f;
static const float SPEED_WEIGHT_FOR_SKIP_PROBABILITY = 0.9f;
static const float SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY = 0.6f;
static const float NEAREST_DISTANCE_WEIGHT = 0.5f;
static const float NEAREST_DISTANCE_BIAS = 0.5f;
static const float NEAREST_DISTANCE_WEIGHT_FOR_LAST = 0.6f;
static const float NEAREST_DISTANCE_BIAS_FOR_LAST = 0.4f;
static const float ANGLE_WEIGHT = 0.90f;
static const float DEEP_CORNER_ANGLE_THRESHOLD = M_PI_F * 60.0f / 180.0f;
static const float SKIP_DEEP_CORNER_PROBABILITY = 0.1f;
static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 30.0f / 180.0f;
static const float STRAIGHT_ANGLE_THRESHOLD = M_PI_F * 15.0f / 180.0f;
static const float SKIP_CORNER_PROBABILITY = 0.4f;
static const float SPEED_MARGIN = 0.1f;
static const float CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION = 0.0f;
charProbabilities->resize(sampledInputSize);
// Calculates probabilities of using a point as a correlated point with the character
// for each point.
for (int i = start; i < sampledInputSize; ++i) {
(*charProbabilities)[i].clear();
// First, calculates skip probability. Starts form MIN_SKIP_PROBABILITY.
// First, calculates skip probability. Starts from MAX_SKIP_PROBABILITY.
// Note that all values that are multiplied to this probability should be in [0.0, 1.0];
float skipProbability = MAX_SKIP_PROBABILITY;
float skipProbability = ProximityInfoParams::MAX_SKIP_PROBABILITY;
const float currentAngle = getPointAngle(sampledInputXs, sampledInputYs, i);
const float speedRate = (*sampledSpeedRates)[i];
@ -709,78 +690,74 @@ namespace latinime {
}
if (i == 0) {
skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT
+ NEAREST_DISTANCE_BIAS);
skipProbability *= min(1.0f,
nearestKeyDistance * ProximityInfoParams::NEAREST_DISTANCE_WEIGHT
+ ProximityInfoParams::NEAREST_DISTANCE_BIAS);
// Promote the first point
skipProbability *= SKIP_FIRST_POINT_PROBABILITY;
skipProbability *= ProximityInfoParams::SKIP_FIRST_POINT_PROBABILITY;
} else if (i == sampledInputSize - 1) {
skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT_FOR_LAST
+ NEAREST_DISTANCE_BIAS_FOR_LAST);
skipProbability *= min(1.0f,
nearestKeyDistance * ProximityInfoParams::NEAREST_DISTANCE_WEIGHT_FOR_LAST
+ ProximityInfoParams::NEAREST_DISTANCE_BIAS_FOR_LAST);
// Promote the last point
skipProbability *= SKIP_LAST_POINT_PROBABILITY;
skipProbability *= ProximityInfoParams::SKIP_LAST_POINT_PROBABILITY;
} else {
// If the current speed is relatively slower than adjacent keys, we promote this point.
if ((*sampledSpeedRates)[i - 1] - SPEED_MARGIN > speedRate
&& speedRate < (*sampledSpeedRates)[i + 1] - SPEED_MARGIN) {
if (currentAngle < CORNER_ANGLE_THRESHOLD) {
if ((*sampledSpeedRates)[i - 1] - ProximityInfoParams::SPEED_MARGIN > speedRate
&& speedRate
< (*sampledSpeedRates)[i + 1] - ProximityInfoParams::SPEED_MARGIN) {
if (currentAngle < ProximityInfoParams::CORNER_ANGLE_THRESHOLD) {
skipProbability *= min(1.0f, speedRate
* SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY);
* ProximityInfoParams::SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY);
} else {
// If the angle is small enough, we promote this point more. (e.g. pit vs put)
skipProbability *= min(1.0f, speedRate * SPEED_WEIGHT_FOR_SKIP_PROBABILITY
+ MIN_SPEED_RATE_FOR_SKIP_PROBABILITY);
skipProbability *= min(1.0f,
speedRate * ProximityInfoParams::SPEED_WEIGHT_FOR_SKIP_PROBABILITY
+ ProximityInfoParams::MIN_SPEED_RATE_FOR_SKIP_PROBABILITY);
}
}
skipProbability *= min(1.0f, speedRate * nearestKeyDistance *
NEAREST_DISTANCE_WEIGHT + NEAREST_DISTANCE_BIAS);
skipProbability *= min(1.0f,
speedRate * nearestKeyDistance * ProximityInfoParams::NEAREST_DISTANCE_WEIGHT
+ ProximityInfoParams::NEAREST_DISTANCE_BIAS);
// Adjusts skip probability by a rate depending on angle.
// ANGLE_RATE of skipProbability is adjusted by current angle.
skipProbability *= (M_PI_F - currentAngle) / M_PI_F * ANGLE_WEIGHT
+ (1.0f - ANGLE_WEIGHT);
if (currentAngle > DEEP_CORNER_ANGLE_THRESHOLD) {
skipProbability *= SKIP_DEEP_CORNER_PROBABILITY;
skipProbability *= (M_PI_F - currentAngle) / M_PI_F * ProximityInfoParams::ANGLE_WEIGHT
+ (1.0f - ProximityInfoParams::ANGLE_WEIGHT);
if (currentAngle > ProximityInfoParams::DEEP_CORNER_ANGLE_THRESHOLD) {
skipProbability *= ProximityInfoParams::SKIP_DEEP_CORNER_PROBABILITY;
}
// We assume the angle of this point is the angle for point[i], point[i - 2]
// and point[i - 3]. The reason why we don't use the angle for point[i], point[i - 1]
// and point[i - 2] is this angle can be more affected by the noise.
const float prevAngle = getPointsAngle(sampledInputXs, sampledInputYs, i, i - 2, i - 3);
if (i >= 3 && prevAngle < STRAIGHT_ANGLE_THRESHOLD
&& currentAngle > CORNER_ANGLE_THRESHOLD) {
skipProbability *= SKIP_CORNER_PROBABILITY;
if (i >= 3 && prevAngle < ProximityInfoParams::STRAIGHT_ANGLE_THRESHOLD
&& currentAngle > ProximityInfoParams::CORNER_ANGLE_THRESHOLD) {
skipProbability *= ProximityInfoParams::SKIP_CORNER_PROBABILITY;
}
}
// probabilities must be in [0.0, MAX_SKIP_PROBABILITY];
// probabilities must be in [0.0, ProximityInfoParams::MAX_SKIP_PROBABILITY];
ASSERT(skipProbability >= 0.0f);
ASSERT(skipProbability <= MAX_SKIP_PROBABILITY);
ASSERT(skipProbability <= ProximityInfoParams::MAX_SKIP_PROBABILITY);
(*charProbabilities)[i][NOT_AN_INDEX] = skipProbability;
// Second, calculates key probabilities by dividing the rest probability
// (1.0f - skipProbability).
const float inputCharProbability = 1.0f - skipProbability;
// TODO: The variance is critical for accuracy; thus, adjusting these parameter by machine
// learning or something would be efficient.
static const float SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION = 0.3f;
static const float MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION = 0.25f;
static const float SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION = 0.5f;
static const float MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION = 0.15f;
static const float MIN_STANDERD_DIVIATION = 0.37f;
const float speedxAngleRate = min(speedRate * currentAngle / M_PI_F
* SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION,
MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION);
* ProximityInfoParams::SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION,
ProximityInfoParams::MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION);
const float speedxNearestKeyDistanceRate = min(speedRate * nearestKeyDistance
* SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION,
MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION);
const float sigma = speedxAngleRate + speedxNearestKeyDistanceRate + MIN_STANDERD_DIVIATION;
* ProximityInfoParams::SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION,
ProximityInfoParams::MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION);
const float sigma = speedxAngleRate + speedxNearestKeyDistanceRate
+ ProximityInfoParams::MIN_STANDERD_DIVIATION;
ProximityInfoUtils::NormalDistribution
distribution(CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma);
static const float PREV_DISTANCE_WEIGHT = 0.5f;
static const float NEXT_DISTANCE_WEIGHT = 0.6f;
distribution(ProximityInfoParams::CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma);
// Summing up probability densities of all near keys.
float sumOfProbabilityDensities = 0.0f;
for (int j = 0; j < keyCount; ++j) {
@ -797,8 +774,9 @@ namespace latinime {
// points because the first touch by the user can be sloppy.
// So we promote the first point if the distance of that point is larger
// than the distance of the next point.
distance = (distance + nextDistance * NEXT_DISTANCE_WEIGHT)
/ (1.0f + NEXT_DISTANCE_WEIGHT);
distance = (distance
+ nextDistance * ProximityInfoParams::NEXT_DISTANCE_WEIGHT)
/ (1.0f + ProximityInfoParams::NEXT_DISTANCE_WEIGHT);
}
} else if (i != 0 && i == sampledInputSize - 1) {
// For the first point, weighted average of distances from last point and
@ -810,8 +788,9 @@ namespace latinime {
// because the last touch by the user can be sloppy. So we promote the
// last point if the distance of that point is larger than the distance of
// the previous point.
distance = (distance + previousDistance * PREV_DISTANCE_WEIGHT)
/ (1.0f + PREV_DISTANCE_WEIGHT);
distance = (distance
+ previousDistance * ProximityInfoParams::PREV_DISTANCE_WEIGHT)
/ (1.0f + ProximityInfoParams::PREV_DISTANCE_WEIGHT);
}
}
// TODO: Promote the first point when the extended line from the next input is near
@ -831,8 +810,9 @@ namespace latinime {
const float prevDistance = sqrtf(getPointToKeyByIdLength(
maxPointToKeyLength, SampledDistanceCache_G, keyCount, i + 1, j));
if (prevDistance < distance) {
distance = (distance + prevDistance * NEXT_DISTANCE_WEIGHT)
/ (1.0f + NEXT_DISTANCE_WEIGHT);
distance = (distance
+ prevDistance * ProximityInfoParams::NEXT_DISTANCE_WEIGHT)
/ (1.0f + ProximityInfoParams::NEXT_DISTANCE_WEIGHT);
}
} else if (i != 0 && i == sampledInputSize - 1) {
// For the first point, weighted average of distances from last point and
@ -840,8 +820,9 @@ namespace latinime {
const float prevDistance = sqrtf(getPointToKeyByIdLength(
maxPointToKeyLength, SampledDistanceCache_G, keyCount, i - 1, j));
if (prevDistance < distance) {
distance = (distance + prevDistance * PREV_DISTANCE_WEIGHT)
/ (1.0f + PREV_DISTANCE_WEIGHT);
distance = (distance
+ prevDistance * ProximityInfoParams::PREV_DISTANCE_WEIGHT)
/ (1.0f + ProximityInfoParams::PREV_DISTANCE_WEIGHT);
}
}
const float probabilityDensity = distribution.getProbabilityDensity(distance);
@ -905,7 +886,7 @@ namespace latinime {
hash_map_compat<int, float>::iterator it = (*charProbabilities)[i].find(j);
if (it == (*charProbabilities)[i].end()){
(*SampledNearKeysVector)[i].reset(j);
} else if(it->second < MIN_PROBABILITY) {
} else if(it->second < ProximityInfoParams::MIN_PROBABILITY) {
// Erases from near keys vector because it has very low probability.
(*SampledNearKeysVector)[i].reset(j);
(*charProbabilities)[i].erase(j);
@ -949,20 +930,14 @@ namespace latinime {
std::vector<hash_map_compat<int, float> > *charProbabilities) {
ASSERT(0 <= index0 && index0 < sampledInputSize);
ASSERT(0 <= index1 && index1 < sampledInputSize);
static const float SUPPRESSION_LENGTH_WEIGHT = 1.5f;
static const float MIN_SUPPRESSION_RATE = 0.1f;
static const float SUPPRESSION_WEIGHT = 0.5f;
static const float SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN = 0.1f;
static const float SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN = 0.3f;
const float keyWidthFloat = static_cast<float>(mostCommonKeyWidth);
const float diff = fabsf(static_cast<float>((*lengthCache)[index0] - (*lengthCache)[index1]));
if (diff > keyWidthFloat * SUPPRESSION_LENGTH_WEIGHT) {
if (diff > keyWidthFloat * ProximityInfoParams::SUPPRESSION_LENGTH_WEIGHT) {
return false;
}
const float suppressionRate = MIN_SUPPRESSION_RATE
+ diff / keyWidthFloat / SUPPRESSION_LENGTH_WEIGHT * SUPPRESSION_WEIGHT;
const float suppressionRate = ProximityInfoParams::MIN_SUPPRESSION_RATE
+ diff / keyWidthFloat / ProximityInfoParams::SUPPRESSION_LENGTH_WEIGHT
* ProximityInfoParams::SUPPRESSION_WEIGHT;
for (hash_map_compat<int, float>::iterator it = (*charProbabilities)[index0].begin();
it != (*charProbabilities)[index0].end(); ++it) {
hash_map_compat<int, float>::iterator it2 = (*charProbabilities)[index1].find(it->first);
@ -974,9 +949,10 @@ namespace latinime {
(*charProbabilities)[index0][NOT_AN_INDEX] += suppression;
// Add the probability of the same key nearby index1
const float probabilityGain = min(suppression * SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN,
const float probabilityGain = min(suppression
* ProximityInfoParams::SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN,
(*charProbabilities)[index1][NOT_AN_INDEX]
* SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN);
* ProximityInfoParams::SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN);
it2->second += probabilityGain;
(*charProbabilities)[index1][NOT_AN_INDEX] -= probabilityGain;
}
@ -1020,7 +996,6 @@ namespace latinime {
int *const codePointBuf) {
ASSERT(sampledInputSize >= 0);
memset(codePointBuf, 0, sizeof(codePointBuf[0]) * MAX_WORD_LENGTH);
static const float DEMOTION_LOG_PROBABILITY = 0.3f;
int index = 0;
float sumLogProbability = 0.0f;
// TODO: Current implementation is greedy algorithm. DP would be efficient for many cases.
@ -1030,7 +1005,7 @@ namespace latinime {
for (hash_map_compat<int, float>::const_iterator it = (*charProbabilities)[i].begin();
it != (*charProbabilities)[i].end(); ++it) {
const float logProbability = (it->first != NOT_AN_INDEX)
? it->second + DEMOTION_LOG_PROBABILITY : it->second;
? it->second + ProximityInfoParams::DEMOTION_LOG_PROBABILITY : it->second;
if (logProbability < minLogProbability) {
minLogProbability = logProbability;
character = it->first;

View file

@ -35,9 +35,8 @@ class ProximityInfoStateUtils {
static int trimLastTwoTouchPoints(std::vector<int> *sampledInputXs,
std::vector<int> *sampledInputYs, std::vector<int> *sampledInputTimes,
std::vector<int> *sampledLengthCache, std::vector<int> *sampledInputIndice);
static int updateTouchPoints(const int mostCommonKeyWidth,
const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
const int *const inputProximities,
static int updateTouchPoints(const ProximityInfo *const proximityInfo,
const int maxPointToKeyLength, const int *const inputProximities,
const int *const inputXCoordinates, const int *const inputYCoordinates,
const int *const times, const int *const pointerIds, const int inputSize,
const bool isGeometric, const int pointerId, const int pushTouchPointStartIndex,
@ -65,19 +64,17 @@ class ProximityInfoStateUtils {
std::vector<int> *beelineSpeedPercentiles);
static float getDirection(const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs, const int index0, const int index1);
static void updateAlignPointProbabilities(
const float maxPointToKeyLength, const int mostCommonKeyWidth, const int keyCount,
const int start, const int sampledInputSize,
const std::vector<int> *const sampledInputXs,
static void updateAlignPointProbabilities(const float maxPointToKeyLength,
const int mostCommonKeyWidth, const int keyCount, const int start,
const int sampledInputSize, const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs,
const std::vector<float> *const sampledSpeedRates,
const std::vector<int> *const sampledLengthCache,
const std::vector<float> *const SampledDistanceCache_G,
std::vector<NearKeycodesSet> *SampledNearKeysVector,
std::vector<hash_map_compat<int, float> > *charProbabilities);
static void updateSampledSearchKeysVector(
const ProximityInfo *const proximityInfo, const int sampledInputSize,
const int lastSavedInputSize,
static void updateSampledSearchKeysVector(const ProximityInfo *const proximityInfo,
const int sampledInputSize, const int lastSavedInputSize,
const std::vector<int> *const sampledLengthCache,
const std::vector<NearKeycodesSet> *const SampledNearKeysVector,
std::vector<NearKeycodesSet> *sampledSearchKeysVector);
@ -87,22 +84,18 @@ class ProximityInfoStateUtils {
static float getPointToKeyByIdLength(const float maxPointToKeyLength,
const std::vector<float> *const SampledDistanceCache_G, const int keyCount,
const int inputIndex, const int keyId);
static void initGeometricDistanceInfos(
const ProximityInfo *const proximityInfo, const int keyCount,
static void initGeometricDistanceInfos(const ProximityInfo *const proximityInfo,
const int sampledInputSize, const int lastSavedInputSize,
const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs,
std::vector<NearKeycodesSet> *SampledNearKeysVector,
std::vector<float> *SampledDistanceCache_G);
static void initPrimaryInputWord(
const int inputSize, const int *const inputProximities, int *primaryInputWord);
static void initNormalizedSquaredDistances(
const ProximityInfo *const proximityInfo, const int inputSize,
const int *inputXCoordinates, const int *inputYCoordinates,
const int *const inputProximities,
const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs,
int *normalizedSquaredDistances);
static void initPrimaryInputWord(const int inputSize, const int *const inputProximities,
int *primaryInputWord);
static void initNormalizedSquaredDistances(const ProximityInfo *const proximityInfo,
const int inputSize, const int *inputXCoordinates, const int *inputYCoordinates,
const int *const inputProximities, const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs, int *normalizedSquaredDistances);
static void dump(const bool isGeometric, const int inputSize,
const int *const inputXCoordinates, const int *const inputYCoordinates,
const int sampledInputSize, const std::vector<int> *const sampledInputXs,
@ -117,8 +110,8 @@ class ProximityInfoStateUtils {
const std::vector<int> *const sampledTimes,
const std::vector<int> *const sampledInputIndices);
// TODO: Move to most_probable_string_utils.h
static float getMostProbableString(
const ProximityInfo *const proximityInfo, const int sampledInputSize,
static float getMostProbableString(const ProximityInfo *const proximityInfo,
const int sampledInputSize,
const std::vector<hash_map_compat<int, float> > *const charProbabilities,
int *const codePointBuf);
@ -137,11 +130,10 @@ class ProximityInfoStateUtils {
const NearKeysDistanceMap *const prevNearKeysDistances,
const NearKeysDistanceMap *const prevPrevNearKeysDistances,
std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs);
static bool pushTouchPoint(const int mostCommonKeyWidth,
const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
const int inputIndex, const int nodeCodePoint, int x, int y, const int time,
const bool doSampling, const bool isLastPoint, const float sumAngle,
NearKeysDistanceMap *const currentNearKeysDistances,
static bool pushTouchPoint(const ProximityInfo *const proximityInfo,
const int maxPointToKeyLength, const int inputIndex, const int nodeCodePoint, int x,
int y, const int time, const bool doSampling, const bool isLastPoint,
const float sumAngle, NearKeysDistanceMap *const currentNearKeysDistances,
const NearKeysDistanceMap *const prevNearKeysDistances,
const NearKeysDistanceMap *const prevPrevNearKeysDistances,
std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs,
@ -153,23 +145,20 @@ class ProximityInfoStateUtils {
const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs,
const std::vector<int> *const inputIndice);
static float getPointAngle(
const std::vector<int> *const sampledInputXs,
static float getPointAngle(const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs, const int index);
static float getPointsAngle(
const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs,
const int index0, const int index1, const int index2);
static float getPointsAngle(const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs, const int index0, const int index1,
const int index2);
static bool suppressCharProbabilities(const int mostCommonKeyWidth,
const int sampledInputSize, const std::vector<int> *const lengthCache,
const int index0, const int index1,
std::vector<hash_map_compat<int, float> > *charProbabilities);
const int sampledInputSize, const std::vector<int> *const lengthCache, const int index0,
const int index1, std::vector<hash_map_compat<int, float> > *charProbabilities);
static float calculateSquaredDistanceFromSweetSpotCenter(
const ProximityInfo *const proximityInfo, const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs, const int keyIndex,
const int inputIndex);
static float calculateNormalizedSquaredDistance(
const ProximityInfo *const proximityInfo, const std::vector<int> *const sampledInputXs,
static float calculateNormalizedSquaredDistance(const ProximityInfo *const proximityInfo,
const std::vector<int> *const sampledInputXs,
const std::vector<int> *const sampledInputYs, const int keyIndex, const int inputIndex);
};
} // namespace latinime