Improve gesture input scoring method 1.
Calculate probabilities for each points in advance. It enables to input not in the dictionary word. Change-Id: I8d84642045dc3b8ad49719d9b70dda14457995cdmain
parent
11cec73499
commit
806eba4524
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@ -219,6 +219,8 @@ static inline void prof_out(void) {
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#define DEBUG_CORRECTION false
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#define DEBUG_CORRECTION_FREQ false
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#define DEBUG_WORDS_PRIORITY_QUEUE false
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#define DEBUG_SAMPLING_POINTS true
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#define DEBUG_POINTS_PROBABILITY true
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#ifdef FLAG_FULL_DBG
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#define DEBUG_GEO_FULL true
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@ -239,6 +241,8 @@ static inline void prof_out(void) {
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#define DEBUG_CORRECTION false
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#define DEBUG_CORRECTION_FREQ false
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#define DEBUG_WORDS_PRIORITY_QUEUE false
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#define DEBUG_SAMPLING_POINTS false
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#define DEBUG_POINTS_PROBABILITY false
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#define DEBUG_GEO_FULL false
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@ -85,5 +85,24 @@ static inline float pointToLineSegSquaredDistanceFloat(
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}
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return getSquaredDistanceFloat(x, y, projectionX, projectionY);
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}
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// Normal distribution N(u, sigma^2).
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struct NormalDistribution {
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NormalDistribution(const float u, const float sigma)
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: mU(u), mSigma(sigma),
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mPreComputedNonExpPart(1.0f / sqrtf(2.0f * M_PI_F * sigma * sigma)),
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mPreComputedExponentPart(-1.0f / (2.0f * sigma * sigma)) {}
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float getProbabilityDensity(const float x) {
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const float shiftedX = x - mU;
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return mPreComputedNonExpPart * expf(mPreComputedExponentPart * SQUARE_FLOAT(shiftedX));
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}
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private:
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DISALLOW_IMPLICIT_CONSTRUCTORS(NormalDistribution);
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float mU; // mean value
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float mSigma; // standard deviation
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float mPreComputedNonExpPart; // = 1 / sqrt(2 * PI * sigma^2)
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float mPreComputedExponentPart; // = -1 / (2 * sigma^2)
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};
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} // namespace latinime
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#endif // LATINIME_GEOMETRY_UTILS_H
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@ -15,6 +15,7 @@
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*/
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#include <cstring> // for memset()
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#include <sstream> // for debug prints
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#include <stdint.h>
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#define LOG_TAG "LatinIME: proximity_info_state.cpp"
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@ -105,6 +106,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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mDistanceCache.clear();
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mNearKeysVector.clear();
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mRelativeSpeeds.clear();
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mCharProbabilities.clear();
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}
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if (DEBUG_GEO_FULL) {
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AKLOGI("Init ProximityInfoState: reused points = %d, last input size = %d",
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@ -161,34 +163,42 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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}
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if (mInputSize > 0 && isGeometric) {
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int sumDuration = mTimes.back() - mTimes.front();
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int sumLength = mLengthCache.back() - mLengthCache.front();
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float averageSpeed = static_cast<float>(sumLength) / static_cast<float>(sumDuration);
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const int sumDuration = mTimes.back() - mTimes.front();
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const int sumLength = mLengthCache.back() - mLengthCache.front();
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const float averageSpeed = static_cast<float>(sumLength) / static_cast<float>(sumDuration);
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mRelativeSpeeds.resize(mInputSize);
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for (int i = lastSavedInputSize; i < mInputSize; ++i) {
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const int index = mInputIndice[i];
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int length = 0;
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int duration = 0;
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if (index == 0 && index < inputSize - 1) {
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length = getDistanceInt(xCoordinates[index], yCoordinates[index],
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xCoordinates[index + 1], yCoordinates[index + 1]);
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duration = times[index + 1] - times[index];
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} else if (index == inputSize - 1 && index > 0) {
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length = getDistanceInt(xCoordinates[index - 1], yCoordinates[index - 1],
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xCoordinates[index], yCoordinates[index]);
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duration = times[index] - times[index - 1];
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} else if (0 < index && index < inputSize - 1) {
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length = getDistanceInt(xCoordinates[index - 1], yCoordinates[index - 1],
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xCoordinates[index], yCoordinates[index])
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+ getDistanceInt(xCoordinates[index], yCoordinates[index],
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xCoordinates[index + 1], yCoordinates[index + 1]);
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duration = times[index + 1] - times[index - 1];
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} else {
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length = 0;
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duration = 1;
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// Calculate velocity by using distances and durations of
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// NUM_POINTS_FOR_SPEED_CALCULATION points for both forward and backward.
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static const int NUM_POINTS_FOR_SPEED_CALCULATION = 1;
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for (int j = index; j < min(inputSize - 1, index + NUM_POINTS_FOR_SPEED_CALCULATION);
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++j) {
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if (i < mInputSize - 1 && j >= mInputIndice[i + 1]) {
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break;
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}
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length += getDistanceInt(xCoordinates[j], yCoordinates[j],
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xCoordinates[j + 1], yCoordinates[j + 1]);
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duration += times[j + 1] - times[j];
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}
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for (int j = index - 1; j >= max(0, index - NUM_POINTS_FOR_SPEED_CALCULATION); --j) {
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if (i > 0 && j < mInputIndice[i - 1]) {
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break;
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}
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length += getDistanceInt(xCoordinates[j], yCoordinates[j],
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xCoordinates[j + 1], yCoordinates[j + 1]);
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duration += times[j + 1] - times[j];
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}
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if (duration == 0 || sumDuration == 0) {
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// Cannot calculate speed; thus, it gives an average value (1.0);
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mRelativeSpeeds[i] = 1.0f;
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} else {
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const float speed = static_cast<float>(length) / static_cast<float>(duration);
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mRelativeSpeeds[i] = speed / averageSpeed;
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}
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const float speed = static_cast<float>(length) / static_cast<float>(duration);
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mRelativeSpeeds[i] = speed / averageSpeed;
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}
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}
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@ -215,7 +225,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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static const float READ_FORWORD_LENGTH_SCALE = 0.95f;
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const int readForwordLength = static_cast<int>(
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hypotf(mProximityInfo->getKeyboardWidth(), mProximityInfo->getKeyboardHeight())
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* READ_FORWORD_LENGTH_SCALE);
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* READ_FORWORD_LENGTH_SCALE);
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for (int i = 0; i < mInputSize; ++i) {
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if (DEBUG_GEO_FULL) {
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AKLOGI("Sampled(%d): x = %d, y = %d, time = %d", i, mInputXs[i], mInputYs[i],
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@ -230,6 +240,27 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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}
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}
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if (DEBUG_SAMPLING_POINTS) {
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std::stringstream originalX, originalY, sampledX, sampledY;
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for (int i = 0; i < inputSize; ++i) {
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originalX << xCoordinates[i];
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originalY << yCoordinates[i];
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if (i != inputSize - 1) {
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originalX << ";";
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originalY << ";";
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}
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}
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for (int i = 0; i < mInputSize; ++i) {
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sampledX << mInputXs[i];
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sampledY << mInputYs[i];
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if (i != mInputSize - 1) {
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sampledX << ";";
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sampledY << ";";
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}
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}
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AKLOGI("\n%s, %s,\n%s, %s,\n", originalX.str().c_str(), originalY.str().c_str(),
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sampledX.str().c_str(), sampledY.str().c_str());
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}
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// end
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///////////////////////
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@ -276,6 +307,10 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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if (DEBUG_GEO_FULL) {
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AKLOGI("ProximityState init finished: %d points out of %d", mInputSize, inputSize);
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}
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if (isGeometric && mInputSize > 0) {
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// updates probabilities of skipping or mapping each key for all points.
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updateAlignPointProbabilities();
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}
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}
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bool ProximityInfoState::checkAndReturnIsContinuationPossible(const int inputSize,
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@ -294,7 +329,7 @@ bool ProximityInfoState::checkAndReturnIsContinuationPossible(const int inputSiz
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// the given point and the nearest key position.
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float ProximityInfoState::updateNearKeysDistances(const int x, const int y,
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NearKeysDistanceMap *const currentNearKeysDistances) {
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static const float NEAR_KEY_THRESHOLD = 4.0f;
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static const float NEAR_KEY_THRESHOLD = 1.7f;
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currentNearKeysDistances->clear();
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const int keyCount = mProximityInfo->getKeyCount();
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@ -315,7 +350,7 @@ float ProximityInfoState::updateNearKeysDistances(const int x, const int y,
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bool ProximityInfoState::isPrevLocalMin(const NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) const {
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static const float MARGIN = 0.01f;
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static const float MARGIN = 0.03f;
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for (NearKeysDistanceMap::const_iterator it = prevNearKeysDistances->begin();
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it != prevNearKeysDistances->end(); ++it) {
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@ -336,18 +371,20 @@ float ProximityInfoState::getPointScore(
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) const {
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static const int DISTANCE_BASE_SCALE = 100;
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static const int SAVE_DISTANCE_SCALE = 200;
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static const int SKIP_DISTANCE_SCALE = 25;
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static const int CHECK_LOCALMIN_DISTANCE_THRESHOLD_SCALE = 40;
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static const int STRAIGHT_SKIP_DISTANCE_THRESHOLD_SCALE = 50;
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static const int CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 27;
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static const int SAVE_DISTANCE_SCALE = 500;
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static const int SKIP_DISTANCE_SCALE = 10;
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static const float NEAR_KEY_THRESHOLD = 1.0f;
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static const int CHECK_LOCALMIN_DISTANCE_THRESHOLD_SCALE = 100;
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static const int STRAIGHT_SKIP_DISTANCE_THRESHOLD_SCALE = 200;
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static const int CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 20;
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static const float SAVE_DISTANCE_SCORE = 2.0f;
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static const float SKIP_DISTANCE_SCORE = -1.0f;
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static const float CHECK_LOCALMIN_DISTANCE_SCORE = -1.0f;
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static const float NOT_LOCALMIN_DISTANCE_SCORE = -1.0f;
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static const float LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE = 2.0f;
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static const float STRAIGHT_ANGLE_THRESHOLD = M_PI_F / 36.0f;
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static const float STRAIGHT_SKIP_NEAREST_DISTANCE_THRESHOLD = 0.5f;
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static const float STRAIGHT_SKIP_SCORE = -1.0f;
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static const float CORNER_ANGLE_THRESHOLD = M_PI_F / 2.0f;
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static const float CORNER_ANGLE_THRESHOLD = M_PI_F / 6.0f;
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static const float CORNER_SCORE = 1.0f;
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const std::size_t size = mInputXs.size();
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@ -373,7 +410,10 @@ float ProximityInfoState::getPointScore(
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if (distPrev < baseSampleRate * CHECK_LOCALMIN_DISTANCE_THRESHOLD_SCALE) {
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if (!isPrevLocalMin(currentNearKeysDistances, prevNearKeysDistances,
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prevPrevNearKeysDistances)) {
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score += CHECK_LOCALMIN_DISTANCE_SCORE;
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score += NOT_LOCALMIN_DISTANCE_SCORE;
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} else if (nearest < NEAR_KEY_THRESHOLD) {
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// Promote points nearby keys
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score += LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE;
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}
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}
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// Angle
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@ -402,7 +442,8 @@ bool ProximityInfoState::pushTouchPoint(const int inputIndex, const int nodeChar
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NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) {
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static const float LAST_POINT_SKIP_DISTANCE_SCALE = 0.25f;
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static const int LAST_POINT_SKIP_DISTANCE_SCALE = 4;
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static const int LAST_AND_NOT_NEAREST_POINT_SKIP_DISTANCE_SCALE = 2;
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size_t size = mInputXs.size();
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bool popped = false;
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@ -419,33 +460,38 @@ bool ProximityInfoState::pushTouchPoint(const int inputIndex, const int nodeChar
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popped = false;
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}
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// Check if the last point should be skipped.
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if (isLastPoint) {
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if (size > 0 && getDistanceFloat(x, y, mInputXs.back(), mInputYs.back())
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< mProximityInfo->getMostCommonKeyWidth() * LAST_POINT_SKIP_DISTANCE_SCALE) {
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if (isLastPoint && size > 0) {
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const int lastPointsDistance = getDistanceInt(x, y, mInputXs.back(), mInputYs.back());
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if (lastPointsDistance * LAST_POINT_SKIP_DISTANCE_SCALE
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< mProximityInfo->getMostCommonKeyWidth()) {
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// This point is not used because it's too close to the previous point.
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if (DEBUG_GEO_FULL) {
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AKLOGI("p0: size = %zd, x = %d, y = %d, lx = %d, ly = %d, dist = %f, "
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"width = %f", size, x, y, mInputXs.back(), mInputYs.back(),
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getDistanceFloat(x, y, mInputXs.back(), mInputYs.back()),
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AKLOGI("p0: size = %zd, x = %d, y = %d, lx = %d, ly = %d, dist = %d, "
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"width = %d", size, x, y, mInputXs.back(), mInputYs.back(),
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getDistanceInt(x, y, mInputXs.back(), mInputYs.back()),
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mProximityInfo->getMostCommonKeyWidth()
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* LAST_POINT_SKIP_DISTANCE_SCALE);
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/ LAST_POINT_SKIP_DISTANCE_SCALE);
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}
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return popped;
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} else if (size > 1) {
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int minChar = 0;
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float minDist = mMaxPointToKeyLength;
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} else if (lastPointsDistance * LAST_AND_NOT_NEAREST_POINT_SKIP_DISTANCE_SCALE
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< mProximityInfo->getMostCommonKeyWidth()) {
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int nearestChar = 0;
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float nearestCharDistance = mMaxPointToKeyLength;
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for (NearKeysDistanceMap::const_iterator it = currentNearKeysDistances->begin();
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it != currentNearKeysDistances->end(); ++it) {
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if (minDist > it->second) {
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minChar = it->first;
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minDist = it->second;
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if (nearestCharDistance > it->second) {
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nearestChar = it->first;
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nearestCharDistance = it->second;
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}
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}
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NearKeysDistanceMap::const_iterator itPP =
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prevNearKeysDistances->find(minChar);
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if (itPP != prevNearKeysDistances->end() && minDist > itPP->second) {
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prevNearKeysDistances->find(nearestChar);
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if (itPP != prevNearKeysDistances->end() && nearestCharDistance > itPP->second) {
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// The nearest key of the penultimate point is same as the nearest key of the
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// last point. So, we don't need to use the last point.
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if (DEBUG_GEO_FULL) {
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AKLOGI("p1: char = %c, minDist = %f, prevNear key minDist = %f",
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minChar, itPP->second, minDist);
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nearestChar, itPP->second, nearestCharDistance);
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}
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return popped;
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}
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@ -503,18 +549,21 @@ int ProximityInfoState::getDuration(const int index) const {
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return 0;
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}
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float ProximityInfoState::getPointToKeyLength(const int inputIndex, const int codePoint,
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const float scale) const {
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const int keyId = mProximityInfo->getKeyIndexOf(codePoint);
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if (keyId != NOT_AN_INDEX) {
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const int index = inputIndex * mProximityInfo->getKeyCount() + keyId;
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return min(mDistanceCache[index] * scale, mMaxPointToKeyLength);
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}
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float ProximityInfoState::getPointToKeyLength(const int inputIndex, const int codePoint) const {
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if (isSkippableChar(codePoint)) {
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return 0.0f;
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}
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const int keyId = mProximityInfo->getKeyIndexOf(codePoint);
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return getPointToKeyByIdLength(inputIndex, keyId);
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}
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float ProximityInfoState::getPointToKeyByIdLength(const int inputIndex, const int keyId) const {
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if (keyId != NOT_AN_INDEX) {
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const int index = inputIndex * mProximityInfo->getKeyCount() + keyId;
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return min(mDistanceCache[index], mMaxPointToKeyLength);
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}
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// If the char is not a key on the keyboard then return the max length.
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return MAX_POINT_TO_KEY_LENGTH;
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return static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
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}
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int ProximityInfoState::getSpaceY() const {
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@ -565,4 +614,217 @@ void ProximityInfoState::popInputData() {
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mInputIndice.pop_back();
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}
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float ProximityInfoState::getPointAngle(const int index) const {
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if (index <= 0 || index >= mInputSize - 1) {
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return 0.0f;
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}
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const int x = mInputXs[index];
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const int y = mInputYs[index];
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const int nextX = mInputXs[index + 1];
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const int nextY = mInputYs[index + 1];
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const int previousX = mInputXs[index - 1];
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const int previousY = mInputYs[index - 1];
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const float previousDirection = getAngle(previousX, previousY, x, y);
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const float nextDirection = getAngle(x, y, nextX, nextY);
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const float directionDiff = getAngleDiff(previousDirection, nextDirection);
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return directionDiff;
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}
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float ProximityInfoState::getPointsAngle(
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const int index0, const int index1, const int index2) const {
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if (index0 < 0 || index0 > mInputSize - 1) {
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return 0.0f;
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}
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if (index1 < 0 || index1 > mInputSize - 1) {
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return 0.0f;
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}
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if (index2 < 0 || index2 > mInputSize - 1) {
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return 0.0f;
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}
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const int x0 = mInputXs[index0];
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const int y0 = mInputYs[index0];
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const int x1 = mInputXs[index1];
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const int y1 = mInputYs[index1];
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const int x2 = mInputXs[index2];
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const int y2 = mInputYs[index2];
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const float previousDirection = getAngle(x0, y0, x1, y1);
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const float nextDirection = getAngle(x1, y1, x2, y2);
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const float directionDiff = getAngleDiff(previousDirection, nextDirection);
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return directionDiff;
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}
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// Updates probabilities of aligning to some keys and skipping.
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// Word suggestion should be based on this probabilities.
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void ProximityInfoState::updateAlignPointProbabilities() {
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static const float MIN_PROBABILITY = 0.00001f;
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static const float SKIP_FIRST_POINT_PROBABILITY = 0.01f;
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static const float SKIP_LAST_POINT_PROBABILITY = 0.1f;
|
||||
static const float ANGLE_RATE = 0.8f;
|
||||
static const float DEEP_CORNER_ANGLE_THRESHOLD = M_PI_F * 0.5f;
|
||||
static const float SKIP_DEEP_CORNER_PROBABILITY = 0.3f;
|
||||
static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 35.0f / 180.0f;
|
||||
static const float STRAIGHT_ANGLE_THRESHOLD = M_PI_F * 15.0f / 180.0f;
|
||||
static const float SKIP_CORNER_PROBABILITY = 0.5f;
|
||||
static const float SLOW_STRAIGHT_WEIGHT = 0.8f;
|
||||
static const float CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION = 0.0f;
|
||||
|
||||
mCharProbabilities.resize(mInputSize);
|
||||
// Calculates probabilities of using a point as a correlated point with the character
|
||||
// for each point.
|
||||
for (int i = 0; i < mInputSize; ++i) {
|
||||
// First, calculates skip probability. Starts form 100%.
|
||||
// Note that all values that are multiplied to this probability should be in [0.0, 1.0];
|
||||
float skipProbability = 1.0f;
|
||||
const float speed = getRelativeSpeed(i);
|
||||
|
||||
// Adjusts skip probability by a rate depending on speed.
|
||||
skipProbability *= min(1.0f, speed);
|
||||
if (i == 0) {
|
||||
skipProbability *= SKIP_FIRST_POINT_PROBABILITY;
|
||||
} else if (i == mInputSize - 1) {
|
||||
skipProbability *= SKIP_LAST_POINT_PROBABILITY;
|
||||
} else {
|
||||
const float currentAngle = getPointAngle(i);
|
||||
|
||||
// Adjusts skip probability by a rate depending on angle.
|
||||
// ANGLE_RATE of skipProbability is adjusted by current angle.
|
||||
skipProbability *= max((M_PI_F - currentAngle) / M_PI_F, 0.0f) * ANGLE_RATE +
|
||||
(1.0f - ANGLE_RATE);
|
||||
if (currentAngle > DEEP_CORNER_ANGLE_THRESHOLD) {
|
||||
skipProbability *= SKIP_DEEP_CORNER_PROBABILITY;
|
||||
}
|
||||
const float prevAngle = getPointsAngle(i, i - 1, i - 2);
|
||||
if (prevAngle < STRAIGHT_ANGLE_THRESHOLD && currentAngle > CORNER_ANGLE_THRESHOLD) {
|
||||
skipProbability *= SKIP_CORNER_PROBABILITY;
|
||||
}
|
||||
if (currentAngle < STRAIGHT_ANGLE_THRESHOLD) {
|
||||
// Adjusts skip probability by speed.
|
||||
skipProbability *= min(1.0f, speed * SLOW_STRAIGHT_WEIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
// probabilities must be in [0.0, 1.0];
|
||||
ASSERT(skipProbability >= 0.0f);
|
||||
ASSERT(skipProbability <= 1.0f);
|
||||
|
||||
mCharProbabilities[i][NOT_AN_INDEX] = skipProbability;
|
||||
// Second, calculates key probabilities by dividing the rest probability
|
||||
// (1.0f - skipProbability).
|
||||
const float inputCharProbability = 1.0f - skipProbability;
|
||||
// Summing up probability densities of all near keys.
|
||||
float sumOfProbabilityDensityOfNearKeys = 0.0f;
|
||||
const float sigma = speed;
|
||||
NormalDistribution distribution(CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma);
|
||||
for (int j = 0; j < mProximityInfo->getKeyCount(); ++j) {
|
||||
if (mNearKeysVector[i].test(j)) {
|
||||
const float distance = sqrtf(getPointToKeyByIdLength(i, j));
|
||||
sumOfProbabilityDensityOfNearKeys += distribution.getProbabilityDensity(distance);
|
||||
}
|
||||
}
|
||||
for (int j = 0; j < mProximityInfo->getKeyCount(); ++j) {
|
||||
if (mNearKeysVector[i].test(j)) {
|
||||
const float distance = sqrtf(getPointToKeyByIdLength(i, j));
|
||||
const float probabilityDessity = distribution.getProbabilityDensity(distance);
|
||||
// inputCharProbability divided to the probability for each near key.
|
||||
const float probability = inputCharProbability * probabilityDessity
|
||||
/ sumOfProbabilityDensityOfNearKeys;
|
||||
if (probability > MIN_PROBABILITY) {
|
||||
mCharProbabilities[i][j] = probability;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Decrease key probabilities of points which don't have the highest probability of that key
|
||||
// among nearby points. Probabilities of the first point and the last point are not suppressed.
|
||||
for (int i = 1; i < mInputSize - 1; ++i) {
|
||||
// forward
|
||||
for (int j = i + 1; j < mInputSize; ++j) {
|
||||
if (suppressCharProbabilities(i, j)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
// backward
|
||||
for (int j = i - 1; j >= 0; --j) {
|
||||
if (suppressCharProbabilities(i, j)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (DEBUG_POINTS_PROBABILITY) {
|
||||
for (int i = 0; i < mInputSize; ++i) {
|
||||
std::stringstream sstream;
|
||||
sstream << i << ", ";
|
||||
for (hash_map_compat<int, float>::iterator it = mCharProbabilities[i].begin();
|
||||
it != mCharProbabilities[i].end(); ++it) {
|
||||
sstream << it->first
|
||||
<< "("
|
||||
<< static_cast<char>(mProximityInfo->getCodePointOf(it->first))
|
||||
<< "):"
|
||||
<< it->second
|
||||
<< ", ";
|
||||
}
|
||||
AKLOGI("%s", sstream.str().c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Decreases char probabilities of index0 by checking probabilities of a near point (index1).
|
||||
bool ProximityInfoState::suppressCharProbabilities(const int index0, const int index1) {
|
||||
ASSERT(0 <= index0 && index0 < mInputSize);
|
||||
ASSERT(0 <= index1 && index1 < mInputSize);
|
||||
static const float SUPPRESSION_LENGTH_WEIGHT = 1.5f;
|
||||
const float keyWidthFloat = static_cast<float>(mProximityInfo->getMostCommonKeyWidth());
|
||||
const float diff = fabsf(static_cast<float>(mLengthCache[index0] - mLengthCache[index1]));
|
||||
if (diff > keyWidthFloat * SUPPRESSION_LENGTH_WEIGHT) {
|
||||
return false;
|
||||
}
|
||||
// Summing up decreased amount of probabilities from 0%.
|
||||
float sumOfAdjustedProbabilities = 0.0f;
|
||||
const float suppressionRate = diff / keyWidthFloat / SUPPRESSION_LENGTH_WEIGHT;
|
||||
for (hash_map_compat<int, float>::iterator it = mCharProbabilities[index0].begin();
|
||||
it != mCharProbabilities[index0].end(); ++it) {
|
||||
hash_map_compat<int, float>::const_iterator it2 =
|
||||
mCharProbabilities[index1].find(it->first);
|
||||
if (it2 != mCharProbabilities[index1].end() && it->second < it2->second) {
|
||||
const float newProbability = it->second * suppressionRate;
|
||||
sumOfAdjustedProbabilities += it->second - newProbability;
|
||||
it->second = newProbability;
|
||||
}
|
||||
}
|
||||
// All decreased amount of probabilities are added to the probability of skipping.
|
||||
mCharProbabilities[index0][NOT_AN_INDEX] += sumOfAdjustedProbabilities;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Get a word that is detected by tracing highest probability sequence into charBuf and returns
|
||||
// probability of generating the word.
|
||||
float ProximityInfoState::getHighestProbabilitySequence(uint16_t *const charBuf) const {
|
||||
int buf[mInputSize];
|
||||
// Maximum probabilities of each point are multiplied to 100%.
|
||||
float probability = 1.0f;
|
||||
// TODO: Current implementation is greedy algorithm. DP would be efficient for many cases.
|
||||
for (int i = 0; i < mInputSize; ++i) {
|
||||
float maxProbability = 0.0f;
|
||||
for (hash_map_compat<int, float>::const_iterator it = mCharProbabilities[i].begin();
|
||||
it != mCharProbabilities[i].end(); ++it) {
|
||||
if (it->second > maxProbability) {
|
||||
maxProbability = it->second;
|
||||
buf[i] = it->first;
|
||||
}
|
||||
}
|
||||
probability *= maxProbability;
|
||||
}
|
||||
int index = 0;
|
||||
for (int i = 0; i < mInputSize && index < MAX_WORD_LENGTH_INTERNAL - 1; ++i) {
|
||||
if (buf[i] != NOT_AN_INDEX) {
|
||||
charBuf[index] = mProximityInfo->getCodePointOf(buf[i]);
|
||||
index++;
|
||||
}
|
||||
}
|
||||
charBuf[index] = '\0';
|
||||
return probability;
|
||||
}
|
||||
|
||||
} // namespace latinime
|
||||
|
|
|
@ -55,8 +55,8 @@ class ProximityInfoState {
|
|||
mHasTouchPositionCorrectionData(false), mMostCommonKeyWidthSquare(0), mLocaleStr(),
|
||||
mKeyCount(0), mCellHeight(0), mCellWidth(0), mGridHeight(0), mGridWidth(0),
|
||||
mIsContinuationPossible(false), mInputXs(), mInputYs(), mTimes(), mInputIndice(),
|
||||
mDistanceCache(), mLengthCache(), mRelativeSpeeds(), mNearKeysVector(),
|
||||
mTouchPositionCorrectionEnabled(false), mInputSize(0) {
|
||||
mDistanceCache(), mLengthCache(), mRelativeSpeeds(), mCharProbabilities(),
|
||||
mNearKeysVector(), mTouchPositionCorrectionEnabled(false), mInputSize(0) {
|
||||
memset(mInputCodes, 0, sizeof(mInputCodes));
|
||||
memset(mNormalizedSquaredDistances, 0, sizeof(mNormalizedSquaredDistances));
|
||||
memset(mPrimaryInputWord, 0, sizeof(mPrimaryInputWord));
|
||||
|
@ -213,7 +213,9 @@ class ProximityInfoState {
|
|||
return mIsContinuationPossible;
|
||||
}
|
||||
|
||||
float getPointToKeyLength(const int inputIndex, const int charCode, const float scale) const;
|
||||
float getPointToKeyLength(const int inputIndex, const int charCode) const;
|
||||
|
||||
float getPointToKeyByIdLength(const int inputIndex, const int keyId) const;
|
||||
|
||||
int getSpaceY() const;
|
||||
|
||||
|
@ -223,6 +225,12 @@ class ProximityInfoState {
|
|||
float getRelativeSpeed(const int index) const {
|
||||
return mRelativeSpeeds[index];
|
||||
}
|
||||
|
||||
float getPointAngle(const int index) const;
|
||||
// Returns angle of three points. x, y, and z are indices.
|
||||
float getPointsAngle(const int index0, const int index1, const int index2) const;
|
||||
|
||||
float getHighestProbabilitySequence(uint16_t *const charBuf) const;
|
||||
private:
|
||||
DISALLOW_COPY_AND_ASSIGN(ProximityInfoState);
|
||||
typedef hash_map_compat<int, float> NearKeysDistanceMap;
|
||||
|
@ -265,6 +273,8 @@ class ProximityInfoState {
|
|||
bool checkAndReturnIsContinuationPossible(const int inputSize, const int *const xCoordinates,
|
||||
const int *const yCoordinates, const int *const times);
|
||||
void popInputData();
|
||||
void updateAlignPointProbabilities();
|
||||
bool suppressCharProbabilities(const int index1, const int index2);
|
||||
|
||||
// const
|
||||
const ProximityInfo *mProximityInfo;
|
||||
|
@ -286,6 +296,8 @@ class ProximityInfoState {
|
|||
std::vector<float> mDistanceCache;
|
||||
std::vector<int> mLengthCache;
|
||||
std::vector<float> mRelativeSpeeds;
|
||||
// probabilities of skipping or mapping to a key for each point.
|
||||
std::vector<hash_map_compat<int, float> > mCharProbabilities;
|
||||
std::vector<NearKeycodesSet> mNearKeysVector;
|
||||
bool mTouchPositionCorrectionEnabled;
|
||||
int32_t mInputCodes[MAX_PROXIMITY_CHARS_SIZE_INTERNAL * MAX_WORD_LENGTH_INTERNAL];
|
||||
|
|
Loading…
Reference in New Issue