Improve gesture input scoring method 2.

Align next key to path bases its scoring method on probabilities.

Change-Id: I5247c965b92c0052bfdab8a9b1027bc86eb33218
main
Keisuke Kuroyanagi 2012-10-11 13:08:06 +09:00
parent 76cec53f3b
commit ff74cc3e5e
5 changed files with 417 additions and 234 deletions

View File

@ -90,8 +90,8 @@ static inline float pointToLineSegSquaredDistanceFloat(
struct NormalDistribution {
NormalDistribution(const float u, const float sigma)
: mU(u), mSigma(sigma),
mPreComputedNonExpPart(1.0f / sqrtf(2.0f * M_PI_F * sigma * sigma)),
mPreComputedExponentPart(-1.0f / (2.0f * sigma * sigma)) {}
mPreComputedNonExpPart(1.0f / sqrtf(2.0f * M_PI_F * SQUARE_FLOAT(sigma))),
mPreComputedExponentPart(-1.0f / (2.0f * SQUARE_FLOAT(sigma))) {}
float getProbabilityDensity(const float x) {
const float shiftedX = x - mU;

View File

@ -239,6 +239,9 @@ int ProximityInfo::getKeyIndexOf(const int c) const {
// We do not have the coordinate data
return NOT_AN_INDEX;
}
if (c == NOT_A_CODE_POINT) {
return NOT_AN_INDEX;
}
const int lowerCode = static_cast<int>(toLowerCase(c));
hash_map_compat<int, int>::const_iterator mapPos = mCodeToKeyMap.find(lowerCode);
if (mapPos != mCodeToKeyMap.end()) {
@ -296,9 +299,7 @@ int ProximityInfo::getKeyCenterYOfKeyIdG(int keyId) const {
return 0;
}
int ProximityInfo::getKeyKeyDistanceG(int key0, int key1) const {
const int keyId0 = getKeyIndexOf(key0);
const int keyId1 = getKeyIndexOf(key1);
int ProximityInfo::getKeyKeyDistanceG(const int keyId0, const int keyId1) const {
if (keyId0 >= 0 && keyId1 >= 0) {
return mKeyKeyDistancesG[keyId0][keyId1];
}

View File

@ -109,7 +109,7 @@ class ProximityInfo {
int getKeyCenterYOfCodePointG(int charCode) const;
int getKeyCenterXOfKeyIdG(int keyId) const;
int getKeyCenterYOfKeyIdG(int keyId) const;
int getKeyKeyDistanceG(int key0, int key1) const;
int getKeyKeyDistanceG(int keyId0, int keyId1) const;
private:
DISALLOW_IMPLICIT_CONSTRUCTORS(ProximityInfo);

View File

@ -105,6 +105,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
mLengthCache.clear();
mDistanceCache.clear();
mNearKeysVector.clear();
mSearchKeysVector.clear();
mRelativeSpeeds.clear();
mCharProbabilities.clear();
}
@ -132,6 +133,10 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
NearKeysDistanceMap *currentNearKeysDistances = &nearKeysDistances[0];
NearKeysDistanceMap *prevNearKeysDistances = &nearKeysDistances[1];
NearKeysDistanceMap *prevPrevNearKeysDistances = &nearKeysDistances[2];
// "sumAngle" is accumulated by each angle of input points. And when "sumAngle" exceeds
// the threshold we save that point, reset sumAngle. This aims to keep the figure of
// the curve.
float sumAngle = 0.0f;
for (int i = pushTouchPointStartIndex; i <= lastInputIndex; ++i) {
// Assuming pointerId == 0 if pointerIds is null.
@ -144,9 +149,18 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
const int x = proximityOnly ? NOT_A_COORDINATE : xCoordinates[i];
const int y = proximityOnly ? NOT_A_COORDINATE : yCoordinates[i];
const int time = times ? times[i] : -1;
if (i > 1) {
const float prevAngle = getAngle(xCoordinates[i - 2], yCoordinates[i - 2],
xCoordinates[i - 1], yCoordinates[i - 1]);
const float currentAngle =
getAngle(xCoordinates[i - 1], yCoordinates[i - 1], x, y);
sumAngle += getAngleDiff(prevAngle, currentAngle);
}
if (pushTouchPoint(i, c, x, y, time, isGeometric /* do sampling */,
i == lastInputIndex, currentNearKeysDistances, prevNearKeysDistances,
prevPrevNearKeysDistances)) {
i == lastInputIndex, sumAngle, currentNearKeysDistances,
prevNearKeysDistances, prevPrevNearKeysDistances)) {
// Previous point information was popped.
NearKeysDistanceMap *tmp = prevNearKeysDistances;
prevNearKeysDistances = currentNearKeysDistances;
@ -156,6 +170,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
prevPrevNearKeysDistances = prevNearKeysDistances;
prevNearKeysDistances = currentNearKeysDistances;
currentNearKeysDistances = tmp;
sumAngle = 0.0f;
}
}
}
@ -163,6 +178,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
}
if (mInputSize > 0 && isGeometric) {
// Relative speed calculation.
const int sumDuration = mTimes.back() - mTimes.front();
const int sumLength = mLengthCache.back() - mLengthCache.front();
const float averageSpeed = static_cast<float>(sumLength) / static_cast<float>(sumDuration);
@ -174,7 +190,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
// 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 = 1;
static const int NUM_POINTS_FOR_SPEED_CALCULATION = 2;
for (int j = index; j < min(inputSize - 1, index + NUM_POINTS_FOR_SPEED_CALCULATION);
++j) {
if (i < mInputSize - 1 && j >= mInputIndice[i + 1]) {
@ -202,12 +218,21 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
}
}
if (DEBUG_GEO_FULL) {
for (int i = 0; i < mInputSize; ++i) {
AKLOGI("Sampled(%d): x = %d, y = %d, time = %d", i, mInputXs[i], mInputYs[i],
mTimes[i]);
}
}
if (mInputSize > 0) {
const int keyCount = mProximityInfo->getKeyCount();
mNearKeysVector.resize(mInputSize);
mSearchKeysVector.resize(mInputSize);
mDistanceCache.resize(mInputSize * keyCount);
for (int i = lastSavedInputSize; i < mInputSize; ++i) {
mNearKeysVector[i].reset();
mSearchKeysVector[i].reset();
static const float NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD = 4.0f;
for (int k = 0; k < keyCount; ++k) {
const int index = i * keyCount + k;
@ -217,25 +242,28 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
mProximityInfo->getNormalizedSquaredDistanceFromCenterFloatG(k, x, y);
mDistanceCache[index] = normalizedSquaredDistance;
if (normalizedSquaredDistance < NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD) {
mNearKeysVector[i].set(k, 1);
mNearKeysVector[i][k] = true;
}
}
}
if (isGeometric) {
// updates probabilities of skipping or mapping each key for all points.
updateAlignPointProbabilities(lastSavedInputSize);
static const float READ_FORWORD_LENGTH_SCALE = 0.95f;
const int readForwordLength = static_cast<int>(
hypotf(mProximityInfo->getKeyboardWidth(), mProximityInfo->getKeyboardHeight())
* READ_FORWORD_LENGTH_SCALE);
for (int i = 0; i < mInputSize; ++i) {
if (DEBUG_GEO_FULL) {
AKLOGI("Sampled(%d): x = %d, y = %d, time = %d", i, mInputXs[i], mInputYs[i],
mTimes[i]);
}
for (int j = max(i + 1, lastSavedInputSize); j < mInputSize; ++j) {
if (mLengthCache[j] - mLengthCache[i] >= readForwordLength) {
break;
static const float READ_FORWORD_LENGTH_SCALE = 0.95f;
const int readForwordLength = static_cast<int>(
hypotf(mProximityInfo->getKeyboardWidth(), mProximityInfo->getKeyboardHeight())
* READ_FORWORD_LENGTH_SCALE);
for (int i = 0; i < mInputSize; ++i) {
if (i >= lastSavedInputSize) {
mSearchKeysVector[i].reset();
}
for (int j = max(i, lastSavedInputSize); j < mInputSize; ++j) {
if (mLengthCache[j] - mLengthCache[i] >= readForwordLength) {
break;
}
mSearchKeysVector[i] |= mNearKeysVector[j];
}
mNearKeysVector[i] |= mNearKeysVector[j];
}
}
}
@ -307,10 +335,6 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
if (DEBUG_GEO_FULL) {
AKLOGI("ProximityState init finished: %d points out of %d", mInputSize, inputSize);
}
if (isGeometric && mInputSize > 0) {
// updates probabilities of skipping or mapping each key for all points.
updateAlignPointProbabilities();
}
}
bool ProximityInfoState::checkAndReturnIsContinuationPossible(const int inputSize,
@ -329,7 +353,7 @@ bool ProximityInfoState::checkAndReturnIsContinuationPossible(const int inputSiz
// the given point and the nearest key position.
float ProximityInfoState::updateNearKeysDistances(const int x, const int y,
NearKeysDistanceMap *const currentNearKeysDistances) {
static const float NEAR_KEY_THRESHOLD = 1.7f;
static const float NEAR_KEY_THRESHOLD = 2.0f;
currentNearKeysDistances->clear();
const int keyCount = mProximityInfo->getKeyCount();
@ -350,7 +374,7 @@ float ProximityInfoState::updateNearKeysDistances(const int x, const int y,
bool ProximityInfoState::isPrevLocalMin(const NearKeysDistanceMap *const currentNearKeysDistances,
const NearKeysDistanceMap *const prevNearKeysDistances,
const NearKeysDistanceMap *const prevPrevNearKeysDistances) const {
static const float MARGIN = 0.03f;
static const float MARGIN = 0.01f;
for (NearKeysDistanceMap::const_iterator it = prevNearKeysDistances->begin();
it != prevNearKeysDistances->end(); ++it) {
@ -367,69 +391,49 @@ bool ProximityInfoState::isPrevLocalMin(const NearKeysDistanceMap *const current
// Calculating a point score that indicates usefulness of the point.
float ProximityInfoState::getPointScore(
const int x, const int y, const int time, const bool lastPoint, const float nearest,
const NearKeysDistanceMap *const currentNearKeysDistances,
const float sumAngle, const NearKeysDistanceMap *const currentNearKeysDistances,
const NearKeysDistanceMap *const prevNearKeysDistances,
const NearKeysDistanceMap *const prevPrevNearKeysDistances) const {
static const int DISTANCE_BASE_SCALE = 100;
static const int SAVE_DISTANCE_SCALE = 500;
static const int SKIP_DISTANCE_SCALE = 10;
static const float NEAR_KEY_THRESHOLD = 1.0f;
static const int CHECK_LOCALMIN_DISTANCE_THRESHOLD_SCALE = 100;
static const int STRAIGHT_SKIP_DISTANCE_THRESHOLD_SCALE = 200;
static const int CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 20;
static const float SAVE_DISTANCE_SCORE = 2.0f;
static const float SKIP_DISTANCE_SCORE = -1.0f;
static const float NEAR_KEY_THRESHOLD = 0.6f;
static const int CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 25;
static const float NOT_LOCALMIN_DISTANCE_SCORE = -1.0f;
static const float LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE = 2.0f;
static const float STRAIGHT_ANGLE_THRESHOLD = M_PI_F / 36.0f;
static const float STRAIGHT_SKIP_NEAREST_DISTANCE_THRESHOLD = 0.5f;
static const float STRAIGHT_SKIP_SCORE = -1.0f;
static const float CORNER_ANGLE_THRESHOLD = M_PI_F / 6.0f;
static const float LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE = 1.0f;
static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 2.0f / 3.0f;
static const float CORNER_SUM_ANGLE_THRESHOLD = M_PI_F / 4.0f;
static const float CORNER_SCORE = 1.0f;
const std::size_t size = mInputXs.size();
if (size <= 1) {
const size_t size = mInputXs.size();
// If there is only one point, add this point. Besides, if the previous point's distance map
// is empty, we re-compute nearby keys distances from the current point.
// Note that the current point is the first point in the incremental input that needs to
// be re-computed.
if (size <= 1 || prevNearKeysDistances->empty()) {
return 0.0f;
}
const int baseSampleRate = mProximityInfo->getMostCommonKeyWidth();
const int distNext = getDistanceInt(x, y, mInputXs.back(), mInputYs.back())
* DISTANCE_BASE_SCALE;
const int distPrev = getDistanceInt(mInputXs.back(), mInputYs.back(),
mInputXs[size - 2], mInputYs[size - 2]) * DISTANCE_BASE_SCALE;
float score = 0.0f;
// Sum of distances
if (distPrev + distNext > baseSampleRate * SAVE_DISTANCE_SCALE) {
score += SAVE_DISTANCE_SCORE;
}
// Distance
if (distPrev < baseSampleRate * SKIP_DISTANCE_SCALE) {
score += SKIP_DISTANCE_SCORE;
}
// Location
if (distPrev < baseSampleRate * CHECK_LOCALMIN_DISTANCE_THRESHOLD_SCALE) {
if (!isPrevLocalMin(currentNearKeysDistances, prevNearKeysDistances,
prevPrevNearKeysDistances)) {
score += NOT_LOCALMIN_DISTANCE_SCORE;
} else if (nearest < NEAR_KEY_THRESHOLD) {
// Promote points nearby keys
score += LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE;
}
if (!isPrevLocalMin(currentNearKeysDistances, prevNearKeysDistances,
prevPrevNearKeysDistances)) {
score += NOT_LOCALMIN_DISTANCE_SCORE;
} else if (nearest < NEAR_KEY_THRESHOLD) {
// Promote points nearby keys
score += LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE;
}
// Angle
const float angle1 = getAngle(x, y, mInputXs.back(), mInputYs.back());
const float angle2 = getAngle(mInputXs.back(), mInputYs.back(),
mInputXs[size - 2], mInputYs[size - 2]);
const float angleDiff = getAngleDiff(angle1, angle2);
// Skip straight
if (nearest > STRAIGHT_SKIP_NEAREST_DISTANCE_THRESHOLD
&& distPrev < baseSampleRate * STRAIGHT_SKIP_DISTANCE_THRESHOLD_SCALE
&& angleDiff < STRAIGHT_ANGLE_THRESHOLD) {
score += STRAIGHT_SKIP_SCORE;
}
// Save corner
if (distPrev > baseSampleRate * CORNER_CHECK_DISTANCE_THRESHOLD_SCALE
&& angleDiff > CORNER_ANGLE_THRESHOLD) {
&& (sumAngle > CORNER_SUM_ANGLE_THRESHOLD || angleDiff > CORNER_ANGLE_THRESHOLD)) {
score += CORNER_SCORE;
}
return score;
@ -438,18 +442,17 @@ float ProximityInfoState::getPointScore(
// Sampling touch point and pushing information to vectors.
// Returning if previous point is popped or not.
bool ProximityInfoState::pushTouchPoint(const int inputIndex, const int nodeChar, int x, int y,
const int time, const bool sample, const bool isLastPoint,
const int time, const bool sample, const bool isLastPoint, const float sumAngle,
NearKeysDistanceMap *const currentNearKeysDistances,
const NearKeysDistanceMap *const prevNearKeysDistances,
const NearKeysDistanceMap *const prevPrevNearKeysDistances) {
static const int LAST_POINT_SKIP_DISTANCE_SCALE = 4;
static const int LAST_AND_NOT_NEAREST_POINT_SKIP_DISTANCE_SCALE = 2;
size_t size = mInputXs.size();
bool popped = false;
if (nodeChar < 0 && sample) {
const float nearest = updateNearKeysDistances(x, y, currentNearKeysDistances);
const float score = getPointScore(x, y, time, isLastPoint, nearest,
const float score = getPointScore(x, y, time, isLastPoint, nearest, sumAngle,
currentNearKeysDistances, prevNearKeysDistances, prevPrevNearKeysDistances);
if (score < 0) {
// Pop previous point because it would be useless.
@ -461,9 +464,8 @@ bool ProximityInfoState::pushTouchPoint(const int inputIndex, const int nodeChar
}
// Check if the last point should be skipped.
if (isLastPoint && size > 0) {
const int lastPointsDistance = getDistanceInt(x, y, mInputXs.back(), mInputYs.back());
if (lastPointsDistance * LAST_POINT_SKIP_DISTANCE_SCALE
< mProximityInfo->getMostCommonKeyWidth()) {
if (getDistanceInt(x, y, mInputXs.back(), mInputYs.back())
* LAST_POINT_SKIP_DISTANCE_SCALE < mProximityInfo->getMostCommonKeyWidth()) {
// 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, "
@ -473,28 +475,6 @@ bool ProximityInfoState::pushTouchPoint(const int inputIndex, const int nodeChar
/ LAST_POINT_SKIP_DISTANCE_SCALE);
}
return popped;
} else if (lastPointsDistance * LAST_AND_NOT_NEAREST_POINT_SKIP_DISTANCE_SCALE
< mProximityInfo->getMostCommonKeyWidth()) {
int nearestChar = 0;
float nearestCharDistance = mMaxPointToKeyLength;
for (NearKeysDistanceMap::const_iterator it = currentNearKeysDistances->begin();
it != currentNearKeysDistances->end(); ++it) {
if (nearestCharDistance > it->second) {
nearestChar = it->first;
nearestCharDistance = it->second;
}
}
NearKeysDistanceMap::const_iterator itPP =
prevNearKeysDistances->find(nearestChar);
if (itPP != prevNearKeysDistances->end() && nearestCharDistance > itPP->second) {
// The nearest key of the penultimate point is same as the nearest key of the
// last point. So, we don't need to use the last point.
if (DEBUG_GEO_FULL) {
AKLOGI("p1: char = %c, minDist = %f, prevNear key minDist = %f",
nearestChar, itPP->second, nearestCharDistance);
}
return popped;
}
}
}
}
@ -550,11 +530,16 @@ int ProximityInfoState::getDuration(const int index) const {
}
float ProximityInfoState::getPointToKeyLength(const int inputIndex, const int codePoint) const {
const int keyId = mProximityInfo->getKeyIndexOf(codePoint);
if (keyId != NOT_AN_INDEX) {
const int index = inputIndex * mProximityInfo->getKeyCount() + keyId;
return min(mDistanceCache[index], mMaxPointToKeyLength);
}
if (isSkippableChar(codePoint)) {
return 0.0f;
}
const int keyId = mProximityInfo->getKeyIndexOf(codePoint);
return getPointToKeyByIdLength(inputIndex, keyId);
// If the char is not a key on the keyboard then return the max length.
return MAX_POINT_TO_KEY_LENGTH;
}
float ProximityInfoState::getPointToKeyByIdLength(const int inputIndex, const int keyId) const {
@ -587,8 +572,9 @@ int32_t ProximityInfoState::getAllPossibleChars(
return filterSize;
}
int newFilterSize = filterSize;
for (int j = 0; j < mProximityInfo->getKeyCount(); ++j) {
if (mNearKeysVector[index].test(j)) {
const int keyCount = mProximityInfo->getKeyCount();
for (int j = 0; j < keyCount; ++j) {
if (mSearchKeysVector[index].test(j)) {
const int32_t keyCodePoint = mProximityInfo->getCodePointOf(j);
bool insert = true;
// TODO: Avoid linear search
@ -606,6 +592,12 @@ int32_t ProximityInfoState::getAllPossibleChars(
return newFilterSize;
}
bool ProximityInfoState::isKeyInSerchKeysAfterIndex(const int index, const int keyId) const {
ASSERT(keyId >= 0);
ASSERT(index >= 0 && index < mInputSize);
return mSearchKeysVector[index].test(keyId);
}
void ProximityInfoState::popInputData() {
mInputXs.pop_back();
mInputYs.pop_back();
@ -614,18 +606,26 @@ void ProximityInfoState::popInputData() {
mInputIndice.pop_back();
}
float ProximityInfoState::getDirection(const int index0, const int index1) const {
if (index0 < 0 || index0 > mInputSize - 1) {
return 0.0f;
}
if (index1 < 0 || index1 > mInputSize - 1) {
return 0.0f;
}
const int x1 = mInputXs[index0];
const int y1 = mInputYs[index0];
const int x2 = mInputXs[index1];
const int y2 = mInputYs[index1];
return getAngle(x1, y1, x2, y2);
}
float ProximityInfoState::getPointAngle(const int index) const {
if (index <= 0 || index >= mInputSize - 1) {
return 0.0f;
}
const int x = mInputXs[index];
const int y = mInputYs[index];
const int nextX = mInputXs[index + 1];
const int nextY = mInputYs[index + 1];
const int previousX = mInputXs[index - 1];
const int previousY = mInputYs[index - 1];
const float previousDirection = getAngle(previousX, previousY, x, y);
const float nextDirection = getAngle(x, y, nextX, nextY);
const float previousDirection = getDirection(index - 1, index);
const float nextDirection = getDirection(index, index + 1);
const float directionDiff = getAngleDiff(previousDirection, nextDirection);
return directionDiff;
}
@ -641,190 +641,354 @@ float ProximityInfoState::getPointsAngle(
if (index2 < 0 || index2 > mInputSize - 1) {
return 0.0f;
}
const int x0 = mInputXs[index0];
const int y0 = mInputYs[index0];
const int x1 = mInputXs[index1];
const int y1 = mInputYs[index1];
const int x2 = mInputXs[index2];
const int y2 = mInputYs[index2];
const float previousDirection = getAngle(x0, y0, x1, y1);
const float nextDirection = getAngle(x1, y1, x2, y2);
const float directionDiff = getAngleDiff(previousDirection, nextDirection);
return directionDiff;
const float previousDirection = getDirection(index0, index1);
const float nextDirection = getDirection(index1, index2);
return getAngleDiff(previousDirection, nextDirection);
}
float ProximityInfoState::getLineToKeyDistance(
const int from, const int to, const int keyId, const bool extend) const {
if (from < 0 || from > mInputSize - 1) {
return 0.0f;
}
if (to < 0 || to > mInputSize - 1) {
return 0.0f;
}
const int x0 = mInputXs[from];
const int y0 = mInputYs[from];
const int x1 = mInputXs[to];
const int y1 = mInputYs[to];
const int keyX = mProximityInfo->getKeyCenterXOfKeyIdG(keyId);
const int keyY = mProximityInfo->getKeyCenterYOfKeyIdG(keyId);
return pointToLineSegSquaredDistanceFloat(keyX, keyY, x0, y0, x1, y1, extend);
}
// Updates probabilities of aligning to some keys and skipping.
// Word suggestion should be based on this probabilities.
void ProximityInfoState::updateAlignPointProbabilities() {
static const float MIN_PROBABILITY = 0.00001f;
void ProximityInfoState::updateAlignPointProbabilities(const int start) {
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 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 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 = 0.5f;
static const float SLOW_STRAIGHT_WEIGHT = 0.8f;
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;
const int keyCount = mProximityInfo->getKeyCount();
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%.
for (int i = start; i < mInputSize; ++i) {
mCharProbabilities[i].clear();
// First, calculates skip probability. Starts form MIN_SKIP_PROBABILITY.
// 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);
float skipProbability = MAX_SKIP_PROBABILITY;
// 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);
const float currentAngle = getPointAngle(i);
const float relativeSpeed = getRelativeSpeed(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) {
float nearestKeyDistance = static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
for (int j = 0; j < keyCount; ++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;
const float distance = getPointToKeyByIdLength(i, j);
if (distance < nearestKeyDistance) {
nearestKeyDistance = distance;
}
}
}
if (i == 0) {
skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT
+ NEAREST_DISTANCE_BIAS);
// Promote the first point
skipProbability *= SKIP_FIRST_POINT_PROBABILITY;
} else if (i == mInputSize - 1) {
skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT_FOR_LAST
+ NEAREST_DISTANCE_BIAS_FOR_LAST);
// Promote the last point
skipProbability *= SKIP_LAST_POINT_PROBABILITY;
} else {
// If the current speed is relatively slower than adjacent keys, we promote this point.
if (getRelativeSpeed(i - 1) - SPEED_MARGIN > relativeSpeed
&& relativeSpeed < getRelativeSpeed(i + 1) - SPEED_MARGIN) {
if (currentAngle < CORNER_ANGLE_THRESHOLD) {
skipProbability *= min(1.0f, relativeSpeed
* 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, relativeSpeed * SPEED_WEIGHT_FOR_SKIP_PROBABILITY
+ MIN_SPEED_RATE_FOR_SKIP_PROBABILITY);
}
}
skipProbability *= min(1.0f, relativeSpeed * nearestKeyDistance *
NEAREST_DISTANCE_WEIGHT + 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;
}
// 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(i, i - 2, i - 3);
if (i >= 3 && prevAngle < STRAIGHT_ANGLE_THRESHOLD
&& currentAngle > CORNER_ANGLE_THRESHOLD) {
skipProbability *= SKIP_CORNER_PROBABILITY;
}
}
// probabilities must be in [0.0, MAX_SKIP_PROBABILITY];
ASSERT(skipProbability >= 0.0f);
ASSERT(skipProbability <= MAX_SKIP_PROBABILITY);
mCharProbabilities[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(relativeSpeed * currentAngle / M_PI_F
* SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION,
MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION);
const float speedxNearestKeyDistanceRate = min(relativeSpeed * nearestKeyDistance
* SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION,
MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION);
const float sigma = speedxAngleRate + speedxNearestKeyDistanceRate + MIN_STANDERD_DIVIATION;
NormalDistribution distribution(CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma);
static const float PREV_DISTANCE_WEIGHT = 0.5f;
static const float NEXT_DISTANCE_WEIGHT = 0.6f;
// Summing up probability densities of all near keys.
float sumOfProbabilityDensities = 0.0f;
for (int j = 0; j < keyCount; ++j) {
if (mNearKeysVector[i].test(j)) {
float distance = sqrtf(getPointToKeyByIdLength(i, j));
if (i == 0 && i != mInputSize - 1) {
// For the first point, weighted average of distances from first point and the
// next point to the key is used as a point to key distance.
const float nextDistance = sqrtf(getPointToKeyByIdLength(i + 1, j));
if (nextDistance < distance) {
// The distance of the first point tends to bigger than continuing
// 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);
}
} else if (i != 0 && i == mInputSize - 1) {
// For the first point, weighted average of distances from last point and
// the previous point to the key is used as a point to key distance.
const float previousDistance = sqrtf(getPointToKeyByIdLength(i - 1, j));
if (previousDistance < distance) {
// The distance of the last point tends to bigger than continuing points
// 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);
}
}
// TODO: Promote the first point when the extended line from the next input is near
// from a key. Also, promote the last point as well.
sumOfProbabilityDensities += distribution.getProbabilityDensity(distance);
}
}
// Split the probability of an input point to keys that are close to the input point.
for (int j = 0; j < keyCount; ++j) {
if (mNearKeysVector[i].test(j)) {
float distance = sqrtf(getPointToKeyByIdLength(i, j));
if (i == 0 && i != mInputSize - 1) {
// For the first point, weighted average of distances from the first point and
// the next point to the key is used as a point to key distance.
const float prevDistance = sqrtf(getPointToKeyByIdLength(i + 1, j));
if (prevDistance < distance) {
distance = (distance + prevDistance * NEXT_DISTANCE_WEIGHT)
/ (1.0f + NEXT_DISTANCE_WEIGHT);
}
} else if (i != 0 && i == mInputSize - 1) {
// For the first point, weighted average of distances from last point and
// the previous point to the key is used as a point to key distance.
const float prevDistance = sqrtf(getPointToKeyByIdLength(i - 1, j));
if (prevDistance < distance) {
distance = (distance + prevDistance * PREV_DISTANCE_WEIGHT)
/ (1.0f + PREV_DISTANCE_WEIGHT);
}
}
const float probabilityDensity = distribution.getProbabilityDensity(distance);
const float probability = inputCharProbability * probabilityDensity
/ sumOfProbabilityDensities;
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 << ", ";
sstream << "("<< mInputXs[i] << ", ";
sstream << ", "<< mInputYs[i] << "), ";
sstream << "Speed: "<< getRelativeSpeed(i) << ", ";
sstream << "Angle: "<< getPointAngle(i) << ", \n";
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
<< ", ";
if (it->first == NOT_AN_INDEX) {
sstream << it->first
<< "(skip):"
<< it->second
<< "\n";
} else {
sstream << it->first
<< "("
<< static_cast<char>(mProximityInfo->getCodePointOf(it->first))
<< "):"
<< it->second
<< "\n";
}
}
AKLOGI("%s", sstream.str().c_str());
}
}
// 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 = max(start, 1); i < mInputSize; ++i) {
for (int j = i + 1; j < mInputSize; ++j) {
if (!suppressCharProbabilities(i, j)) {
break;
}
}
for (int j = i - 1; j >= max(start, 0); --j) {
if (!suppressCharProbabilities(i, j)) {
break;
}
}
}
// Converting from raw probabilities to log probabilities to calculate spatial distance.
for (int i = start; i < mInputSize; ++i) {
for (int j = 0; j < keyCount; ++j) {
hash_map_compat<int, float>::iterator it = mCharProbabilities[i].find(j);
if (it == mCharProbabilities[i].end()){
mNearKeysVector[i].reset(j);
} else if(it->second < MIN_PROBABILITY) {
// Erases from near keys vector because it has very low probability.
mNearKeysVector[i].reset(j);
mCharProbabilities[i].erase(j);
} else {
it->second = -logf(it->second);
}
}
mCharProbabilities[i][NOT_AN_INDEX] = -logf(mCharProbabilities[i][NOT_AN_INDEX]);
}
}
// Decreases char probabilities of index0 by checking probabilities of a near point (index1).
// Decreases char probabilities of index0 by checking probabilities of a near point (index1) and
// increases char probabilities of index1 by checking probabilities of index0.
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;
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>(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;
const float suppressionRate = MIN_SUPPRESSION_RATE
+ diff / keyWidthFloat / SUPPRESSION_LENGTH_WEIGHT * SUPPRESSION_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);
hash_map_compat<int, float>::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;
const float suppression = it->second - newProbability;
it->second = newProbability;
// mCharProbabilities[index0][NOT_AN_INDEX] is the probability of skipping this point.
mCharProbabilities[index0][NOT_AN_INDEX] += suppression;
// Add the probability of the same key nearby index1
const float probabilityGain = min(suppression * SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN,
mCharProbabilities[index1][NOT_AN_INDEX]
* SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN);
it2->second += probabilityGain;
mCharProbabilities[index1][NOT_AN_INDEX] -= probabilityGain;
}
}
// 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;
static const float LOG_PROBABILITY_MARGIN = 0.2f;
int index = 0;
float sumLogProbability = 0.0f;
// 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 (int i = 0; i < mInputSize && index < MAX_WORD_LENGTH_INTERNAL - 1; ++i) {
float minLogProbability = static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
int character = NOT_AN_INDEX;
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;
const float logProbability = (it->first != NOT_AN_INDEX)
? it->second + LOG_PROBABILITY_MARGIN : it->second;
if (logProbability < minLogProbability) {
minLogProbability = logProbability;
character = 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]);
if (character != NOT_AN_INDEX) {
charBuf[index] = mProximityInfo->getCodePointOf(character);
index++;
}
sumLogProbability += minLogProbability;
}
charBuf[index] = '\0';
return probability;
return sumLogProbability;
}
// Returns a probability of mapping index to keyIndex.
float ProximityInfoState::getProbability(const int index, const int keyIndex) const {
ASSERT(0 <= index && index < mInputSize);
hash_map_compat<int, float>::const_iterator it = mCharProbabilities[index].find(keyIndex);
if (it != mCharProbabilities[index].end()) {
return it->second;
}
return static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
}
} // namespace latinime

View File

@ -56,7 +56,8 @@ class ProximityInfoState {
mKeyCount(0), mCellHeight(0), mCellWidth(0), mGridHeight(0), mGridWidth(0),
mIsContinuationPossible(false), mInputXs(), mInputYs(), mTimes(), mInputIndice(),
mDistanceCache(), mLengthCache(), mRelativeSpeeds(), mCharProbabilities(),
mNearKeysVector(), mTouchPositionCorrectionEnabled(false), mInputSize(0) {
mNearKeysVector(), mSearchKeysVector(),
mTouchPositionCorrectionEnabled(false), mInputSize(0) {
memset(mInputCodes, 0, sizeof(mInputCodes));
memset(mNormalizedSquaredDistances, 0, sizeof(mNormalizedSquaredDistances));
memset(mPrimaryInputWord, 0, sizeof(mPrimaryInputWord));
@ -214,7 +215,6 @@ class ProximityInfoState {
}
float getPointToKeyLength(const int inputIndex, const int charCode) const;
float getPointToKeyByIdLength(const int inputIndex, const int keyId) const;
int getSpaceY() const;
@ -226,11 +226,21 @@ class ProximityInfoState {
return mRelativeSpeeds[index];
}
// get xy direction
float getDirection(const int x, const int y) const;
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;
float getProbability(const int index, const int charCode) const;
float getLineToKeyDistance(
const int from, const int to, const int keyId, const bool extend) const;
bool isKeyInSerchKeysAfterIndex(const int index, const int keyId) const;
private:
DISALLOW_COPY_AND_ASSIGN(ProximityInfoState);
typedef hash_map_compat<int, float> NearKeysDistanceMap;
@ -243,7 +253,7 @@ class ProximityInfoState {
const int keyIndex, const int inputIndex) const;
bool pushTouchPoint(const int inputIndex, const int nodeChar, int x, int y, const int time,
const bool sample, const bool isLastPoint,
const bool sample, const bool isLastPoint, const float sumAngle,
NearKeysDistanceMap *const currentNearKeysDistances,
const NearKeysDistanceMap *const prevNearKeysDistances,
const NearKeysDistanceMap *const prevPrevNearKeysDistances);
@ -267,13 +277,13 @@ class ProximityInfoState {
const NearKeysDistanceMap *const prevPrevNearKeysDistances) const;
float getPointScore(
const int x, const int y, const int time, const bool last, const float nearest,
const NearKeysDistanceMap *const currentNearKeysDistances,
const float sumAngle, const NearKeysDistanceMap *const currentNearKeysDistances,
const NearKeysDistanceMap *const prevNearKeysDistances,
const NearKeysDistanceMap *const prevPrevNearKeysDistances) const;
bool checkAndReturnIsContinuationPossible(const int inputSize, const int *const xCoordinates,
const int *const yCoordinates, const int *const times);
void popInputData();
void updateAlignPointProbabilities();
void updateAlignPointProbabilities(const int start);
bool suppressCharProbabilities(const int index1, const int index2);
// const
@ -298,7 +308,15 @@ class ProximityInfoState {
std::vector<float> mRelativeSpeeds;
// probabilities of skipping or mapping to a key for each point.
std::vector<hash_map_compat<int, float> > mCharProbabilities;
// The vector for the key code set which holds nearby keys for each sampled input point
// 1. Used to calculate the probability of the key
// 2. Used to calculate mSearchKeysVector
std::vector<NearKeycodesSet> mNearKeysVector;
// The vector for the key code set which holds nearby keys of some trailing sampled input points
// for each sampled input point. These nearby keys contain the next characters which can be in
// the dictionary. Specifically, currently we are looking for keys nearby trailing sampled
// inputs including the current input point.
std::vector<NearKeycodesSet> mSearchKeysVector;
bool mTouchPositionCorrectionEnabled;
int32_t mInputCodes[MAX_PROXIMITY_CHARS_SIZE_INTERNAL * MAX_WORD_LENGTH_INTERNAL];
int mNormalizedSquaredDistances[MAX_PROXIMITY_CHARS_SIZE_INTERNAL * MAX_WORD_LENGTH_INTERNAL];