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-rw-r--r--native/jni/src/proximity_info_state.cpp329
-rw-r--r--native/jni/src/proximity_info_state.h26
-rw-r--r--native/jni/src/proximity_info_state_utils.cpp368
-rw-r--r--native/jni/src/proximity_info_state_utils.h34
4 files changed, 409 insertions, 348 deletions
diff --git a/native/jni/src/proximity_info_state.cpp b/native/jni/src/proximity_info_state.cpp
index 058a03187..45b72eb21 100644
--- a/native/jni/src/proximity_info_state.cpp
+++ b/native/jni/src/proximity_info_state.cpp
@@ -138,7 +138,11 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
}
if (isGeometric) {
// updates probabilities of skipping or mapping each key for all points.
- updateAlignPointProbabilities(lastSavedInputSize);
+ ProximityInfoStateUtils::updateAlignPointProbabilities(
+ mMaxPointToKeyLength, mProximityInfo->getMostCommonKeyWidth(),
+ keyCount, lastSavedInputSize, mSampledInputSize, &mSampledInputXs,
+ &mSampledInputYs, &mSpeedRates, &mLengthCache, &mDistanceCache_G,
+ &mNearKeysVector, &mCharProbabilities);
static const float READ_FORWORD_LENGTH_SCALE = 0.95f;
const int readForwordLength = static_cast<int>(
@@ -307,16 +311,10 @@ float ProximityInfoState::getPointToKeyLength_G(const int inputIndex, const int
}
// TODO: Remove the "scale" parameter
-// This function basically converts from a length to an edit distance. Accordingly, it's obviously
-// wrong to compare with mMaxPointToKeyLength.
float ProximityInfoState::getPointToKeyByIdLength(
const int inputIndex, const int keyId, const float scale) const {
- if (keyId != NOT_AN_INDEX) {
- const int index = inputIndex * mProximityInfo->getKeyCount() + keyId;
- return min(mDistanceCache_G[index] * scale, mMaxPointToKeyLength);
- }
- // If the char is not a key on the keyboard then return the max length.
- return static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
+ return ProximityInfoStateUtils::getPointToKeyByIdLength(mMaxPointToKeyLength,
+ &mDistanceCache_G, mProximityInfo->getKeyCount(), inputIndex, keyId, scale);
}
float ProximityInfoState::getPointToKeyByIdLength(const int inputIndex, const int keyId) const {
@@ -442,32 +440,6 @@ float ProximityInfoState::getDirection(const int index0, const int index1) const
&mSampledInputXs, &mSampledInputYs, index0, index1);
}
-float ProximityInfoState::getPointAngle(const int index) const {
- if (index <= 0 || index >= mSampledInputSize - 1) {
- return 0.0f;
- }
- const float previousDirection = getDirection(index - 1, index);
- const float nextDirection = getDirection(index, index + 1);
- const float directionDiff = getAngleDiff(previousDirection, nextDirection);
- return directionDiff;
-}
-
-float ProximityInfoState::getPointsAngle(
- const int index0, const int index1, const int index2) const {
- if (index0 < 0 || index0 > mSampledInputSize - 1) {
- return 0.0f;
- }
- if (index1 < 0 || index1 > mSampledInputSize - 1) {
- return 0.0f;
- }
- if (index2 < 0 || index2 > mSampledInputSize - 1) {
- return 0.0f;
- }
- 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 > mSampledInputSize - 1) {
@@ -488,293 +460,6 @@ float ProximityInfoState::getLineToKeyDistance(
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(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 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;
-
- const int keyCount = mProximityInfo->getKeyCount();
- mCharProbabilities.resize(mSampledInputSize);
- // Calculates probabilities of using a point as a correlated point with the character
- // for each point.
- for (int i = start; i < mSampledInputSize; ++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 = MAX_SKIP_PROBABILITY;
-
- const float currentAngle = getPointAngle(i);
- const float speedRate = getSpeedRate(i);
-
- 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 = 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 == mSampledInputSize - 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 (getSpeedRate(i - 1) - SPEED_MARGIN > speedRate
- && speedRate < getSpeedRate(i + 1) - SPEED_MARGIN) {
- if (currentAngle < CORNER_ANGLE_THRESHOLD) {
- skipProbability *= min(1.0f, speedRate
- * 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 * 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(speedRate * currentAngle / M_PI_F
- * SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION,
- 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;
-
- 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;
- // 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 != mSampledInputSize - 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 == mSampledInputSize - 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 != mSampledInputSize - 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 == mSampledInputSize - 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;
- }
- }
- }
-
-
- if (DEBUG_POINTS_PROBABILITY) {
- for (int i = 0; i < mSampledInputSize; ++i) {
- std::stringstream sstream;
- sstream << i << ", ";
- sstream << "(" << mSampledInputXs[i] << ", " << mSampledInputYs[i] << "), ";
- sstream << "Speed: "<< getSpeedRate(i) << ", ";
- sstream << "Angle: "<< getPointAngle(i) << ", \n";
-
- for (hash_map_compat<int, float>::iterator it = mCharProbabilities[i].begin();
- it != mCharProbabilities[i].end(); ++it) {
- 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 < mSampledInputSize; ++i) {
- for (int j = i + 1; j < mSampledInputSize; ++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 < mSampledInputSize; ++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) and
-// increases char probabilities of index1 by checking probabilities of index0.
-bool ProximityInfoState::suppressCharProbabilities(const int index0, const int index1) {
- ASSERT(0 <= index0 && index0 < mSampledInputSize);
- ASSERT(0 <= index1 && index1 < mSampledInputSize);
-
- 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;
- }
- 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>::iterator it2 = mCharProbabilities[index1].find(it->first);
- if (it2 != mCharProbabilities[index1].end() && it->second < it2->second) {
- const float newProbability = it->second * suppressionRate;
- 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;
- }
- }
- return true;
-}
-
// Get a word that is detected by tracing the most probable string into codePointBuf and
// returns probability of generating the word.
float ProximityInfoState::getMostProbableString(int *const codePointBuf) const {
diff --git a/native/jni/src/proximity_info_state.h b/native/jni/src/proximity_info_state.h
index 9d3976f3a..f2149e774 100644
--- a/native/jni/src/proximity_info_state.h
+++ b/native/jni/src/proximity_info_state.h
@@ -17,7 +17,6 @@
#ifndef LATINIME_PROXIMITY_INFO_STATE_H
#define LATINIME_PROXIMITY_INFO_STATE_H
-#include <bitset>
#include <cstring> // for memset()
#include <vector>
@@ -33,7 +32,6 @@ class ProximityInfo;
class ProximityInfoState {
public:
- typedef std::bitset<MAX_KEY_COUNT_IN_A_KEYBOARD> NearKeycodesSet;
static const int NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR_LOG_2;
static const int NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR;
static const float NOT_A_DISTANCE_FLOAT;
@@ -191,10 +189,6 @@ class ProximityInfoState {
// 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 getMostProbableString(int *const codePointBuf) const;
float getProbability(const int index, const int charCode) const;
@@ -205,7 +199,6 @@ class ProximityInfoState {
bool isKeyInSerchKeysAfterIndex(const int index, const int keyId) const;
private:
DISALLOW_COPY_AND_ASSIGN(ProximityInfoState);
- typedef hash_map_compat<int, float> NearKeysDistanceMap;
/////////////////////////////////////////
// Defined in proximity_info_state.cpp //
/////////////////////////////////////////
@@ -226,24 +219,9 @@ class ProximityInfoState {
inline const int *getProximityCodePointsAt(const int index) const {
return ProximityInfoStateUtils::getProximityCodePointsAt(mInputProximities, index);
}
-
- float updateNearKeysDistances(const int x, const int y,
- NearKeysDistanceMap *const currentNearKeysDistances);
- bool isPrevLocalMin(const NearKeysDistanceMap *const currentNearKeysDistances,
- const NearKeysDistanceMap *const prevNearKeysDistances,
- const NearKeysDistanceMap *const prevPrevNearKeysDistances) const;
- float getPointScore(
- const int x, const int y, const int time, const bool last, const float nearest,
- 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, const bool isGeometric) const;
void popInputData();
- void updateAlignPointProbabilities(const int start);
- bool suppressCharProbabilities(const int index1, const int index2);
- float calculateBeelineSpeedRate(const int id, const int inputSize,
- const int *const xCoordinates, const int *const yCoordinates, const int * times) const;
// const
const ProximityInfo *mProximityInfo;
@@ -272,12 +250,12 @@ class ProximityInfoState {
// 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;
+ std::vector<ProximityInfoStateUtils::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;
+ std::vector<ProximityInfoStateUtils::NearKeycodesSet> mSearchKeysVector;
bool mTouchPositionCorrectionEnabled;
int mInputProximities[MAX_PROXIMITY_CHARS_SIZE * MAX_WORD_LENGTH];
int mNormalizedSquaredDistances[MAX_PROXIMITY_CHARS_SIZE * MAX_WORD_LENGTH];
diff --git a/native/jni/src/proximity_info_state_utils.cpp b/native/jni/src/proximity_info_state_utils.cpp
index 65a258309..e5567f7a7 100644
--- a/native/jni/src/proximity_info_state_utils.cpp
+++ b/native/jni/src/proximity_info_state_utils.cpp
@@ -14,6 +14,7 @@
* limitations under the License.
*/
+#include <sstream> // for debug prints
#include <vector>
#include "defines.h"
@@ -481,4 +482,371 @@ namespace latinime {
// TODO: Detect double letter more smartly
return 0.01f + static_cast<float>(beelineDistance) / static_cast<float>(time) / averageSpeed;
}
+
+/* static */ float ProximityInfoStateUtils::getPointAngle(
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs, const int index) {
+ if (!sampledInputXs || !sampledInputYs) {
+ return 0.0f;
+ }
+ const int sampledInputSize = sampledInputXs->size();
+ if (index <= 0 || index >= sampledInputSize - 1) {
+ return 0.0f;
+ }
+ const float previousDirection = getDirection(sampledInputXs, sampledInputYs, index - 1, index);
+ const float nextDirection = getDirection(sampledInputXs, sampledInputYs, index, index + 1);
+ const float directionDiff = getAngleDiff(previousDirection, nextDirection);
+ return directionDiff;
+}
+
+/* static */ float ProximityInfoStateUtils::getPointsAngle(
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ const int index0, const int index1, const int index2) {
+ if (!sampledInputXs || !sampledInputYs) {
+ return 0.0f;
+ }
+ const int sampledInputSize = sampledInputXs->size();
+ if (index0 < 0 || index0 > sampledInputSize - 1) {
+ return 0.0f;
+ }
+ if (index1 < 0 || index1 > sampledInputSize - 1) {
+ return 0.0f;
+ }
+ if (index2 < 0 || index2 > sampledInputSize - 1) {
+ return 0.0f;
+ }
+ const float previousDirection = getDirection(sampledInputXs, sampledInputYs, index0, index1);
+ const float nextDirection = getDirection(sampledInputXs, sampledInputYs, index1, index2);
+ return getAngleDiff(previousDirection, nextDirection);
+}
+
+// TODO: Remove the "scale" parameter
+// This function basically converts from a length to an edit distance. Accordingly, it's obviously
+// wrong to compare with mMaxPointToKeyLength.
+/* static */ float ProximityInfoStateUtils::getPointToKeyByIdLength(const float maxPointToKeyLength,
+ const std::vector<float> *const distanceCache_G, const int keyCount,
+ const int inputIndex, const int keyId, const float scale) {
+ if (keyId != NOT_AN_INDEX) {
+ const int index = inputIndex * keyCount + keyId;
+ return min((*distanceCache_G)[index] * scale, maxPointToKeyLength);
+ }
+ // If the char is not a key on the keyboard then return the max length.
+ return static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
+}
+
+/* static */ float ProximityInfoStateUtils::getPointToKeyByIdLength(const float maxPointToKeyLength,
+ const std::vector<float> *const distanceCache_G, const int keyCount,
+ const int inputIndex, const int keyId) {
+ return getPointToKeyByIdLength(maxPointToKeyLength, distanceCache_G, keyCount, inputIndex,
+ keyId, 1.0f);
+}
+
+// Updates probabilities of aligning to some keys and skipping.
+// Word suggestion should be based on this probabilities.
+/* static */ void ProximityInfoStateUtils::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 distanceCache_G,
+ std::vector<NearKeycodesSet> *nearKeysVector,
+ 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.
+ // Note that all values that are multiplied to this probability should be in [0.0, 1.0];
+ float skipProbability = MAX_SKIP_PROBABILITY;
+
+ const float currentAngle = getPointAngle(sampledInputXs, sampledInputYs, i);
+ const float speedRate = (*sampledSpeedRates)[i];
+
+ float nearestKeyDistance = static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
+ for (int j = 0; j < keyCount; ++j) {
+ if ((*nearKeysVector)[i].test(j)) {
+ const float distance = getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, 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 == sampledInputSize - 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 ((*sampledSpeedRates)[i - 1] - SPEED_MARGIN > speedRate
+ && speedRate < (*sampledSpeedRates)[i + 1] - SPEED_MARGIN) {
+ if (currentAngle < CORNER_ANGLE_THRESHOLD) {
+ skipProbability *= min(1.0f, speedRate
+ * 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 * 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(sampledInputXs, sampledInputYs, 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);
+ (*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);
+ 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;
+
+ 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;
+ // Summing up probability densities of all near keys.
+ float sumOfProbabilityDensities = 0.0f;
+ for (int j = 0; j < keyCount; ++j) {
+ if ((*nearKeysVector)[i].test(j)) {
+ float distance = sqrtf(getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i, j));
+ if (i == 0 && i != sampledInputSize - 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(
+ maxPointToKeyLength, distanceCache_G, keyCount, 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 == sampledInputSize - 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(
+ maxPointToKeyLength, distanceCache_G, keyCount, 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 ((*nearKeysVector)[i].test(j)) {
+ float distance = sqrtf(getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i, j));
+ if (i == 0 && i != sampledInputSize - 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(
+ maxPointToKeyLength, distanceCache_G, keyCount, i + 1, j));
+ if (prevDistance < distance) {
+ distance = (distance + prevDistance * NEXT_DISTANCE_WEIGHT)
+ / (1.0f + NEXT_DISTANCE_WEIGHT);
+ }
+ } else if (i != 0 && i == sampledInputSize - 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(
+ maxPointToKeyLength, distanceCache_G, keyCount, 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;
+ (*charProbabilities)[i][j] = probability;
+ }
+ }
+ }
+
+
+ if (DEBUG_POINTS_PROBABILITY) {
+ for (int i = 0; i < sampledInputSize; ++i) {
+ std::stringstream sstream;
+ sstream << i << ", ";
+ sstream << "(" << (*sampledInputXs)[i] << ", " << (*sampledInputYs)[i] << "), ";
+ sstream << "Speed: "<< (*sampledSpeedRates)[i] << ", ";
+ sstream << "Angle: "<< getPointAngle(sampledInputXs, sampledInputYs, i) << ", \n";
+
+ for (hash_map_compat<int, float>::iterator it = (*charProbabilities)[i].begin();
+ it != (*charProbabilities)[i].end(); ++it) {
+ 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 < sampledInputSize; ++i) {
+ for (int j = i + 1; j < sampledInputSize; ++j) {
+ if (!suppressCharProbabilities(
+ mostCommonKeyWidth, sampledInputSize, sampledLengthCache, i, j,
+ charProbabilities)) {
+ break;
+ }
+ }
+ for (int j = i - 1; j >= max(start, 0); --j) {
+ if (!suppressCharProbabilities(
+ mostCommonKeyWidth, sampledInputSize, sampledLengthCache, i, j,
+ charProbabilities)) {
+ break;
+ }
+ }
+ }
+
+ // Converting from raw probabilities to log probabilities to calculate spatial distance.
+ for (int i = start; i < sampledInputSize; ++i) {
+ for (int j = 0; j < keyCount; ++j) {
+ hash_map_compat<int, float>::iterator it = (*charProbabilities)[i].find(j);
+ if (it == (*charProbabilities)[i].end()){
+ (*nearKeysVector)[i].reset(j);
+ } else if(it->second < MIN_PROBABILITY) {
+ // Erases from near keys vector because it has very low probability.
+ (*nearKeysVector)[i].reset(j);
+ (*charProbabilities)[i].erase(j);
+ } else {
+ it->second = -logf(it->second);
+ }
+ }
+ (*charProbabilities)[i][NOT_AN_INDEX] = -logf((*charProbabilities)[i][NOT_AN_INDEX]);
+ }
+}
+
+// Decreases char probabilities of index0 by checking probabilities of a near point (index1) and
+// increases char probabilities of index1 by checking probabilities of index0.
+/* static */ bool ProximityInfoStateUtils::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) {
+ 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) {
+ return false;
+ }
+ const float suppressionRate = MIN_SUPPRESSION_RATE
+ + diff / keyWidthFloat / SUPPRESSION_LENGTH_WEIGHT * 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);
+ if (it2 != (*charProbabilities)[index1].end() && it->second < it2->second) {
+ const float newProbability = it->second * suppressionRate;
+ const float suppression = it->second - newProbability;
+ it->second = newProbability;
+ // mCharProbabilities[index0][NOT_AN_INDEX] is the probability of skipping this point.
+ (*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,
+ (*charProbabilities)[index1][NOT_AN_INDEX]
+ * SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN);
+ it2->second += probabilityGain;
+ (*charProbabilities)[index1][NOT_AN_INDEX] -= probabilityGain;
+ }
+ }
+ return true;
+}
} // namespace latinime
diff --git a/native/jni/src/proximity_info_state_utils.h b/native/jni/src/proximity_info_state_utils.h
index 3408aef89..8241eaf89 100644
--- a/native/jni/src/proximity_info_state_utils.h
+++ b/native/jni/src/proximity_info_state_utils.h
@@ -17,9 +17,11 @@
#ifndef LATINIME_PROXIMITY_INFO_STATE_UTILS_H
#define LATINIME_PROXIMITY_INFO_STATE_UTILS_H
+#include <bitset>
#include <vector>
#include "defines.h"
+#include "hash_map_compat.h"
namespace latinime {
class ProximityInfo;
@@ -27,6 +29,9 @@ class ProximityInfoParams;
class ProximityInfoStateUtils {
public:
+ typedef hash_map_compat<int, float> NearKeysDistanceMap;
+ typedef std::bitset<MAX_KEY_COUNT_IN_A_KEYBOARD> NearKeycodesSet;
+
static int updateTouchPoints(const int mostCommonKeyWidth,
const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
const int *const inputProximities,
@@ -57,12 +62,26 @@ 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,
+ const std::vector<int> *const sampledInputYs,
+ const std::vector<float> *const sampledSpeedRates,
+ const std::vector<int> *const sampledLengthCache,
+ const std::vector<float> *const distanceCache_G,
+ std::vector<NearKeycodesSet> *nearKeysVector,
+ std::vector<hash_map_compat<int, float> > *charProbabilities);
+ static float getPointToKeyByIdLength(const float maxPointToKeyLength,
+ const std::vector<float> *const distanceCache_G, const int keyCount,
+ const int inputIndex, const int keyId, const float scale);
+ static float getPointToKeyByIdLength(const float maxPointToKeyLength,
+ const std::vector<float> *const distanceCache_G, const int keyCount,
+ const int inputIndex, const int keyId);
private:
DISALLOW_IMPLICIT_CONSTRUCTORS(ProximityInfoStateUtils);
- typedef hash_map_compat<int, float> NearKeysDistanceMap;
-
static float updateNearKeysDistances(const ProximityInfo *const proximityInfo,
const float maxPointToKeyLength, const int x, const int y,
NearKeysDistanceMap *const currentNearKeysDistances);
@@ -91,6 +110,17 @@ 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,
+ 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 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);
};
} // namespace latinime
#endif // LATINIME_PROXIMITY_INFO_STATE_UTILS_H