📄 siftrules.c
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{ SumCover++; if( ThisClass != FocusClass ) FPos++; } else if ( ThisClass == FocusClass ) { FNeg++; } } ForEach(r, 1, NRules) { if ( Rule[r].Rhs == FocusClass ) { Right[r] = Wrong[r] = 0; if ( RuleIn[r] ) { RuleBits += Rule[r].Bits; Selected++; } RuleMatch = Match[r]; ForEach(i, 0, MaxItem) { if ( RuleMatch[i] && ( ! (Times = Covered[i]) || Times == 1 && RuleIn[r] ) ) { if ( Class(Item[i]) == FocusClass ) { Right[r]++; } else { Wrong[r]++; } } } } } RuleBits -= LogFact[Selected]; /* allow for reordering of rules */ BaseBits = CodeWeight * RuleBits + ExceptionBits(SumCover, FPos, FNeg); /* From the Right and Wrong of each rule, calculate its value */ Verbosity(1) { printf("\t"); InCount = -1; } ForEach(r, 1, NRules) { if ( Rule[r].Rhs == FocusClass ) { if ( RuleIn[r] ) { NewBits = ExceptionBits(SumCover-Right[r]-Wrong[r], FPos-Wrong[r], FNeg+Right[r]) + CodeWeight * (RuleBits - Rule[r].Bits + LogItemNo[Selected]); Value[r] = NewBits - BaseBits; } else { NewBits = ExceptionBits(SumCover+Right[r]+Wrong[r], FPos+Wrong[r], FNeg-Right[r]) + CodeWeight * (RuleBits + Rule[r].Bits - LogItemNo[Selected+1]); Value[r] = BaseBits - NewBits; } Verbosity(1) { if ( RuleIn[r] ) { if ( ++InCount && ! (InCount % 3) ) printf("\n\t\t"); printf("%d[%d|%d=%.1f] ", r, Right[r], Wrong[r], Value[r]); } } } } Verbosity(1) { printf("\n\t\t%d rules, %d firings: F+=%d, F-=%d, %.1f bits (rules=%.1f)\n", Selected, SumCover, FPos, FNeg, BaseBits, RuleBits); } if ( BaseBits < SubsetValue ) { SubsetValue = BaseBits; memcpy(Subset, RuleIn, NRules+1); }}/*************************************************************************//* *//* Add rule r to the set of included rules and increase the number of *//* rules covering each of the items that fire the rule *//* *//*************************************************************************/ AddRule(r)/* ------- */ RuleNo r;{ ItemNo i; RuleIn[r] = true; ForEach(i, 0, MaxItem) { if ( Match[r][i] ) { Covered[i]++; } } Verbosity(1) printf("%5d+ %6.1f", r, Value[r]);}/*************************************************************************//* *//* Delete rule r from the included rules and decrease the number of *//* rules covering each of the items covered by the rule *//* *//*************************************************************************/ DeleteRule(r)/* ---------- */ RuleNo r;{ ItemNo i; RuleIn[r] = false; ForEach(i, 0, MaxItem) { if ( Match[r][i] ) { Covered[i]--; } } Verbosity(1) printf("%5d- %6.1f", r, -Value[r]);}/*************************************************************************//* *//* Make an index of included rules in RuleIndex. Select first those *//* classes whose rules have the fewest false positives. Within a *//* class, put rules with higher accuracy ahead. *//* *//*************************************************************************/ MakeIndex()/* --------- */{ ClassNo c, BestC, Pass; RuleNo r, BestR, NewNRules = 0; ItemNo i; Boolean *Included; Included = (Boolean *) calloc(MaxClass+1, sizeof(Boolean)); RuleIndex = (RuleNo *) calloc(NRules+1, sizeof(RuleNo)); Verbosity(1) printf("\nFalsePos Class\n"); ForEach(i, 0, MaxItem) { Covered[i] = 0; } /* Select the best class to put next */ ForEach(Pass, 0, MaxClass) { ForEach(c, 0, MaxClass) { if ( Included[c] ) continue; FalsePos[c] = 0; ForEach(i, 0, MaxItem) { if ( Covered[i] || Class(Item[i]) == c ) continue; ForEach(r, 1, NRules) { if ( Rule[r].Rhs == c && RuleIn[r] && Match[r][i] ) { FalsePos[c]++; break; } } } } BestC = -1; ForEach(c, 0, MaxClass) { if ( ! Included[c] && ( BestC < 0 || FalsePos[c] < FalsePos[BestC] ) ) { BestC = c; } } Included[BestC] = true; Verbosity(1) printf("%5d %s\n", FalsePos[BestC], ClassName[BestC]); /* Now grab the rules for this class */ do { BestR = 0; /* Find the best rule to put next */ ForEach(r, 1, NRules) { if ( RuleIn[r] && Rule[r].Rhs == BestC && ( ! BestR || Rule[r].Error < Rule[BestR].Error ) ) { BestR = r; } } if ( BestR ) { RuleIndex[++NewNRules] = BestR; RuleIn[BestR] = false; ForEach(i, 0, MaxItem) { Covered[i] |= Match[BestR][i]; } } } while ( BestR ); } NRules = NewNRules; cfree(Included);}/*************************************************************************//* *//* Find the default class as the one with most items not covered by *//* any rule. Resolve ties in favour of more frequent classes. *//* (Note: Covered has been set by MakeIndex.) *//* *//*************************************************************************/ FindDefault()/* ----------- */{ ClassNo c; ItemNo i; /* Determine uncovered items */ ForEach(c, 0, MaxClass) { NoRule[c] = 0; } ForEach(i, 0, MaxItem) { if ( ! Covered[i] ) { NoRule[Class(Item[i])]++; } } Verbosity(1) { printf("\nItems: Uncovered Class\n"); ForEach(c, 0, MaxClass) { printf("%5d %7d %s\n", ClassFreq[c], NoRule[c], ClassName[c]); } printf("\n"); } DefaultClass = 0; ForEach(c, 1, MaxClass) { if ( NoRule[c] > NoRule[DefaultClass] || NoRule[c] == NoRule[DefaultClass] && ClassFreq[c] > ClassFreq[DefaultClass] ) { DefaultClass = c; } }}/*************************************************************************//* *//* Given a rule and a case, determine the strength with which we can *//* conclude that the case belongs to the class specified by the rule's *//* right-hand side. *//* *//* If the case doesn't satisfy all the conditions of the rule, *//* then this is 0. *//* *//*************************************************************************/float Strength(ThisRule, Case)/* -------- */ PR ThisRule; Description Case;{ short d; Boolean Satisfies(); if ( ThisRule.Error > 0.7 ) return 0.0; ForEach(d, 1, ThisRule.Size) { if ( ! Satisfies(Case, ThisRule.Lhs[d]) ) { return 0.0; } } return ( 1 - ThisRule.Error );}/*************************************************************************//* *//* Determine the number of bits to encode exceptions. Unlike the *//* version in the book, this uses an approximate encoding that *//* penalizes unbalanced numbers of false positives and false negatives *//* as described in my paper at 1995 International Machine Learning *//* Conference (published by Morgan Kaufmann). *//* *//*************************************************************************/float Biased(N, E, ExpE)/* ------ */ int N, E; float ExpE;{ float Rate; if ( ExpE <= 1E-6 ) { return ( E == 0 ? 0.0 : 1E6 ); } else if ( ExpE >= N-1E-6 ) { return ( E == N ? 0.0 : 1E6 ); } Rate = ExpE / N; return -E * Log(Rate) - (N-E) * Log(1-Rate);}float ExceptionBits(Fires, FP, FN)/* ------------- */ int Fires, FP, FN;{ if ( Fires > 0.5 * (MaxItem+1) ) { return Log(MaxItem+1) + Biased(Fires, FP, 0.5 * (FP+FN)) + Biased(MaxItem+1-Fires, FN, (float) FN); } else { return Log(MaxItem+1) + Biased(Fires, FP, (float) FP) + Biased(MaxItem+1-Fires, FN, 0.5 * (FP+FN)); }}/*************************************************************************//* *//* Find encoding lengths for all rules *//* *//*************************************************************************/ FindRuleCodes()/* ------------- */{ RuleNo r; short d, NCond; float Bits, CondBits(); ForEach(r, 1, NRules) { NCond = Rule[r].Size; Bits = 0; ForEach(d, 1, NCond) { Bits += CondBits(Rule[r].Lhs[d]); } /* Must encode the number of conditions, but credit the total encoding by the ways conditions can be reordered */ Rule[r].Bits = Bits + LogItemNo[NCond] - LogFact[NCond]; }}/*************************************************************************//* *//* Determine the number of bits required to encode a condition *//* *//*************************************************************************/float CondBits(C)/* -------- */ Condition C;{ Test t; Attribute a; t = C->CondTest; a = t->Tested; switch ( t->NodeType ) { case BrDiscr: /* test of discrete attribute */ case ThreshContin: /* test of continuous attribute */ return AttTestBits/REDUNDANCY + BranchBits[a]; case BrSubset: /* subset test on discrete attribute */ return AttTestBits/REDUNDANCY + MaxAttVal[a]; } }
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