📄 siftrules.cpp
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/* */
/*************************************************************************/
void CalculateValue()
{
RuleNo r, Selected=0, InCount;
ItemNo i, Times, FPos=0, FNeg=0, SumCover=0;
float BaseBits, RuleBits=0, NewBits;
ClassNo ThisClass;
Boolean *RuleMatch;
ForEach(i, 0, MaxItem)
{
ThisClass = Class(Item[i]);
if ( Covered[i] )
{
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)
{
fprintf(fLog,"\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) ) fprintf(fLog,"\n\t\t");
fprintf(fLog,"%d[%d|%d=%.1f] ", r, Right[r], Wrong[r], Value[r]);
}
}
}
}
Verbosity(1)
{
fprintf(fLog,"\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 */
/* */
/*************************************************************************/
void AddRule(RuleNo r)
{
ItemNo i;
RuleIn[r] = true;
ForEach(i, 0, MaxItem)
{
if ( Match[r][i] )
{
Covered[i]++;
}
}
Verbosity(1) fprintf(fLog,"%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 */
/* */
/*************************************************************************/
void DeleteRule(RuleNo r)
{
ItemNo i;
RuleIn[r] = false;
ForEach(i, 0, MaxItem)
{
if ( Match[r][i] )
{
Covered[i]--;
}
}
Verbosity(1) fprintf(fLog,"%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. */
/* */
/*************************************************************************/
void 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) fprintf(fLog,"\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)
fprintf(fLog,"%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;
delete 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.) */
/* */
/*************************************************************************/
void 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)
{
fprintf(fLog,"\nItems: Uncovered Class\n");
ForEach(c, 0, MaxClass)
{
fprintf(fLog,"%5d %7d %s\n", ClassFreq[c], NoRule[c], ClassName[c]);
}
fprintf(fLog,"\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(PR ThisRule, Description Case)
{
short d;
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(int N, int 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(int Fires, int FP, int 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 */
/* */
/*************************************************************************/
void FindRuleCodes()
{
RuleNo r;
short d, NCond;
float Bits;
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(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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