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Use hash_state in beam
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693c8934e8
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@ -96,7 +96,7 @@ cdef class ParserBeam(object):
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self._set_scores(beam, scores[i])
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if self.golds is not None:
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self._set_costs(beam, self.golds[i], follow_gold=follow_gold)
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beam.advance(transition_state, NULL, <void*>self.moves.c)
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beam.advance(transition_state, hash_state, <void*>self.moves.c)
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beam.check_done(check_final_state, NULL)
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# This handles the non-monotonic stuff for the parser.
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if beam.is_done and self.golds is not None:
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@ -119,6 +119,8 @@ cdef class Parser:
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cfg['beam_width'] = util.env_opt('beam_width', 1)
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if 'beam_density' not in cfg:
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cfg['beam_density'] = util.env_opt('beam_density', 0.0)
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if 'beam_update_prob' not in cfg:
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cfg['beam_update_prob'] = util.env_opt('beam_update_prob', 1.0)
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cfg.setdefault('cnn_maxout_pieces', 3)
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self.cfg = cfg
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self.model = model
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@ -383,7 +385,7 @@ cdef class Parser:
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self.moves.set_valid(beam.is_valid[i], state)
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memcpy(beam.scores[i], c_scores, scores.shape[1] * sizeof(float))
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c_scores += scores.shape[1]
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beam.advance(_beam_utils.transition_state, NULL, <void*>self.moves.c)
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beam.advance(_beam_utils.transition_state, _beam_utils.hash_state, <void*>self.moves.c)
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beam.check_done(_beam_utils.check_final_state, NULL)
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return [b for b in beams if not b.is_done]
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