spaCy/spacy/syntax/ner.pyx
2015-03-26 16:44:41 +01:00

215 lines
6.3 KiB
Cython

from __future__ import unicode_literals
from ._state cimport State
from ._state cimport has_head, get_idx, get_s0, get_n0
from ._state cimport is_final, at_eol, pop_stack, push_stack, add_dep
from ._state cimport head_in_buffer, children_in_buffer
from ._state cimport head_in_stack, children_in_stack
from ..structs cimport TokenC
DEF NON_MONOTONIC = True
DEF USE_BREAK = True
cdef enum:
MISSING
BEGIN
IN
LAST
UNIT
OUT
N_MOVES
cdef int is_valid(ActionType act, int label, State* s) except -1:
if act == BEGIN:
return not entity_is_open(s)
elif act == IN:
return entity_is_open(s) and s.curr.label == label
elif act == LAST:
return entity_is_open(s) and s.curr.label == label
elif act == UNIT:
return not entity_is_open(s)
elif act == OUT:
return not entity_is_open(s)
else:
raise UnknownMove(act, label)
cdef bint is_gold(ActionType act, int tag, ActionType g_act, int g_tag,
ActionType next_act, bint is_sunk):
if g_act == MISSING:
return True
if act == BEGIN:
if g_act == BEGIN:
# B, Gold B --> Label match
return tag == g_tag
else:
# B, Gold I --> False (P)
# B, Gold L --> False (P)
# B, Gold O --> False (P)
# B, Gold U --> False (P)
return False
elif act == IN:
if g_act == BEGIN:
# I, Gold B --> True (P of bad open entity sunk, R of this entity sunk)
return True
elif g_act == IN:
# I, Gold I --> True (label forced by prev, if mismatch, P and R both sunk)
return True
elif g_act == LAST:
# I, Gold L --> True iff this entity sunk and next tag == O
return is_sunk and (next_act == OUT or next_act == MISSING)
elif g_act == OUT:
# I, Gold O --> True iff next tag == O
return next_act == OUT or next_act == MISSING
elif g_act == UNIT:
# I, Gold U --> True iff next tag == O
return next_act == OUT
elif act == LAST:
if g_act == BEGIN:
# L, Gold B --> True
return True
elif g_act == IN:
# L, Gold I --> True iff this entity sunk
return is_sunk
elif g_act == LAST:
# L, Gold L --> True
return True
elif g_act == OUT:
# L, Gold O --> True
return True
elif g_act == UNIT:
# L, Gold U --> True
return True
elif act == OUT:
if g_act == BEGIN:
# O, Gold B --> False
return False
elif g_act == IN:
# O, Gold I --> True
return True
elif g_act == LAST:
# O, Gold L --> True
return True
elif g_act == OUT:
# O, Gold O --> True
return True
elif g_act == UNIT:
# O, Gold U --> False
return False
elif act == UNIT:
if g_act == UNIT:
# U, Gold U --> True iff tag match
return tag == g_tag
else:
# U, Gold B --> False
# U, Gold I --> False
# U, Gold L --> False
# U, Gold O --> False
return False
cdef bint entity_is_open(State *s) except -1:
return s.sent[s.i - 1].ent.tag >= 1
cdef bint entity_is_sunk(State *s, Move* golds) except -1:
if not entity_is_open(s):
return False
cdef const Entity* curr = &s.sent[s.i - 1].ent
cdef Move* gold = &golds[(s.i - 1) + curr.start]
if gold.action != BEGIN and gold.action != UNIT:
return True
elif gold.label != s.curr.label:
return True
else:
return False
cdef class TransitionSystem:
def __init__(self, list entity_type_strs):
self.mem = Pool()
cdef Move* m
label_names = {'-': 0}
for i, tag_name in enumerate(tag_names):
m = &moves[i]
if '-' in tag_name:
action_str, label = tag_name.split('-')
elif tag_name == 'O':
action_str = 'O'
label = '-'
elif tag_name == 'NULL' or tag_name == 'EOL':
action_str = '?'
label = '-'
else:
raise StandardError(tag_name)
m.action = ACTION_NAMES.index(action_str)
m.label = label_names.setdefault(label, len(label_names))
m.clas = i
cdef int transition(self, State *s, Move* move) except -1:
if move.action == BEGIN:
s.curr.start = s.i
s.curr.label = label
elif move.action == IN:
pass
elif move.action == LAST:
s.curr.end = s.i
s.ents[s.j] = s.curr
s.j += 1
s.curr.start = 0
s.curr.label = -1
s.curr.end = 0
elif move.action == UNIT:
begin_entity(s, move.label)
end_entity(s)
elif move.action == OUT:
pass
s.tags[s.i] = move.clas
s.i += 1
cdef Transition best_valid(self, const weight_t* scores, const State* s) except *:
cdef int best = -1
cdef weight_t score = -90000
cdef const Transition* m
cdef int i
for i in range(self.n_moves):
m = &self._moves[i]
if _is_valid(s, m.ent_move, m.ent_label) and scores[i] > score:
best = i
score = scores[i]
assert best >= 0
cdef Transition t = self._moves[best]
t.score = score
return t
cdef Transition best_gold(self, Transition* guess, const weight_t* scores,
const State* s, Move* golds) except *:
cdef Move* g = &golds[s.i]
cdef ActionType next_act = <ActionType>golds[s.i+1].action if s.i < s.length else OUT
cdef bint is_sunk = entity_is_sunk(s, golds)
cdef Move* m
cdef int n_accept = 0
for i in range(1, self.n_classes):
m = &moves[i]
if _is_valid(s, m.move, m.label) and \
_is_gold(s, m.move, m.label, next_act, is_sunk) and \
scores[i] > score:
best = i
score = scores[i]
assert best >= 0
return self._moves[best]
class OracleError(Exception):
pass
class UnknownMove(Exception):
pass