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// Author: Ivan Grgurina
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Globalization;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CollaborativeFiltering
{
class Program
{
static void Main(string[] args)
{
var cf = new CF();
cf.ProcessInput(Console.ReadLine);
foreach (var q in cf.ExecuteAll<Query>())
{
Console.WriteLine(cf.ToString(q));
}
}
}
public class CF
{
List<List<double>> NormalizedUserItemMatrix;
List<List<double>> NormalizedItemUserMatrix;
public CF()
{
//UserItemMatrix = new double[NumberOfItems,NumberOfUsers];
UserItemMatrix = new List<List<int>>();
ItemUserMatrix = new List<List<int>>();
UserRatingAverage = new List<double>();
ItemRatingAverage = new List<double>();
Queries = new List<Query>();
//Input(Console.ReadLine);
//NormalizedUserItemMatrix = Normalize(UserItemMatrix);
//NormalizedItemUserMatrix = Normalize(ItemUserMatrix);
//ExecuteAll(Queries);
//foreach (var q in Queries)
//{
// Console.WriteLine(ToString(Execute<Query>(q)));
//}
}
private void Normalize()
{
NormalizedUserItemMatrix = Normalize(UserItemMatrix);
NormalizedItemUserMatrix = Normalize(ItemUserMatrix);
}
private IEnumerable<double> ExecuteAll<T>(IEnumerable<T> queries)
where T : Query
{
return queries.Select(Execute);
}
public IEnumerable<double> ExecuteAll<T>()
where T : Query
{
return Queries.Select(Execute);
}
private double Execute<T>(T query)
where T : Query
{
double? result; // = default;
// za svaki upit treba ispisati vrijednost preporuke u zasebnoj liniji
switch (query.T)
{
case AlgorithmType.ItemItem:
result = Algorithm(query.I - 1, query.J - 1, query.K, UserItemMatrix, NormalizedUserItemMatrix);
break;
case AlgorithmType.UserUser:
result = Algorithm(query.J - 1, query.I - 1, query.K, ItemUserMatrix, NormalizedItemUserMatrix); // , UserRatingAverage
break;
default:
throw new InvalidEnumArgumentException("Unknown algorithm code");
}
return result ?? default(double);
}
public int NumberOfItems { get; set; }
public int NumberOfUsers { get; set; }
private int NumberOfQueries { get; set; }
public List<Query> Queries { get; set; }
public List<List<int>> UserItemMatrix { get; set; }
public List<List<int>> ItemUserMatrix { get; set; }
private List<double> UserRatingAverage { get; set; }
private List<double> ItemRatingAverage { get; set; }
private static char DEFAULT_SEPARATOR = ' ';
private static string NOT_AVAILABLE = "X";
private List<double> CalculateAverage(List<List<double>> data)
{
List<double> result = data.Select(a => a.Where(rating => rating != Rating.None).Average()).ToList();
return result;
}
private List<List<double>> Normalize(List<List<int>> data)
{
int items = data.Count;
int users = data[0].Count;
bool Valid(int rating) => rating != Rating.None;
// Normalizacija ocjena predmeta oduzimanjem prosjeka predmeta od svake ocjene
var average = data.Select(a => a.Where(Valid).Average()).ToList();
//data.ForEach(list => list.ForEach(d => d -= list.Average()));
var matrix = InitMatrix<double>(items, users);
//InitMatrix(items, users, data, (i, j) => data[i][j] - average[i], (i, j) => data[i][j] != Rating.None);
for (int i = 0; i < items; i++)
{
for (int j = 0; j < users; j++)
{
var rating = data[i][j];
if (Valid(rating))
{
// za svakog korisnika x dohvati ocjenu predmeta j
matrix[i][j] = rating - average[i];
}
}
}
return matrix;
}
private List<T> Calculate<T>(int itemCoordinate, IReadOnlyList<IReadOnlyList<double>> data)
where T : Item, new()
{
List<T> similarities = new List<T>();
for (int i = 0; i < data.Count; i++)
{
double result;
if (i != itemCoordinate)
{
var up = 0d;
var sumOfOwnerRatings = 0d;
var sumOfOtherRatings = 0d;
// gore je suma umnožaka elementa (x,y) po pozicijama
for (int j = 0; j < data[0].Count; j++)
{
var other = data[i][j];
var owner = data[itemCoordinate][j];
up += owner * other;
sumOfOwnerRatings += Math.Pow(owner, 2d);
sumOfOtherRatings += Math.Pow(other, 2d);
}
result = up / Math.Sqrt(sumOfOtherRatings * sumOfOwnerRatings);
}
else
{
// item je sam sebi sličan
result = 1d;
}
similarities.Add(new T
{
Position = i,
Value = result
});
}
return similarities.OrderByDescending(s => s.Value).ToList(); // TODO: descending? dohvati k elemenata s najvećom vrijednošću sličnosti
}
private double Recommend<T>(int itemCoordinate, int userCoordinate, int k, IReadOnlyList<Item> similarities, IReadOnlyList<IReadOnlyList<int>> data)
{
var taken = default(int);
var resultSimilarities = default(double);
var gradeMultipleSimilarities = default(double);
foreach (var similarity in similarities)
{
// dohvati k elemenata s najvećom vrijednošću sličnosti
if (taken == k)
{
break;
}
if (similarity.Value > 0)
{
// pozicija elementa, tako da možemo uzeti ocjenu tog predmeta iz originalne tablice za usera
var grade = data[similarity.Position][userCoordinate];
// ako je ocjena veća od nule & ako nismo na promatranom predmetu
if (grade > 0 && similarity.Position != itemCoordinate)
{
taken++;
resultSimilarities += similarity.Value;
// ako ocjena postoji, onda je uzmi u obzir
gradeMultipleSimilarities += grade * similarity.Value;
}
}
}
return gradeMultipleSimilarities / resultSimilarities; // recommendation
}
/// <summary>
/// PCC (Pearson Correlation Coefficient) = potrebno je od pojedinih ocjena oduzeti prosjek predmeta (item-item)
/// odnosno oduzeti prosjek korisnika(user-user) te nad normaliziranim ocjenama izracunati cosine mjeru slicnosti.
/// </summary>
private double? Algorithm(int itemCoordinate, int userCoordinate, int k, List<List<int>> data, List<List<double>> normalizedData)
{
//int items = data.Count;
//int users = data[0].Count;
if (data.Any())
{
var similarities = Calculate<Item>(itemCoordinate, normalizedData); // ordered
return Recommend<double>(itemCoordinate, userCoordinate, k, similarities, data);
}
return null;
}
private class Item
{
public int Position { get; set; }
public double Value { get; set; }
}
public List<List<T>> InitMatrix<T>(int x, int y)
{
List<List<T>> matrix = new List<List<T>>();
for (int i = 0; i < x; i++)
{
matrix.Add(InitVector<T>(y));
}
return matrix;
}
public void InitMatrix<T>(int x, int y, List<List<T>> matrix)
{
for (int i = 0; i < x; i++)
{
matrix.Add(new List<T>());
InitVector(y, matrix[i], () => default(T));
}
}
public void InitMatrix<T>(int x, int y, List<List<T>> matrix, Func<int, int, T> value, Func<int, int, bool> filter)
{
for (int i = 0; i < x; i++)
{
matrix.Add(new List<T>());
for (int j = 0; j < y; j++)
{
if (filter(i, j))
{
matrix[i].Add(value(i, j));
}
}
//InitVector(y, matrix[i], );
}
}
public List<T> InitVector<T>(int x)
{
List<T> vector = new List<T>(x);
for (int i = 0; i < x; i++)
{
vector.Add(default(T));
}
return vector;
}
public void InitVector<T>(int x, List<T> vector, Func<T> value)
{
for (int i = 0; i < x; i++)
{
vector.Add(value());
}
}
public void ProcessInput(Func<string> generator)
{
// prva linija sadrzi broj stavki i broj korisnika
var line = Single(generator).Split(DEFAULT_SEPARATOR);
NumberOfItems = Convert.ToInt32(line.First());
NumberOfUsers = Convert.ToInt32(line.Last());
//Single(generator);
// Zatim slijedi zapis user-item matrice
// u kojoj su vrijednosti koje nedostaju prikazane znakom X.
// Zapis matrice cini N linija od kojih svaka linija sadrzi M vrijednosti odijeljenih praznim znakom.
// Vrijednost u matrici mogu biti cijeli brojevi u rasponu od 1 do 5.
// Ukoliko vrijednost matrice ne postoji, tada su elementi oznaceni s X.
UserItemMatrix = InitMatrix<int>(NumberOfItems, NumberOfUsers);
ItemUserMatrix = InitMatrix<int>(NumberOfUsers, NumberOfItems);
//for (int i = 0; i < NumberOfItems; i++)
//{
// UserItemMatrix.Add(new List<double>());
// ItemUserMatrix.Add(new List<double>());
// for (int j = 0; j < NumberOfUsers; j++)
// {
// UserItemMatrix[i].Add(0d);
// ItemUserMatrix[i].Add(0d);
// }
//}
//InitVector(NumberOfItems, ItemRatingAverage, () => default);
//InitVector(NumberOfUsers, UserRatingAverage, () => default);
for (int i = 0; i < NumberOfItems; i++)
{
// ratings
line = Single(generator).Split(DEFAULT_SEPARATOR);
for (int j = 0; j < NumberOfUsers; j++)
{
var rating = line[j];
var value = rating == NOT_AVAILABLE ? Rating.None : Convert.ToInt32(rating);
UserItemMatrix[i][j] = value;
ItemUserMatrix[j][i] = value;
}
}
// Nakon zapisa matrice, iduća linija u ulaznoj datoteci jest konstanta Q koja predstavlja broj upita
NumberOfQueries = Convert.ToInt32(Single(generator)); // (1 <= Q <= 100).
for (int i = 0; i < NumberOfQueries; i++) // svaka linija jedan upit
{
//Upit čine 4 broja I, J, T i K koji su odijeljeni praznim znakovima.
line = Single(generator).Split(DEFAULT_SEPARATOR);
var query = new Query()
{
I = Convert.ToInt32(line[0]),
J = Convert.ToInt32(line[1]),
T = (AlgorithmType)Convert.ToInt32(line[2]),
K = Convert.ToInt32(line[3])
};
Queries.Add(query);
}
Normalize();
}
static T Single<T>(Func<T> generator)
{
return generator();
}
static IEnumerable<T> Generate<T>(Func<T> generator)
{
while (true) yield return generator();
}
public string ToString(double value)
{
return Math.Round(value, 3, MidpointRounding.AwayFromZero).ToString("##.000", CultureInfo.InvariantCulture);
//return $"{Math.Round(value, 3, MidpointRounding.AwayFromZero):##.000}, CultureInfo.InvariantCulture";
}
}
public class Query
{
/// <summary>
/// Broj I (1 <= I <= N) predstavlja jednu stavku u matrici
/// <para>
/// [I, J] => koordinate elementa matrice označenog znakom X
/// => element za koji je potrebno izračunati vrijednost preporuke
/// </para>
/// </summary>
public int I { get; set; }
/// <summary>
/// Broj J (1 <= J <= M) predstavlja jednog korisnika u matrici
/// <para>
/// [I, J] => koordinate elementa matrice označenog znakom X
/// => element za koji je potrebno izračunati vrijednost preporuke
/// </para>
/// /// </summary>
public int J { get; set; }
/// <summary>
/// Broj T određuje tip algoritma koji je potrebno koristiti
/// <para>
/// (T=0) => item-item pristup suradničkog filtriranja
/// </para>
/// <para>
/// (T=1) => user-user pristup suradničkog filtriranja
/// </para>
/// </summary>
public AlgorithmType T { get; set; }
/// <summary>
/// Broj K (1 <= K <= N, M) predstavlja max kardinalni broj skupa sličnih stavki/korisnika koje sustav preporuke razmatra prilikom računanja vrijednosti preporuka
/// </summary>
public int K { get; set; }
}
public class Rating
{
public static int None = 0;
}
public enum AlgorithmType
{
ItemItem = 0,
UserUser = 1
}
}