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1796: Symmetric Trimer Design: 80 Residues

Closed since about 6 years ago

Intermediate Overall Design Symmetry

Summary


Created
February 06, 2020
Expires
Max points
100
Description

This symmetric design puzzle has C3 symmetry, with three symmetric chains. This puzzle reintroduces the Move Limit! After 250 moves, you will be unable to improve your solution, but you can restart the puzzle to try a new fold! The Move Limit is meant to encourage players to try lots of different folds, and we hope this will increase the diversity of player solutions. This puzzle is also a little different from other symmetry puzzles, in that we want players to focus on building a smaller interface between the chains. The "Core Limit: Complex" objective will incur penalties if there are too many buried residues in the total assembly. See the puzzle comments for Objective details. The Baker Lab will run folding predictions on your solutions for this puzzle, and those that perform well will be synthesized in the lab. Remember, you can use the Upload for Scientists button for up to 5 designs that you want us to look at, even if they are not the best-scoring solutions!

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Comments


bkoep Staff Lv 1

Core Existence: Monomer (max +2200)
Ensures that at least 22 residues are buried in the core of the monomer unit.

Core Limit: Complex (max +500)
Checks that no more than 87 residues are buried in the symmetric complex, including the interface between monomer units.

SS Design (max +500)
Penalizes all CYS residues. Penalizes GLY, ALA residues in sheets. Penalizes GLY, ALA, SER, THR in helices.

Ideal Loops (max +500)
Penalizes any loop region that does not match one of the Building Blocks in the Blueprint tool. Use "Auto Structures" to see which regions of your protein count as loops.

Secondary Structure (max +500)
No more than 50% of residues may form helices. Extra helices are penalized at 10 points per residue.

Move Limit
Scores become invalid after 250 moves. Players are encouraged to restart the puzzle and try a new fold!

LociOiling Lv 1

So far, it seems the move counting rules for the previous sketchbook puzzles are still in effect.

Bands are free.

Opening a cutpoint counts as a move, closing a cutpoint is free.

Mutating one segment counts as move. Mutate all counts as a move.

Moving the protein or a cut section using the move tool counts as a move. Rotating a section using the move tool costs a move.

Shake takes a move, wiggle is a move, no matter how long you wiggle.

You can always undo or restore a saved solution to get back moves.

Move counting aside, I'm finding that wiggle often doesn't do anything, and just starts to spin. I started with medium wiggle power, so maybe that's a factor.

(Edit: closing a cutpoint does not cost a move.)

frood66 Lv 1

Hmmmm - combine yr moves guys - selection interface may help with this.

Why a cut is a move is beyond me - but moving a string of segments is a disaster - this puzzle type really penalises handwork.

I wonder about it's value

vets find ways to avoid additional moves as seen by the filter - that's all

FC - this puzzle type needs honing - it's not real good so far.

Politely yours

frood

LociOiling Lv 1

Contrary to what I said above, closing a cutpoint does not count as a move, but opening one does. Not sure if this is a new feature.

I suspect the move counter is baked into Foldit from ancient times, so it may not be easy to change. It does seem that a penalty for handwork is contrary to the stated objectives, but obviously some have found a strategy.

Some other random thoughts…

Rotating and zooming the view is free.

Setting the secondary structure is free.

Idealizing secondary structure costs a move.

In the selection interface, selections are free.

Freezes are free, so are unfreezes.

jeff101 Lv 1

I think being able to share more than
5 solutions with scientists would be
helpful in this type of puzzle.

MikeCassidytoo Lv 1

As far as I can tell each mutated side chain by hand or script counts as a move if the score goes up; BUT if you go back to the original interface and mutate by 'M' all the muting counts as one move.