Icon representing a recipe

Recipe: BandedWormPairs

created by KarenCH

Profile


Name
BandedWormPairs
ID
100189
Shared with
Public
Parent
None
Children
Created on
November 06, 2014 at 01:09 AM UTC
Updated on
November 06, 2014 at 01:09 AM UTC
Description

Banded worm, with pairs of bands and more random action

Best for


Code


------------------------------------------------------------------------------ -- Banded Worm ------------------------------------------------------------------------------ -- Modifies Worm LWS v2 by rav3n_pl -- -- by KarenCH ------------------------------------------------------------------------------ -- interesting global variables that users might want to modify PROB_CHOOSE_CONTACTMAP = 0.50 PROB_PUTBAND = 1.0 -- how often do we put bands in our wiggle steps? PROB_BIS_NOT_BETWEEN = 0.25 -- do we prefer BIS or bands between segs PROB_2ND_IS_BIS = 0.50 PROB_BETWEEN_USES_ATOM = 0.50 -- between: should wiggled seg have band from non-default atom BAND_STRENGTH_DEFAULT = 1.0 -- less interesting global variables that users might consider modifying BIS_LENGTH = 5.0 -- max length of a BIS SCALE_MAXCI = 1.0 CONTACTMAP_THRESHOLD = 0.96 USENORMALSCORE = true -- exploration puzzles would set false DEBUGRUN = true -- mostly goes with DebugPrint, but could get more use later -- atoms in an amino acid BETA_CARBON = 5 TERMINAL_BETA = 6 CENTER_CARBON = 2 --this is the default atom for bands to attach to -- variables users probably don't want to play with QS_Start = 1 QS_Best = 3 -- variables users really shouldn't play with PuzzleHasContactMap = false PuzzleHasLockedSegs = false EndCalled = false InitialScore = 0.0 StartTime = 0 CurrentBestScore = 0.0 InitialClashImportance = behavior.GetClashImportance() NonLockedSegList = {} segCt = structure.GetCount() MinUnlockedSeg = 1 MaxUnlockedSeg = segCt InitialBandCount = 0 ------------------------------------------------------------------------------ -- FUNCTIONS ------------------------------------------------------------------------------ function BandedWorm( pattern ) recentbest.Save( ) SetCI( 1.0 ) SaveBest( ) local ss = getScore() for w = 1, #pattern do len = pattern[ w ] local sw = getScore() local swCurr = sw print( "Starting BandedWormPairs of len " .. len .. ", score: ".. TrimNum( getScore() ) ) for s=MinUnlockedSeg, MaxUnlockedSeg - len + 1 do selection.DeselectAll() selection.SelectRange( s, s + len - 1 ) if random( ) < PROB_PUTBAND then local idx = random( s, s + len - 1 ) PutSingleRandomBandToSeg( idx, PROB_BIS_NOT_BETWEEN ) if random( ) < 0.25 then local idx2 = random( s, s + len - 1 ) PutSingleRandomBandToSeg( idx2, PROB_2ND_IS_BIS ) end structure.LocalWiggleSelected( random(2,4) ) DelBands( ) structure.WiggleAll( 2 ) end structure.LocalWiggleSelected( 5 ) local swNew = getScore( ) local gain = swNew - swCurr if gain > 0 then structure.LocalWiggleSelected( 20 ) recentbest.Restore( ) DelBands( ) swNew = getScore( ) gain = swNew - swCurr if TrimNum( gain ) > 0 then print( ">>>> At " .. s .. ": Gained ".. TrimNum( gain ) ) end SaveBest( ) swCurr = swNew else recentbest.Restore( ) structure.LocalWiggleSelected( 4 ) end recentbest.Restore( ) DelBands( ) end print( "Pattern gain: ".. getScore( ) - sw ) SaveBest( ) end selection.DeselectAll() print( "Total BandedWormPairs gain: " .. TrimNum( getScore( ) - ss ) ) end function PutSingleRandomBandToSeg( idx, probBis ) changeSucceeded = false local strength = random( 0.5 * BAND_STRENGTH_DEFAULT, 1.5 * BAND_STRENGTH_DEFAULT, true ) local doBIS = random( ) < probBis if doBIS then changeSucceeded = PutBandInSpace( idx, BIS_LENGTH, strength ) else if SegHasContactData( idx, CONTACTMAP_THRESHOLD ) and random( ) > PROB_CHOOSE_CONTACTMAP then local doSidechain = random( ) < PROB_BETWEEN_USES_ATOM changeSucceeded = PutSomeContactMapBands( CONTACTMAP_THRESHOLD, strength, 1, doSidechain ) else local atom = PickAtomNumberForBand( idx ) changeSucceeded = PutBandToRandomSeg( idx, 5, strength, atom ) end end return changeSucceeded end ---------------------------------------------------------------- -- ---------------- BOILERPLATE --------------------- -- ---------------------------------------------------------------- ---------------------------------------------------------------- -- BASIC FUNCTIONALITY ---------------------------------------------------------------- function DebugPrint( str ) if DEBUGRUN then print( str ) end end function TrimNum( val ) return val - val % 0.001 end -- Not for "external" use - call getScore. This could change if customers want -- something besides current or recentbest. function internalGetScore( wantRB ) if wantRB == nil then wantRB = false end local s=0.0 if not USENORMALSCORE then if wantRB then s = recentbest.GetEnergyScore( ) else s=current.GetEnergyScore( ) end else if wantRB then s = recentbest.GetScore( ) else s=current.GetScore( ) end end return s end function getScore( ) return internalGetScore( false ) end function getRBScore( ) return internalGetScore( true ) end function SaveBest( ) local score = getScore( ) if score > CurrentBestScore then save.Quicksave( QS_Best ) CurrentBestScore = score end end function SetCI( ci ) behavior.SetClashImportance( SCALE_MAXCI * ci ) end ------------- CONTACTMAP FUNCTIONS ------------ function CheckForContactMap( ) PuzzleHasContactMap = false local saveval = 0.0 for i=1, segCt-1 do for j=i+1, segCt do val = contactmap.GetHeat( i, j ) if saveval ~= 0.0 and val ~= saveval then PuzzleHasContactMap = true ContactMapScore = GetContactScore( ) return -- all we wanted to know was whether scores exist end if saveval == 0.0 then saveval = val end end end return end function SegHasContactData( segIn, heatThreshold ) for i = 1, segCt do if i < segIn - 1 or i > segIn + 1 then if contactmap.GetHeat( segIn, i ) >= heatThreshold then return true end end end return false end function InitializeContactMapSegList( heatThreshold ) HasContactMapSegList = {} for i = 1, segCt do if SegHasContactData( i, heatThreshold ) then HasContactMapSegList[ #HasContactMapSegList + 1 ] = i end end end function GetContactScore( ) if not PuzzleHasContactMap then return 0 end local sum = 0.0 local segCt = structure.GetCount( ) for i = 1,segCt-1 do for j = i + 1, segCt do if contactmap.IsContact( i, j ) then sum = sum + contactmap.GetHeat( i, j ) end end end return sum end ----------------------- MATHY STUFF ----------------------- function seedRandom() seed=os.time( )/math.abs( getScore( ) ) seed=seed%0.001 seed=1/seed while seed<10000000 do seed=seed*1000 end seed=seed-seed%1 DebugPrint( "Seed is: "..seed ) math.randomseed( seed ) -- throw away a couple of randoms math.random( ) math.random( ) end function random( n1,n2, forceFloat ) --random function returns int or float depends on input vars if forceFloat == nil then forceFloat = false end if n1==nil then return math.random() else if n2==nil then if n1 == 0 then return 0 end -- a random number between 0 and 0 is 0 if n1%1==0 then -- can't test for "forceFloat", so caller must beware return math.random( n1) --integer else return math.random( ) * n1 --float end else if n1%1==0 and n2%1==0 and not forceFloat then return math.random( n1, n2 ) --integer between else return math.random( ) * (n2 - n1) + n1 --float between end end end end function randomSeg( ) return random( segCt ) end function randomThetaPhi() return math.acos( random( -1.0, 1.0, true ) ), random( 2 * math.pi ) end function randomizeIndexList( idxList ) for i=1, #idxList do j = random( #idxList ) if j ~= i then idxList[i], idxList[j] = idxList[j], idxList[i] end end end -- for branched aas, simply picks one (longer, one with donor/acceptor tip, or if no difference then either) function GetAtomOfTip( aa ) if aa == "a" then return 10 elseif aa == "c" then return 10 elseif aa == "d" then return 8 elseif aa == "e" then return 9 elseif aa == "f" then return 20 elseif aa == "g" then return 0 -- glycine has no tip. just use a backbone atom elseif aa == "h" then return 17 elseif aa == "i" then return 18 elseif aa == "k" then return 9 elseif aa == "l" then return 16 elseif aa == "m" then return 17 elseif aa == "n" then return 14 elseif aa == "p" then return 13 elseif aa == "q" then return 9 elseif aa == "r" then return 22 elseif aa == "s" then return 11 elseif aa == "t" then return 6 elseif aa == "v" then return 13 elseif aa == "w" then return 24 elseif aa == "y" then return 12 else return 0 end end function GetTipAtomOfSeg( idx ) return GetAtomOfTip( structure.GetAminoAcid( idx )) end function PickAtomNumberForBand( idx ) if not BAND_TO_SIDECHAINS then return CENTER_CARBON end local r = random( 1, 3 ) -- consider adjusting probability? if r == 1 then return BETA_CARBON elseif r == 2 then return GetTipAtomOfSeg( idx ) else return CENTER_CARBON end end function IsUnlockedSeg( seg1 ) return not structure.IsLocked( seg1 ) end function FindAllMovableSegs( ) for i=1, segCt do if structure.IsLocked( i ) then PuzzleHasLockedSegs = true else NonLockedSegList[ #NonLockedSegList + 1] = i end end if PuzzleHasLockedSegs then for i=1, segCt do if IsUnlockedSeg( i ) then MinUnlockedSeg = i break end end for i=segCt, 1, -1 do if IsUnlockedSeg( i ) then MaxUnlockedSeg = i break end end end return false end ----------------------- BANDY STUFF ----------------------- function DelBands( ) band.DeleteAll( ) end function BandBetweenSegsWithParameters( seg1, seg2, strength, goalLength, atom1, atom2 ) if not ( IsUnlockedSeg( seg1 ) or IsUnlockedSeg( seg2 ) ) then return false end if atom1 == nil then atom1 = CENTER_CARBON end if atom2 == nil then atom2 = CENTER_CARBON end local bIdx = band.AddBetweenSegments( seg1, seg2, atom1, atom2 ) if bIdx ~= band.GetCount( ) then DebugPrint( "failed to add band from "..seg1.." to "..seg2) return false end if bIdx <= InitialBandCount then return true end -- don't change user-supplied bands if goalLength ~= nil then band.SetGoalLength( bIdx, goalLength ) end if strength ~= nil and strength > 0.0 then band.SetStrength( bIdx, strength ) end return true end function BandInSpaceWithParameters( seg, segFini, segInit, rho, theta, phi, strength, goalLength ) if not ( IsUnlockedSeg( seg) ) then return false end local bIdx = band.Add( seg, segFini, segInit, rho, theta, phi ) if bIdx ~= band.GetCount( ) then return false end if bIdx <= InitialBandCount then return true end -- don't change user-supplied bands if goalLength ~= nil then band.SetGoalLength( bIdx, goalLength ) end if strength ~= nil and strength ~= 0.0 then band.SetStrength( bIdx, strength ) end return true end function PutBandInSpace( idx, maxRho, strength ) -- trying to do tips is too weird, so we omit the capability local idx2, idx3 if idx < segCt then idx2 = idx + 1 else idx2 = idx - 2 end if idx > 1 then idx3 = idx - 1 else idx3 = idx + 2 end -- random point in sphere of radius maxRho local theta, phi = randomThetaPhi( ) local rho = (maxRho * random()^(1/3)) + 0.001 return BandInSpaceWithParameters( idx, idx2, idx3, rho, theta, phi, strength ) end function PutBandToRandomSeg( idx, minGap, strength, atom ) needNew = true local failedTries = 0 while ( needNew and failedTries < 30 ) do idx2 = randomSeg( ) -- ok if this one isn't movable (we assume idx is movable) if idx2 > idx + minGap or idx2 < idx - minGap then needNew = false break else failedTries = failedTries + 1 end end if not needNew then return BandBetweenSegsWithParameters( idx, idx2, strength, nil, atom, nil ) end return false end function PutSomeContactMapBands( heatThreshold, strength, ctBands, doSidechains ) changeSucceeded = false local hotList = {} for i = 1, segCt-2 do for j = i+2, segCt do local heat = contactmap.GetHeat(i, j) if heat >= heatThreshold and not contactmap.IsContact( i , j ) then hotList[ #hotList + 1] = { i, j, heat } end end end randomizeIndexList( hotList ) for i=1, math.min( ctBands, #hotList ) do local atom1 = nil local atom2 = nil if BAND_TO_SIDECHAINS and doSidechains then atom1 = PickAtomNumberForBand( hotList[i][1] ) atom2 = PickAtomNumberForBand( hotList[i][2] ) end local ch = BandBetweenSegsWithParameters( hotList[i][1], hotList[i][2], strength, nil, doTip1, doTip2 ) changeSucceeded = ch or changeSucceeded end return changeSucceeded end -------------------------------------------------------------------------- -- SETUP, CLEANUP, and MAIN -------------------------------------------------------------------------- function CleanPuzzleState( ) SetCI( 1.0 ) selection.DeselectAll() DelBands() end function PrintState( ) local gain = getScore() - InitialScore if gain < 0.001 then print( " No change" ) else print( " Startscore: "..TrimNum( InitialScore )) print( " Score: "..TrimNum( getScore() ) ) print( " Total gain: "..TrimNum( gain )) end print( " Run time: "..os.time() - StartTime) end function End( errstr ) if EndCalled then return end -- no infinite recursion please EndCalled = true print( "" ) if errstr ~= nil then if string.find( errstr, "Cancelled" ) then print( "User cancel" ) else print( errstr ) end end save.Quickload( QS_Best ) PrintState( ) CleanPuzzleState( ) end function InitializePuzzleState( ) seedRandom( ) InitialScore = getScore( ) CurrentBestScore = InitialScore StartTime = os.time() save.Quicksave( QS_Start ) save.Quicksave( QS_Best ) InitialClashImportance = behavior.GetClashImportance() SCALE_MAXCI = InitialClashImportance FindAllMovableSegs( ) CheckForContactMap() if PuzzleHasContactMap then InitializeContactMapSegList( CONTACTMAP_THRESHOLD ) end end function main( ) InitializePuzzleState( ) local gain = 0.0 repeat local score = getScore( ) pattern={ 2,5,11,3,13,4,7,1,6 } BandedWorm( pattern ) gain = getScore( ) - score until gain < 0.01 End( ) end xpcall( main, End )

Comments


spmm Lv 1

I have noticed the earlier banded worm crashing on windows and mac - this one is doing it as well. Crashing foldit client.

LociOiling Lv 1

Banded Worm and Banded Worm Pairs have crashed with the "angle range error" that hits in some puzzles.

These cases are difficult to reproduce. The script may continue normally when restarted at the point of failure, only to crash again later.

See feedback: https://fold.it/portal/node/1998668