Icon representing a recipe

Recipe: Rav3n_pl GAB v2.2 filter

created by Rav3n_pl

Profile


Name
Rav3n_pl GAB v2.2 filter
ID
100581
Shared with
Public
Parent
Rav3n_pl GAB v2.0.6
Children
Created on
January 13, 2015 at 20:18 PM UTC
Updated on
January 13, 2015 at 20:18 PM UTC
Description

Genetic Algorithm on Bands. Using bands on 1st atom of sidechain. For filter puzzles

Best for


Code


--[[ GAB - Genetic Algorithm on Bands by Rav3n_pl based on CartoonVillan and Crashguard303 scripts Lua V2 Definitions: band: randomised: start segment, end segment, length, strength critter: set of bands herd: set of critters 1. - randomize needed bands - randomly assigning them to critters 2. - score each critter 3. - keep critters scoring above score - breed best critters - breed bastards (best one + random one) - forget about rest of critter - randomize new critters to fill herd ]]-- -- options: filters=true --if true filters are enabled only for scoring energy = false --set true to seek energy in exploration puzzles; false works on all puzzles pullCI = 0.9 --Clash Importance during pull maxCI = 1 --maximum CI used by script CapCI=false --false=use maxci as multiplier, true=just cap it to maxci fastQstab = true -- only 1s1w after pull if true fuzeThresh = 1 -- run fuze if we are close to best score (negative=new best score) qstabThresh = 1 -- run qstab if score drops more than... wiggle only in other case useLigand = false --use ligand if true onlyMutable = false --if true use ONLY all mutable aas, no matter of always use mutateOnce = false --if true use mutate(1) instead of shake in qstab mutateOnceCI = 0.21 --mutate on what clashing importance mutateAlwas = false --if true use mutate(1) instead of all shakes herd= --herd options { breedBest = 5, --breed best 4 critters - all combinations => 6 kids form 4 critters, 3 form 3, 1 form 2, 9 form 5 ;] keepBest = 3, --save up to 3 best scoring critters, rest are forgotten breedBastards = 8, --number of best will have one random bastard newRandom = 10, --adding new random ones each generation maxGen= 100, --maximum generations shuffle = true, --set true to run critters in random order renew=4, --create totally fresh herd after that many generations w/o improvement } critter= --critter options { minBands=2, --minimum bands maxBands=7, --maximum bands keepScore = 0 , --survive to next gen only if score higher than breedScore= -20, --will breed kids only if score higher. Bastards always breed maxLoss=30, --maximum loss by critter. set 0 to disable } bands= --bands options { minStr=0.3, --minimum band str maxStr=1.1, --maximum band str minChng = 3, -- minimum change of band len according to current distance maxUp = 6.1, -- maximum change up (push) maxDn = 6.9, -- maximum change down (pull) minSkip = 5, --minimum segment distance minDist = 4, --minimum spatial distance minLen = 2, --minimum length of created band } DoNotUse={--just comment lines below or add more areas to avoid --{segCnt,segCnt}, --ligand cant be used --{120,134}, --{1,10}, } AlwaysUse={ --areas should be always used --{segCnt,segCnt},--ligand need to be at one end --{308,311}, --loopy --{272,319}, --loopy } UseSegments= --use ONLY this segments { --2,3,4,5 } -- bands by secondary structure use= { Sheet=true, --set false to not band sheets Helix=true, --set false to not band helices Loop=true, --set false to not band loops } checkBoth=false --check both ends to above, if false only one end need to be true --end of options function filtersOn() if filters then behavior.SetSlowFiltersDisabled(false) end end function filtersOff() if filters then behavior.SetSlowFiltersDisabled(true) end end segCnt=structure.GetCount() if useLigand==false then while structure.GetSecondaryStructure(segCnt)=="M" do segCnt=segCnt-1 end end p=print function CI(c) if c>maxCI then if CapCI==true then c=maxCI else c=c*maxCI end end behavior.SetClashImportance(c) end function round(x)--cut all after 3-rd place return x-x%0.001 end function down(x) return x-x%1 end function Score()--return score, exploration too filtersOn() local s=0 if energy then s=current.GetEnergyScore() else s=current.GetScore() end filtersOff() return s end --local seed=recipe.GetRandomSeed() --NOT WORKING on windowz!!! --calculate REALLY good seed from current score seed=os.time() seed=1/seed while seed<10000000 do seed=seed*10 end seed=seed-seed%1 p("Seed is: "..seed) math.randomseed(seed) function Wiggle(how, iters, minppi) if how==nil then how="wa" end if iters==nil then iters=6 end if minppi==nil then minppi=0.1 end if iters>0 then iters=iters-1 sp=Score() if how == "s" then if mutateAlwas==true then structure.MutateSidechainsSelected(1) else structure.ShakeSidechainsSelected(1) end elseif how == "wb" then structure.WiggleAll(2, true,false) elseif how == "ws" then structure.WiggleAll(2, false,true) elseif how == "wa" then structure.WiggleAll(2) end ep = Score() ig=ep-sp if how~="s" then if ig > minppi then return Wiggle(how, iters, minppi) end --tail call end end end function SaveBest() local g=Score()-bestScore if g>0 then if g>0.01 then p("Gained another "..round(g).." pts.") end bestScore=Score() save.Quicksave(3) end end function SaveRB() local rb=0 filtersOn() if energy==true then rb= recentbest.GetEnergyScore() else rb= recentbest.GetScore() end if rb>bestScore then save.Quicksave(4) recentbest.Restore() SaveBest() save.Quickload(4) end filtersOff() end function Qstab() selection.SelectAll() CI(0.1) if mutateOnce==true then CI(mutateOnceCI) structure.MutateSidechainsSelected(1) else Wiggle("s",1) end if fastQstab==false then CI(0.4) Wiggle("wa",1) CI(1) Wiggle("s",1) end CI(1) Wiggle() end function FuzeEnd() CI(1) Wiggle("wa",1) Wiggle("s",1) Wiggle() srb() end function Fuze1(ci1,ci2) CI(ci1) Wiggle("s",1) CI(ci2) Wiggle("wa",1) end function Fuze2(ci1,ci2) CI(ci1) Wiggle("wa",1) CI(1) Wiggle("wa",1) CI(ci2) Wiggle("wa",1) end function srb() recentbest.Restore() SaveBest() end function Fuze() p("Fuzing...") local scr=Score() selection.SelectAll() filtersOn() recentbest.Save() filtersOff() Fuze1(0.3,0.6) FuzeEnd() Fuze2(0.3,1) srb() Fuze1(0.05,1) srb() Fuze2(0.7,0.5) FuzeEnd() Fuze1(0.07,1) srb() end function random(n1,n2) --random function returns int or float depends on input vars if n2==nil and n1==nil then return math.random() --float else if n2==nil then if n1%1==0 then return math.random(n1) --integer else return math.random()*n1 --float end else if n1%1==0 and n2%1==0 then return math.random(n1,n2) --integer between else return math.random()*(n2-n1)+n1 --float between end end end end function FillHerd() --fill up herd local n=#critters if n>0 then --fill up n=herd.newRandom else --fresh herd n=herd.breedBest + herd.keepBest + herd.breedBastards end p("Randomizing "..n.." new critters...") for i=1,n do AddCritter() end end function AddCritter() --create new random critter local c={} critterID=critterID+1 c.no=critterID c.name=c.no..'-rnd' c.bands={} local r=random(critter.minBands, critter.maxBands) for i=1,r do c.bands[#c.bands+1]=AddBand() end critters[#critters+1]=c p(c.name.." bands: "..#c.bands) end function AddBand() --create one random band local cnt=0 local b={} while true do --try till die cnt=cnt+1 local s1=random(segCnt) if onlyMutable==true or #UseSegments>0 then s1=UseSegments[random(#UseSegments)] end local s2=random(segCnt) if s1>s2 then s1,s2=s2,s1 end --swap if #UseSegments>0 or CanBeUsed(s1,s2) then local str=random(bands.minStr,bands.maxStr) local len=0 while true do --randomize correct distance len=random(-bands.maxDn,bands.maxUp) if len<-bands.minChng or len>bands.minChng then break end end b={s1,s2,str,len} break end if cnt>100 then p("Sorry! Cant create band! Breaking script!") BreakScript() --there is no such function, so it crashes script end end return b end function CanBeUsed(sg1,sg2) --checking end of bands function ssCheck(ss) local good=false if use.Sheet and ss=="E" then good=true end if use.Helix and ss=="H" then good=true end if use.Loop and ss=="L" then good=true end return good end function AreGood(s1,s2) --check that s1 and s2 can be used local ok=true if s2-s1<bands.minSkip then ok=false end if ok==true and structure.GetDistance(s1,s2)<bands.minDist then ok=false end return ok end local ok=AreGood(sg1,sg2) if ok==true and #DoNotUse>0 then --none of 2 can be in that area for i=1, #DoNotUse do local r=DoNotUse[i] for x=r[1],r[2] do if x==sg1 or x==sg2 then ok=false break end end if ok==false then break end end end if ok==false then return false --if false can`t be used else ok=false if #AlwaysUse>0 then --at least one have to be there for i=1, #AlwaysUse do local r=AlwaysUse[i] for x=r[1],r[2] do if x==sg1 or x==sg2 then ok=true break end end if ok==true then break end end else ok=true end end if ok==true then --check structure ok=false local ss1=structure.GetSecondaryStructure(sg1) local ss2=structure.GetSecondaryStructure(sg2) if checkBoth then if ssCheck(ss1) and ssCheck(ss2) then ok=true end else if ssCheck(ss1) or ssCheck(ss2) then ok=true end end end return ok end function ScoreHerd() --score all critters from herd save.Quickload(3) p("Scoring "..#critters.." critters...") save.Quicksave(5) local herdScore=Score() for i=1,#critters do band.DeleteAll() local crt=critters[i] --critter local s=Score() --start score local bnds=crt.bands for b=1,#bnds do local bnd=bnds[b] local a1=5 local a2=5 if bnd[1]== structure.GetCount() then a1=6 end if bnd[2]== structure.GetCount() then a1=6 end if structure.GetAminoAcid(bnd[1])=='g' then a1=0 end if structure.GetAminoAcid(bnd[2])=='g' then a2=0 end band.AddBetweenSegments(bnd[1],bnd[2],a1,a2) local bc=band.GetCount() band.SetStrength(bc,bnd[3]) local len=structure.GetDistance(bnd[1],bnd[2])+bnd[4] if len<bands.minLen then len=bands.minLen end band.SetGoalLength(bc,len) end selection.SelectAll() CI(pullCI) recentbest.Save() Wiggle("wb",1) band.DeleteAll() CI(1) if math.abs(s-Score()) > qstabThresh then Qstab() else Wiggle() end if Score()-bestScore>fuzeThresh then SaveRB() Fuze() else SaveRB() end crt.score=Score()-s p("Critter "..crt.name.." : "..round(crt.score)) if critter.maxLoss>0 then if Score()>herdScore-critter.maxLoss then save.Quicksave(5) herdScore=Score() else save.Quickload(5) end else save.Quickload(3) end end save.Quickload(3) if band.GetCount()>0 then --clean bands from best solution (if any) band.DeleteAll() save.Quicksave(3) end end function BreedCritters(mom,dad,t) --breed 2 critters. bands are taken randomly local kid={} critterID=critterID+1 kid.no=critterID kid.name=kid.no.."-"..t..mom.no..'/'..dad.no kid.bands={} local mb=#mom.bands local db=#dad.bands if mb>db then mb,db=db,mb end --kid have bands count between mom and dad bands local bn=random(mb,db) for i=1,bn,2 do kid.bands[#kid.bands+1]=mom.bands[random(#mom.bands)] kid.bands[#kid.bands+1]=dad.bands[random(#dad.bands)] end p(kid.name.." bands: "..#kid.bands) return kid end function KeepGood() --copy best scoring critters form last gen if score above local newHerd={} for i=1,herd.keepBest do if critters[i].score>critter.keepScore and (math.abs(critters[i].score)>0.1 or critters[i].score>0) then newHerd[#newHerd+1]=critters[i] end end return newHerd end function SortCritters() --bubble sort for i=1,#critters do for j=i+1,#critters do if critters[i].score<critters[j].score then critters[i],critters[j]=critters[j],critters[i] --love lua :) end end end end function BreedHerd() p("Breeding...") SortCritters() newHerd=KeepGood() for i=1, herd.breedBest do local mom=critters[i] if mom.score>critter.breedScore or i<2 then --breed only good ones, 1st is always breed anyway for j=i+1, herd.breedBest do local dad=critters[j] newHerd[#newHerd+1]=BreedCritters(mom,dad,"kid-") newHerd[#newHerd+1]=BreedCritters(dad,mom,"kid-") end end end for i=1, herd.breedBastards do --they will always appear ;] local mom=critters[i] local j=random(herd.breedBastards+1,#critters) local dad=critters[j] newHerd[#newHerd+1]=BreedCritters(mom,dad,"bas-") newHerd[#newHerd+1]=BreedCritters(dad,mom,"bas-") end critters=newHerd FillHerd() end function ShuffleHerd() if herd.shuffle==true then for i=1,#critters do local r=random(#critters) if r~=i then critters[i],critters[r]=critters[r],critters[i] end end end end function GAB() if onlyMutable==true then for i=1,segCnt do if structure.IsMutable(i) then UseSegments[#UseSegments+1]=i end end end if #AlwaysUse>0 then for i=1,#AlwaysUse do local ss=AlwaysUse[i][1] local se=AlwaysUse[i][2] if ss>se then ss,se=se,ss end for j=ss,se do UseSegments[#UseSegments+1]=j end end AlwaysUse={} --added to list, no need to check later end bestScore=Score() critterID=0 gen=0 ss=Score() save.Quicksave(3) recentbest.Save() p("Starting Rav3n_pl GAB Start score: "..round(ss)) filtersOff() critters={} FillHerd() badGen=0 while true do --this is (almost) endless script ;] genScore=Score() gen=gen+1 p() p("Generation: "..gen..", score: "..round(Score())..", gain: "..round(Score()-ss)) ShuffleHerd() ScoreHerd() save.Quickload(3) if gen==herd.maxGen then break end --end of script if genScore<=Score() then badGen=badGen+1 else badGen=0 end if badGen>=herd.renew then p("Creating fresh random herd...") critters={} FillHerd() badGen=0 else BreedHerd() end end filtersOn() p("Final score: "..round(Score()).." Total gain: "..round(Score()-ss)) end -- main call GAB() --end of script

Comments