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Recipe: Rav3n_pl GAB BiS v2.1.4 Orange Guard NF BK

created by Susume

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Name
Rav3n_pl GAB BiS v2.1.4 Orange Guard NF BK
ID
103397
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Rav3n_pl GAB BiS v2.1.3 Orange Guard NF BK
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Created on
April 12, 2020 at 17:09 PM UTC
Updated on
April 12, 2020 at 17:09 PM UTC
Description

Orange Guard - player freezes orange sidechains they want to keep orange before running script. NF - no fuzing. BK - band keeper keeps player bands and uses them during recovery wiggles. Filters - disabled during shake and wiggle. Now has option to never mutate.

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--[[ Bands! Bands in space! w30 (NC): Default wiggle iterations upped to 30 for newchapter; wiggle with bands=2 iters No more recursive wiggle, since this scores lower in newchapter. Restructured dialogs to match "standard" EDRW logic. GAB - Genetic Algorithm on Bands by Rav3n_pl based on CartoonVillan and Crashguard303 scripts Lua V2 Orange Guard - Susume Before script, player freezes orange sidechains that they want to be kept orange. Regular foldit Mutate used on unfrozen sidechains; only allowed oranges tried on frozen ones. NF - No Fuzing BK - Band Keeper - Susume Any bands placed prior to running script will be kept, disabled during script-banded wiggles and enabled during recovery (wiggles without script bands). Filters - disabled during wiggle and shake, enabled at all other times Definitions: band: random band to space from random segment critter: set of bands herd: set of critters 1. - randomize needed bands - randomly assignig them to criters 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: energy=false --set true to seek energy in exploration puzzles; false works on all puzzles pullCI=0.9 --Clash Impotrance during pull shakeCI=0.21 --CI when shake on qstab or mutate once maxCI=1 --maximum CI used by script 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 onlyMutable=true --if true use ONLY all mutable aas, no matter of always use mutateOnce=true --if true use mutate(1) instead of shake in qstab mutateAlways=false --if true use muatate(1) instead of all shakes mutateNever=false --if true do not mutate (overrides other mutate options) 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 gens w/o improvement } critter= --critter options { minBands=3, --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. Basttards always breed maxLoss=20 --30, --maximum loss by critter. set 0 to disable -- reduced to 20 for newchapter } bands= --bands options { minStr=0.3, --minimum band str maxStr=1.1, --maximum band str maxUp = 12.1, -- maximum band length } 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 } --end of options segCnt=structure.GetCount() keepBands=band.GetCount() p=print ------------------------------------------------ -- ORANGE GUARD --Susume ------------------------------------------------ OG = { Slot=77, --Quicksave slot used by this module --define substitution lists Protected={}, --Sparse table, keyed by residue number, returns true if that residue is protected. AllowedList={}, --Sparse table, keyed by residue number, returns list of allowed AAs. RulesList={ --[[Used only during Initialization - after that use ProtectedList instead. Sparse table keyed by AA, containing sparse tables keyed by secondary structure, containing integer-keyed list of all allowed AAs for that position. Each AA is allowed to be changed back to its original value regardless of SS. 'a' and 'p' allowed only in loops. 'm' allowed only in loops and helices. 'f' allowed anywhere there was already f, w, or y. 'w' and 'y' allowed only where there was already w or y. ]] a={E={'a','i','l','v'}, H={'a','i','l','m','v'}, L={'a','i','l','m','p','v'}}, c={E={'c','i','l','v'}, H={'c','i','l','m','v'}, L={'a','c','i','l','m','p','v'}}, d={E={'d','i','l','v'}, H={'d','i','l','m','v'}, L={'a','d','i','l','m','p','v'}}, e={E={'e','i','l','v'}, H={'e','i','l','m','v'}, L={'a','e','i','l','m','p','v'}}, f={E={'f','i','l','v'}, H={'f','i','l','m','v'}, L={'a','f','i','l','m','p','v'}}, g={E={'g','i','l','v'}, H={'g','i','l','m','v'}, L={'a','g','i','l','m','p','v'}}, h={E={'h','i','l','v'}, H={'h','i','l','m','v'}, L={'a','h','i','l','m','p','v'}}, i={E={'i','l','v'}, H={'i','l','m','v'}, L={'a','i','l','m','p','v'}}, k={E={'i','k','l','v'}, H={'i','k','l','m','v'}, L={'a','i','k','l','m','p','v'}}, l={E={'i','l','v'}, H={'i','l','m','v'}, L={'a','i','l','m','p','v'}}, m={E={'i','l','m','v'}, H={'i','l','m','v'}, L={'a','i','l','m','p','v'}}, n={E={'i','l','n','v'}, H={'i','l','m','n','v'}, L={'a','i','l','m','n','p','v'}}, p={E={'i','l','p','v'}, H={'i','l','m','p','v'}, L={'a','i','l','m','p','v'}}, q={E={'i','l','q','v'}, H={'i','l','m','q','v'}, L={'a','i','l','m','p','q','v'}}, r={E={'i','l','r','v'}, H={'i','l','m','r','v'}, L={'a','i','l','m','p','r','v'}}, s={E={'i','l','s','v'}, H={'i','l','m','s','v'}, L={'a','i','l','m','p','s','v'}}, t={E={'i','l','t','v'}, H={'i','l','m','t','v'}, L={'a','i','l','m','p','t','v'}}, v={E={'i','l','v'}, H={'i','l','m','v'}, L={'a','i','l','m','p','v'}}, w={E={'f','i','l','v','w','y'}, H={'f','i','l','m','v','w','y'}, L={'a','f','i','l','m','p','v','w','y'}}, y={E={'f','i','l','v','w','y'}, H={'f','i','l','m','v','w','y'}, L={'a','f','i','l','m','p','v','w','y'}}, } } function OG.Init() --build lists of frozen sidechains and AAs allowed for each one local OGCount = 0 for ii = 1, structure.GetCount() do local BBFrozen, SCFrozen = freeze.IsFrozen(ii) local AA = structure.GetAminoAcid(ii) local SS = structure.GetSecondaryStructure(ii) if (SCFrozen or (AA=='g' and BBFrozen)) then OG.Protected[ii] = true OG.AllowedList[ii] = OG.RulesList[AA][SS] freeze.Unfreeze(ii, true, true) --frozen backbones are not preserved OGCount = OGCount + 1 end end print("Orange Guard is protecting "..OGCount.." amino acids.") end function OG.Cleanup() for segnum, value in pairs(OG.Protected) do --this is how you loop over a sparse table local AA = structure.GetAminoAcid(segnum) if AA=='g' then freeze.Freeze(segnum, true, false) else freeze.Freeze(segnum, false, true) end end end function OG.MutateSelected(iters) print(" OG.MutateSelected") local ProtectList={} for segnum, value in pairs(OG.Protected) do if selection.IsSelected(segnum) then ProtectList[segnum] = true selection.Deselect(segnum) end end structure.MutateSidechainsSelected(iters) local FiltersOff = behavior.GetFiltersDisabled() if FiltersOff then behavior.SetFiltersDisabled(false) end local SavedScore = current.GetScore() local NewScore = SavedScore save.Quicksave(OG.Slot) --print(" score after general mutate: "..SavedScore) --individually try substitutions on protected ones and save if better for segnum, value in pairs(ProtectList) do --print(" trying segment "..segnum) for jj, AA in pairs(OG.AllowedList[segnum]) do if structure.CanMutate(segnum, AA) then structure.SetAminoAcid(segnum, AA) NewScore = current.GetScore() if NewScore > SavedScore then save.Quicksave(OG.Slot) SavedScore = NewScore --print(" changed to "..AA..", new score "..SavedScore) end end end save.Quickload(OG.Slot) end behavior.SetFiltersDisabled(FiltersOff) for segnum, value in pairs(ProtectList) do selection.Select(segnum) end --print(" exit OG.MutateSelected") --if any changes, re-run mutate?? not at this point, because mutate is slow end ------------------------------------------------ -- END ORANGE GUARD ------------------------------------------------ function CI(c) if c>maxCI then c=maxCI end behavior.SetClashImportance(c) end function round(x)--cut all afer 3-rd place return x-x%0.001 end function down(x) return x-x%1 end function Score()--return score, exploration too if energy==true then return current.GetEnergyScore() else return current.GetScore() end end --local seed=recipe.GetRandomSeed() --NOT WORKING!!! --calculate REALLY good seed seed=os.time()/math.abs(Score()) seed=seed%0.001 seed=1/seed while seed<10000000 do seed=seed*1000 end seed=seed-seed%1 p("Seed is: "..seed) math.randomseed(seed) --REALLY good seed made by rav3n_pl :P function Wiggle(how, iters, minppi) behavior.SetFiltersDisabled(true) if how==nil then how="wa" end if iters==nil then iters=5 end --for newchapter if minppi==nil then minppi=0.1 end if iters>0 then --iters=iters-1 sp=Score() if how == "s" then if mutateAlways==true and mutateNever==false then OG.MutateSelected(1) --structure.MutateSidechainsSelected(1) else structure.ShakeSidechainsSelected(1) end elseif how == "wb" then structure.WiggleAll(2*iters, true,false) elseif how == "ws" then structure.WiggleAll(2*iters, false,true) elseif how == "wa" then structure.WiggleAll(2*iters, true,true) end ep = Score() ig=ep-sp --if how~="s" then -- if ig > minppi then return Wiggle(how, iters, minppi) end --tail call --end -- recursive wiggle removed as it is not good under newchapter end behavior.SetFiltersDisabled(false) end function SaveBest() local newScore = Score() local g=newScore-bestScore if g>0 then if g>0.01 then p("Gained another "..round(g).." pts, New Best Score = "..newScore) end bestScore=newScore save.Quicksave(3) end end function SaveRB() if recentbest.GetScore()>bestScore or (recentbest.GetEnergyScore()>bestScore and energy==true)then save.Quicksave(4) recentbest.Restore() SaveBest() save.Quickload(4) end end function Qstab() selection.SelectAll() CI(shakeCI) if mutateOnce==true and mutateNever==false then OG.MutateSelected(1) --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() recentbest.Save() 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 n1==nil then return math.random() 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() --vreate 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 if #UseSegments>0 or CanBeUsed(s1) then local str=random(bands.minStr,bands.maxStr) local len=random(bands.maxUp) local theta = math.acos(math.random()) local phi = 2 * math.pi * math.random() local segmentXAxis=0 local segmentYAxis=0 while true do --all 3 must be different segmentXAxis = random(segCnt) segmentYAxis = random(segCnt) if segmentXAxis~=s1 and segmentYAxis~=s1 and segmentXAxis~=segmentYAxis then break end end --{segmentOrigin, segmentXAxis, segmentYAxis, rho, theta, phi} b={s1, segmentXAxis, segmentYAxis, len, theta, phi, str} 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) --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 local ok=true if #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 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 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 if ssCheck(structure.GetSecondaryStructure(sg1)) then ok=true 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() for db=band.GetCount(), keepBands+1, -1 do --delete only non-keeper bands band.Delete(db) end band.DisableAll() --disable keeper bands local crt=critters[i] --critter local s=Score() --start score local bnds=crt.bands for b=1,#bnds do local bnd=bnds[b] local atom=5 local sn=bnd[1] if sn==segCnt then atom=6 end --bug in last segment if structure.GetAminoAcid(sn)=='g' then atom=0 end --glycyne local bc=band.Add(sn,bnd[2],bnd[3],bnd[4],bnd[5],bnd[6],atom) --local bc=band.GetCount() if bc>keepBands then band.SetStrength(bc,bnd[7]) end end selection.SelectAll() CI(pullCI) recentbest.Save() Wiggle("wb",1) -- this is the only wiggle with non-keeper bands --band.DeleteAll() for db=band.GetCount(), keepBands+1, -1 do band.Delete(db) end band.EnableAll() -- enable keeper bands CI(1) if s-Score() > qstabThresh then Qstab() else Wiggle() end --if Score()-bestScore>fuzeThresh then -- SaveRB() -- Fuze() --else SaveRB() --end local FiltersOff = behavior.GetFiltersDisabled() behavior.SetFiltersDisabled(true) local UnfilteredScore = Score() behavior.SetFiltersDisabled(false) local FilteredScore = Score() local FilterBonus = FilteredScore - UnfilteredScore crt.score=FilteredScore-s p("Critter "..crt.name.." : "..round(crt.score)..", filter "..FilterBonus) behavior.SetFiltersDisabled(FiltersOff) 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()>keepBands then --clean bands from best solition (if any) --band.DeleteAll() for db=band.GetCount(), keepBands+1, -1 do band.Delete(db) end 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 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 bestScore=Score() critterID=0 gen=0 ss=Score() save.Quicksave(3) recentbest.Save() p("Rav3n_pl Bands! Bands in space! GAB BiS") p("Start score: "..round(ss)) 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 p("Final score: "..round(Score()).." Total gain: "..round(Score()-ss)) end function dialogOptions() local mut=false for i=1,segCnt do if structure.IsMutable(i) then mut=true break end end if not mut then onlyMutable=false mutateOnce=false end local opt = dialog.CreateDialog("GAB BiS") repeat opt.lbl1 = dialog.AddLabel("Main Options") opt.gen = dialog.AddTextbox("Generations:", herd.maxGen) opt.pull= dialog.AddSlider("Pulling CI", pullCI, 0.05, 1, 2)--desctip, default, min, max, precision opt.shak= dialog.AddSlider("Shake CI", shakeCI, 0.01, 1, 2) opt.maxci= dialog.AddSlider("Maximum CI", maxCI, 0.05, 1, 2) opt.qstab=dialog.AddCheckbox("FastQstab", fastQstab) opt.energy=dialog.AddCheckbox("Seek energy", energy) opt.mutonly=dialog.AddCheckbox("Only mutable", onlyMutable) opt.mutonce=dialog.AddCheckbox("Mutate once", mutateOnce) opt.mutalways=dialog.AddCheckbox("Mutate always", mutateAlways) opt.mutnever=dialog.AddCheckbox("Mutate never", mutateNever) opt.fuzeth=dialog.AddTextbox("Fuze threshold: ",fuzeThresh) opt.qsth=dialog.AddTextbox("Qstab threshold: ",qstabThresh) opt.run = dialog.AddButton("OK", 1) opt.more = dialog.AddButton("More", 2) opt.cancel = dialog.AddButton("Cancel", 0) res=dialog.Show(opt) if res > 0 then energy=opt.energy.value pullCI=opt.pull.value shakeCI=opt.shak.value maxCI=opt.maxci.value fastQstab=opt.qstab.value fuzeThresh = tonumber(opt.fuzeth.value) qstabThresh= tonumber(opt.qsth.value) onlyMutable=opt.mutonly.value mutateOnce=opt.mutonce.value mutateAlways=opt.mutalways.value mutateNever=opt.mutnever.value herd.maxgen=tonumber(opt.gen.value) if res==2 then MoreOptions() end end until res < 2 return ( res > 0 ) end function MoreOptions () local opt = dialog.CreateDialog("GaB BiS More Options") opt.lbl1 = dialog.AddLabel("Herd:") opt.brbest=dialog.AddSlider("Breed best", herd.breedBest, 1, 20, 0) opt.kbest=dialog.AddSlider("Keep best", herd.keepBest, 1, 20, 0) opt.bas=dialog.AddSlider("Breed bastards", herd.breedBastards, 1, 20, 0) opt.rnd=dialog.AddSlider("New random", herd.newRandom, 1, 30, 0) opt.renew=dialog.AddSlider("Renew hers", herd.renew, 1, 10, 0) opt.shuff=dialog.AddCheckbox("Shuffle critetrs", herd.shuffle) opt.lbl2 = dialog.AddLabel("Critter:") opt.minb=dialog.AddTextbox("Minimum bands:", critter.minBands) opt.maxb=dialog.AddTextbox("Maximum bands:", critter.maxBands) opt.keeps=dialog.AddTextbox("Keep score:", critter.keepScore) opt.breeds=dialog.AddTextbox("Breed score:", critter.breedScore) opt.maxloss=dialog.AddTextbox("Max loss:", critter.maxLoss) opt.lbl3 = dialog.AddLabel("Bands:") opt.minst=dialog.AddSlider("Minmum str", bands.minStr, 0.1, 2, 1) opt.maxst=dialog.AddSlider("Maximum str", bands.maxStr, 0.1, 2, 1) opt.maxup=dialog.AddSlider("Max length", bands.maxUp, 3, 20, 0) opt.run = dialog.AddButton("OK", 1) dialog.Show(opt) herd.breedBest = opt.brbest.value herd.keepBest = opt.kbest.value herd.breedBastards = opt.bas.value herd.newRandom = opt.rnd.value herd.shuffle = opt.shuff.value herd.renew=opt.renew.value critter.minBands=tonumber(opt.minb.value) critter.maxBands=tonumber(opt.maxb.value) critter.keepScore = tonumber(opt.keeps.value) critter.breedScore=tonumber(opt.breeds.value) critter.maxLoss=tonumber(opt.maxloss.value) bands.minStr=opt.minst.value bands.maxStr=opt.maxst.value bands.maxUp = opt.maxup.value end function Cleanup ( err ) print ( "Restoring clashing importance and best result" ) CI ( 1 ) save.Quickload ( 3 ) p("Final score: "..round(Score()).." Total gain: "..round(Score()-ss)) OG.Cleanup() behavior.SetFiltersDisabled(false) print ( err ) end -- main call OG.Init() if dialogOptions() then xpcall ( GAB, Cleanup ) end --end of script

Comments


Susume Lv 1

Orange Guard lets you protect orange sidechains that foldit wants to turn blue, by freezing those sidechains before you start the script. It will try to mutate those sidechains, but only to other orange ones.

Orange Guard will not score better than regular GAB BiS, since it limits the mutations that foldit is allowed to try. The more sidechains you protect by freezing them, the more the score is limited. So why run it? It prevents foldit from producing a protein with a long stretch of only blue sidechains (say, an entire edge sheet, or more than one turn of a helix). The scientists generally don't pick a protein for testing in Rosetta if it has an entire blue sheet or a long stretch of blue helix, because they know the protein will not fold up as designed.

Use Orange Guard if getting your protein tested is more important to you than getting the top score. Better still, run Orange Guard in one track and the regular script in another track (you can use the same script, just don't freeze any sidechains first). Then you can have the best of both worlds.