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Recipe: Rav3n_pl GAB BiSv2.0.1w30[NC]Save5.lua

created by zo3xiaJonWeinberg

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Name
Rav3n_pl GAB BiSv2.0.1w30[NC]Save5.lua
ID
103466
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Parent
Rav3n_pl GAB BiSv2.0.1w30[NC]Save4.lua
Children
Created on
May 04, 2020 at 02:41 AM UTC
Updated on
May 04, 2020 at 02:41 AM UTC
Description

Now has less output whitespace. Show output for band coordinates for later use (goal is to implement user input to load in coordinates like AILearnsToPlayFoldit4.lua recipe. I do not want to cancel the recipe and start all over with an untrained population of digimon. Also share your top band coordinates and strengths in Comments). Genetic Algorithm on Bands. Bands! Bands in space! GAB BiS v2. Now with Susume's newchapter changes and restructured dialogs.

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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 (evolving digimon to play Foldit) by Rav3n_pl based on CartoonVillan and Crashguard303 scripts Lua V2 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 (amino acids), 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 herd= --herd options { breedBest = 2, --5, --breed best 4 critters - all combinations => 6 kids form 4 critters, 3 form 3, 1 form 2, 9 form 5 ;] keepBest = 2, --3, --save up to 3 best scoring critters, rest are forgotten breedBastards = 2, --8, --number of best will have one random bastard newRandom = 1, --10, --adding new random ones each generation maxGen= 1000, --maximum generations --mine many bitcoin to stay warm during covid19 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() p=print 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) if how==nil then how="wa" end if iters==nil then iters=15 end --increased to 15 to have 30 iters by default in 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 then -- mutate all for a certain num of iterations 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, 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 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() 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 then 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 printArray(array) for i=1,#array do p(array[i]) end end function printArrayOneLine(array) local arrayString="" for i=1,#array do arrayString=arrayString..array[i]..", " end print(arrayString.."end") 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 save.Quickload(3) --jon save.Quicksave(5) -- for impartiality and also negating previous critter's shoddy work -- to avoid the first critter intentionally ruining the 2nd's situation --puzzle.StartOver() --forfeit print("critter "..i..": ") 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] print("gen"..gen..", critter "..i..", band "..b..": ") printArrayOneLine(bnd) --ZW's original incorrect guess of what these numbers were --p("x,y,z,x,y,z,strength?") --in reality, it is Segment #, Stride size #, Index #, xyz, strength 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 band.Add(sn,bnd[2],bnd[3],bnd[4],bnd[5],bnd[6],atom) local bc=band.GetCount() band.SetStrength(bc,bnd[7]) end selection.SelectAll() CI(pullCI) recentbest.Save() Wiggle("wb",1) band.DeleteAll() CI(1) if 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 solition (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 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.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 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 herd", 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.lbl4 = dialog.AddLabel("Import pre-evolved algorithm:") opt.lbl5 = dialog.AddLabel("(Not functional yet)") opt.lbl6 = dialog.AddLabel("Segment #, stride #, index #, x,y,z, strength") local moreDialog = opt --lazy copy pasting moreDialog.Label = dialog.AddLabel("Include pre-defined algorithms (made up):") moreDialog.AddAlgorithm1 = dialog.AddCheckbox("160, 70, 2, 34.555, 23.56, 30.9, 1.1", true) moreDialog.AddAlgorithm2 = dialog.AddCheckbox("160, 70, 2, 34.555, 23.56, 30, 0.3", true) moreDialog.LabelCustomAlgorithm = dialog.AddLabel("Include custom algorithm:") moreDialog.CustomHash = dialog.AddTextbox("", "") 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)) print ( err ) end -- main call if dialogOptions() then xpcall ( GAB, Cleanup ) end --end of script

Comments


zo3xiaJonWeinberg Lv 1

–[[
After 3 generations of this recipe outperformed the original after 3 gens. Takes a few generations for the A.I.'s score to benefit rather than be hurt by impartiality of the agents.

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 (evolving digimon to play Foldit)
by Rav3n_pl
based on CartoonVillan and Crashguard303 scripts
Lua V2

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 (amino acids), 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

herd= –herd options
{
breedBest = 2, –5, –breed best 4 critters - all combinations => 6 kids form 4 critters, 3 form 3, 1 form 2, 9 form 5 ;]
keepBest = 2, –3, –save up to 3 best scoring critters, rest are forgotten
breedBastards = 2, –8, –number of best will have one random bastard
newRandom = 1, –10, –adding new random ones each generation
maxGen= 1000, –maximum generations
–mine many bitcoin to stay warm during covid19

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()
p=print

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)
if how==nil then how="wa" end
if iters==nil then iters=15 end –increased to 15 to have 30 iters by default in 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 then
	   -- mutate all for a certain num of iterations
	   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, 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 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()
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 then
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 printArray(array)
for i=1,#array do
p(array[i])
end
end

function printArrayOneLine(array)
local arrayString=""
for i=1,#array do
arrayString=arrayString..array[i]..", "
end
print(arrayString.."end")
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
save.Quickload(3) –jon
save.Quicksave(5)
– for impartiality and also negating previous critter's shoddy work
– to avoid the first critter intentionally ruining the 2nd's situation
–puzzle.StartOver() –forfeit
print("critter "..i..": ")
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]
print("gen"..gen..", critter "..i..", band "..b..": ")
printArrayOneLine(bnd)

    --ZW's original incorrect guess of what these numbers were
    --p("x,y,z,x,y,z,strength?")

    --in reality, it is Segment #, Stride size #, Index #, xyz, strength
        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
        band.Add(sn,bnd[2],bnd[3],bnd[4],bnd[5],bnd[6],atom)
        local bc=band.GetCount()
        band.SetStrength(bc,bnd[7])
    end
    selection.SelectAll()
    CI(pullCI)
    recentbest.Save()
    Wiggle("wb",1)
    band.DeleteAll()
    CI(1)
    if 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 solition (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 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.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
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 herd", 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.lbl4 = dialog.AddLabel("Import pre-evolved algorithm:")
opt.lbl5 = dialog.AddLabel("(Not functional yet)")
opt.lbl6 = dialog.AddLabel("Segment #, stride #, index #, x,y,z, strength")	
local moreDialog = opt --lazy copy pasting    
moreDialog.Label = dialog.AddLabel("Include pre-defined algorithms (made up):")
moreDialog.AddAlgorithm1 = dialog.AddCheckbox("160, 70, 2, 34.555, 23.56, 30.9, 1.1", true)
moreDialog.AddAlgorithm2 = dialog.AddCheckbox("160, 70, 2, 34.555, 23.56, 30, 0.3", true)
moreDialog.LabelCustomAlgorithm = dialog.AddLabel("Include custom algorithm:")
moreDialog.CustomHash = dialog.AddTextbox("", "")

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))
print ( err )
end

– main call
if dialogOptions() then
xpcall ( GAB, Cleanup )
end

–end of script

zo3xiaJonWeinberg Lv 1

don't include the forum-comment subject header in the code. will break it.
note that i reset the puzzle before testing the original script for fairness of testing between scripts as well.