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Recipe: CM - Compressor - V2.01

created by ComputerMage

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Name
CM - Compressor - V2.01
ID
44122
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Public
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None
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Created on
December 17, 2012 at 18:36 PM UTC
Updated on
December 17, 2012 at 18:36 PM UTC
Description

Based on Rav3en_pl's compressor code. Added random bands for de-novo Monte-Carlo folding as well as autodetection of mutate puzzles to use mutation code. When script cancelled - it restores the recent best score. Now with some dialog settings

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Code


--[[ Rav3n_pl Compressor v2.1 ComputerMage - converted to V2.0 script. trying to compress/decompress protein accepting loss of points between pulls ]]-- ----------- options below VVVVV --------------------- cLoops = 1500 --<<< SET NUMBER OF LOOPS decomp = false --true --true for DeCompression instead of compression modualtor = false --changing compression/decompression each loop randomModulation = true useRegions = { --set regions that have to be used in all bands --{1,20}, --there are exaples, uncomment and edit --{25,55}, --{100,210}, } compressFrac = 15 --make bands shorter by that much percents compressFracMin = 5 -- if this parameter set it will randomly select pecentage between this parameter and compressFrac minSkip = 15 --minimum segment distance between banded segments minBands = 3 -- if minBands less than 1 then it uses fixed amount of bands -- defined in numBands, otherwise it generates random number of bands beween minBands and numBands for each iteration. numBands = 13 --how many bands use at once fastQstab = true --false --true --only 1 shake and 1 wiglle when true useFuze = true -- use Fuze after qStab fuzeScore = 10 --how close we have to be to run Fuze allLoop = false --work in all-loop mode. sometimes work better than structure mode :) S2H = false --all bands are between sheets and helixes useStructure = false --all bands have at least one end on structure (not loop) noLoops=false --band can`t have any end on loop minBandStrength = 0.3 -- 0.3 --starting band str maxBandStrength = 1.5 -- 1.0 -- max band strenght minDist = 7 --minimum band length slowBands = false --bands strength are raised few times till score drops by % percLoss = 1 --pulling stops when score drops by that percent (ie 2=200pts when 10k pts) repeatGood = true --repeating good bands if true pullingCI = 0.3 --0.6--clash impotrance during pull maxLoss = 30 --maximum acceptable LOSS after Fuze. also lowering fuzeScore reloadBest = 5 --reload best solution after that many worst ones normal = true -- checks if this is exploration puzzle mutate = false mutateIterations = 2 ------------ end of options ^^^^^^ segCnt = 0 function Score() local s=0 if normal==true then s=current.GetEnergyScore() else s=current.GetScore() end return s end function round(x)--cut all afer 3-rd place return x-x%0.001 end function abs(x) if x<0 then x=-x end return x 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 Wiggle(how, iters, minppi) --score conditioned recursive wiggle/shake 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 local sp=Score() if how == "s" then structure.ShakeSidechainsAll(1) 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 if Score()-sp > minppi then return Wiggle(how, iters, minppi) end end end SAVEDstructs=false function AllLoop() --turning entire structure to loops local anychange=false for i=1,segCnt do if structure.GetSecondaryStructure(i)~="L" then anychange=true break end end if anychange then save.SaveSecondaryStructure() SAVEDstructs=true selection.SelectAll() structure.SetSecondaryStructureSelected("L") end end function qStab() behavior.SetClashImportance(0.1) Wiggle("s",1) if mutate == true then structure.MutateSidechainsSelected(mutateIterations) SaveBest(); end selection.SelectAll() if fastQstab==false then behavior.SetClashImportance(0.4) Wiggle("wa",1) behavior.SetClashImportance(1) Wiggle("s",1) end behavior.SetClashImportance(1) Wiggle() end function FuzeEnd() behavior.SetClashImportance(1) if mutate == true then structure.MutateSidechainsSelected(mutateIterations) end Wiggle("wa",1) Wiggle("s",1) Wiggle() SaveBest() end function Fuze1(ci1,ci2) behavior.SetClashImportance(ci1) Wiggle("s",1) behavior.SetClashImportance(ci2) Wiggle("wa",1) end function Fuze2(ci1,ci2) behavior.SetClashImportance(ci1) Wiggle("wa",1) behavior.SetClashImportance(1) Wiggle("wa",1) behavior.SetClashImportance(ci2) Wiggle("wa",1) end function reFuze(scr,slot) local s=Score() if s<scr then save.Quickload(slot) else scr=s save.Quicksave(slot) end return scr end function Fuze(slot) local scr=Score() save.Quicksave(slot) selection.SelectAll() Fuze1(0.3,0.6) FuzeEnd() scr=reFuze(scr,slot) Fuze2(0.3,1) SaveBest() scr=reFuze(scr,slot) Fuze1(0.05,1) SaveBest() scr=reFuze(scr,slot) Fuze2(0.7,0.5) FuzeEnd() scr=reFuze(scr,slot) Fuze1(0.07,1) SaveBest() reFuze(scr,slot) end --[[ Tlaloc`s math library ------------------------------------------------------------------------ The original random script this was ported from has the following notices: Copyright (c) 2007 Richard L. Mueller Hilltop Lab web site - http://www.rlmueller.net Version 1.0 - January 2, 2007 You have a royalty-free right to use, modify, reproduce, and distribute this script file in any way you find useful, provided that you agree that the copyright owner above has no warranty, obligations, or liability for such use. ------------------------------------------------------------------------ ]]-- local lngX = 1000 local lngC = 48313 local function _random(m,n) local A_Hi = 63551 local A_Lo = 25354 local M = 4294967296 local H = 65536 function _MWC() local S_Hi = math.floor(lngX / H) local S_Lo = lngX - (S_Hi * H) local C_Hi = math.floor(lngC / H) local F1 = A_Hi * S_Hi local F2 = (A_Hi * S_Lo) + (A_Lo * S_Hi) + C_Hi lngX = ((F2 - (math.floor(F2 / H) * H)) * H) + (A_Lo * S_Lo) + lngC - (C_Hi * H) lngX = lngX - (math.floor(lngX / M) * M) lngC = math.floor((F2 / H) + F1) return lngX end if n == nil and m ~= nil then n = m m = 1 end if (m == nil) and (n == nil) then return _MWC() / M else if n < m then return nil end return math.floor((_MWC() / M) * (n - m + 1)) + m end end local function _abs(value) if value < 0 then return -value else return value end end local function _floor(value) return value - (value % 1) end local function _randomseed(s) if s==nil then s=math.abs(Score()) s=s%0.001 s=1/s while s<10000000 do s=s*10 end s=s-s%1 end lngX = s end math= { abs = _abs, floor = _floor, random = _random, randomseed = _randomseed, } math.randomseed() --[[ End math library ]]-- bestScore=Score() function SaveBest() local g=Score()-bestScore if g>0 then print("Gained another ",round(g)," pts.") bestScore=Score() save.Quicksave(3) end end function MakeBands() local num = 0 if minBands > 0 then if minBands > numBands then minBands = 1 end num = math.random(minBands, numBands) else num = numBands end if minBands < 1 then print("Make "..num.." bands") else print("Make "..num.." bands, where min is "..minBands.." and max is "..numBands) end InternalMakeBands(num) end function InternalMakeBands(num) local done=false local s1=math.random(segCnt) local s2=math.random(segCnt) if s1>s2 then s1,s2=s2,s1 end local d=structure.GetDistance(s1,s2) if s2-s1>=minSkip and d>=minDist then done=true end if (done and #useRegions>0) then done=false for a=1,#useRegions do local ss=useRegions[a][1] local se=useRegions[a][2] if (s1>=ss and s1<=se) or (s2>=ss and s2<=se) then done=true break end end end local ss1=structure.GetSecondaryStructure(s1) local ss2=structure.GetSecondaryStructure(s2) if (done and noLoops) then if ss1=="L" or ss2=="L" then done=false end end if (done and useStructure) then if ss1=="L" and ss2=="L" then done=false end end if (done and S2H) then if (ss1=="E" or ss2=="E") and (ss1=="H" or ss2=="H") and (ss1~=ss2) then done=true else done=false end end if done then num=num-1 mkBand(s1,s2) bands[#bands+1]={s1,s2} end if num>0 then return InternalMakeBands(num) end --tail call end function mkBand(s1,s2) band.AddBetweenSegments(s1,s2) local len=structure.GetDistance(s1,s2) local frac = compressFrac if compressFracMin ~= nil then frac = math.random(compressFracMin, compressFrac) end if randomModulation == false then if decomp==true then len=len*(1 + frac/100) else len=len/(1 + frac/100) end else if math.random(1,10) > 5 then len=len*(1 + frac/100) else len=len/(1 + frac/100) end end if len<3 then len=3 end --not make shorter band, useless band.SetGoalLength(band.GetCount(),len) end bands={} function Repeat_bands(bands) band.DeleteAll() for i=1,#bands do local s1=bands[i][1] local s2=bands[i][2] mkBand(s1,s2) end end function SetBandsStrength(str) --set all band strengt if str<0.1 then str=0.1 end if str>10 then str=10 end for i=1, band.GetCount() do band.SetStrength(i, str) end end function RandomBandStrength() --set all band strengt if minBandStrength<0.1 then BandStrength=0.1 end if maxBandStrength>10 then maxBandStrength=10 end for i=1, band.GetCount() do band.SetStrength(i, math.random(minBandStrength, maxBandStrength)) end end function SaveRB(slot) save.Quicksave(slot) recentbest.Restore() SaveBest() save.Quickload(slot) end function Cleanup(err) print("Restoring CI, best result and structures") behavior.SetClashImportance(1) save.Quickload(3) if SAVEDstructs then save.LoadSecondaryStructure() end print(err) end sscore=Score() --starting score function Compressor() print("Starting Compressor v2, ",cLoops," loops.") if normal==false then print("Using exploration options.") end if mutate==true then print("Puzzle has mutable segments. Enabling mutations.") end if allLoop then AllLoop() end save.Quicksave(3) save.Quicksave(7) --save state for losing badOnes=0 recentbest.Save() local best=false for i=1,cLoops do loss=Score()*percLoss/100 --pulling till we lost some points band.DeleteAll() if best==true and repeatGood==true then print("Repeating last bands.") if modualtor==true then --switch decomp= not decomp end Repeat_bands(bands) else bands={} MakeBands() end local ls=Score() local tx="ompressing." if randomModulation == false then if decomp==true then tx="Dec"..tx else tx="C"..tx end else tx = "Random modulation" end print("Loop ",i," of ",cLoops," started. ", tx) print(" Current score: ",round(ls)) behavior.SetClashImportance(pullingCI) selection.SelectAll() recentbest.Save() if slowBands then for str=minBandStrength,maxBandStrength,0.07 do--search enough band strenght to move recentbest.Restore() --because sometimes it makes points during pull :D local ss=Score() SetBandsStrength(str) Wiggle("wb",1) if ss-Score()>loss then break end end else RandomBandStrength(bandStr) Wiggle("wb",1) end SaveRB(4) --because sometimes it missing fractions structure.ShakeSidechainsAll(5) structure.WiggleAll(5, true, true) band.DeleteAll() SaveBest() if mutate == true then structure.MutateSidechainsSelected(mutateIterations) end SaveBest() qStab() if useFuze and Score()> (bestScore-fuzeScore) then SaveBest() if mutate == true then structure.MutateSidechainsSelected(mutateIterations) end Fuze(4) if mutate == true then structure.MutateSidechainsSelected(mutateIterations) end else SaveBest() end if maxLoss>0 then if Score()>bestScore-maxLoss then save.Quicksave(7) --save actual "best" solution else badOnes=badOnes+1 if badOnes >=reloadBest then badOnes=0 save.Quickload(3) else save.Quickload(7) --load "second best" end end else save.Quickload(3) end local es=Score() if es>ls then best=true else best=false end --repeating all bands making points print("Loop ",i," gain ",round(es-ls)," ;total gain ",round(bestScore-sscore)) if modualtor==true then --switch decomp= not decomp end end save.Quickload(3) if allLoop then save.LoadSecondaryStructure() end print("Total gain: ",round(Score()-sscore)) end --main call segCnt = structure.GetCount() while structure.GetSecondaryStructure(segCnt)=="M" do segCnt=segCnt-1 end if current.GetExplorationMultiplier() ~= 0 then normal = false end for idx = 1,segCnt do if structure.IsMutable(idx) then mutate=true break end end -- Settings code local dlg = dialog.CreateDialog("Compressor Settings:") dlg.cLoops = dialog.AddSlider("Loops to work:", cLoops, 0, 3000, 0) dlg.decomp = dialog.AddCheckbox("Use Decompress instead?", decomp) dlg.modulator = dialog.AddCheckbox("Modulate loops?", modulator) dlg.randomModulation = dialog.AddCheckbox("Random modulation?", randomModulation) dlg.l1 = dialog.AddLabel("Compression rate:") dlg.compressFracMin = dialog.AddSlider("Minimum %", compressFracMin, 0, 100, 0) dlg.compressFrac = dialog.AddSlider("Maximum %", compressFrac, 0, 100, 0) dlg.l2 = dialog.AddLabel("Bands:") dlg.minBands = dialog.AddSlider("Minimum", minBands, 0, segCnt, 0) dlg.numBands = dialog.AddSlider("Maximum", numBands, 1, segCnt, 0) dlg.l3 = dialog.AddLabel("Segments between band endpoints:") dlg.minSkip = dialog.AddSlider("Minimum", minSkip, 3, segCnt, 0) dlg.l4 = dialog.AddLabel("Band strength:") dlg.minBandStrength = dialog.AddSlider("Minimum", minBandStrength, 0, 10, 1) dlg.maxBandStrength = dialog.AddSlider("Maximum", maxBandStrength, 0, 10, 1) dlg.minDist = dialog.AddSlider("Min band length", minDist, 0, 20, 0) dlg.slowBands = dialog.AddCheckbox("Slow Bands", slowBands) dlg.repeatGood = dialog.AddCheckbox("Repeat good bands", repeatGood) dlg.pullingCI = dialog.AddSlider("Pulling CI", pullingCI, 0, 1.0, 4) if mutate == true then dlg.mutateIterations = dialog.AddSlider("Mutate iterations", mutateIterations, 0, 1.0, 0) end dlg.OK = dialog.AddButton("OK",1) dlg.Cancel = dialog.AddButton("Cancel",0) -- percLoss = 1 --pulling stops when score drops by that percent (ie 2=200pts when 10k pts) if dialog.Show(dlg) > 0 then -- Set modified values cLoops = dlg.cLoops.value decomp = dlg.decomp.value modulator = dlg.modulator.value randomModulation = dlg.randomModulation.value compressFracMin = dlg.compressFracMin.value compressFrac = dlg.compressFrac.value numBands = dlg.numBands.value minBands = dlg.minBands.value minSkip = dlg.minSkip.value minBandStrength = dlg.minBandStrength.value maxBandStrength = dlg.maxBandStrength.value minDist = dlg.minDist.value slowBands = dlg.slowBands.value repeatGood = dlg.repeatGood.value pullingCI = dlg.pullingCI.value if mutate == true then mutateIterations = dlg.mutateIterations.value end xpcall(Compressor,Cleanup) else print("Dialog cancelled.") end --end of scipt

Comments


karstenw Lv 1

any chance you could add max band length, minimum and maximum band strength, pulling ci and max ci sliders? i would replace all my compressor scripts if you could add these.