González Luis C, Wang Hui, Livesay Dennis R, Jacobs Donald J
Department of Bioinformatics and Genomics, University of North Carolina at Charlotte, Charlotte, NC 28223 USA ; Current address: Facultad de Ingeniería, Universidad Autónoma de Chihuahua, Circuito No. 1, Campus Universitario 2, Chihuahua, Chih, CP 31125 Mexico.
Department of Physics and Optical Science, University of North Carolina at Charlotte, Charlotte, NC 28223 USA ; Current address: Goldman Sachs, 200 West Street, New York, NY 10282 USA.
Algorithms Mol Biol. 2015 Mar 18;10:11. doi: 10.1186/s13015-015-0039-3. eCollection 2015.
The body-bar Pebble Game (PG) algorithm is commonly used to calculate network rigidity properties in proteins and polymeric materials. To account for fluctuating interactions such as hydrogen bonds, an ensemble of constraint topologies are sampled, and average network properties are obtained by averaging PG characterizations. At a simpler level of sophistication, Maxwell constraint counting (MCC) provides a rigorous lower bound for the number of internal degrees of freedom (DOF) within a body-bar network, and it is commonly employed to test if a molecular structure is globally under-constrained or over-constrained. MCC is a mean field approximation (MFA) that ignores spatial fluctuations of distance constraints by replacing the actual molecular structure by an effective medium that has distance constraints globally distributed with perfect uniform density.
The Virtual Pebble Game (VPG) algorithm is a MFA that retains spatial inhomogeneity in the density of constraints on all length scales. Network fluctuations due to distance constraints that may be present or absent based on binary random dynamic variables are suppressed by replacing all possible constraint topology realizations with the probabilities that distance constraints are present. The VPG algorithm is isomorphic to the PG algorithm, where integers for counting "pebbles" placed on vertices or edges in the PG map to real numbers representing the probability to find a pebble. In the VPG, edges are assigned pebble capacities, and pebble movements become a continuous flow of probability within the network. Comparisons between the VPG and average PG results over a test set of proteins and disordered lattices demonstrate the VPG quantitatively estimates the ensemble average PG results well.
The VPG performs about 20% faster than one PG, and it provides a pragmatic alternative to averaging PG rigidity characteristics over an ensemble of constraint topologies. The utility of the VPG falls in between the most accurate but slowest method of ensemble averaging over hundreds to thousands of independent PG runs, and the fastest but least accurate MCC.
体杆卵石游戏(PG)算法常用于计算蛋白质和聚合物材料中的网络刚性特性。为了考虑诸如氢键等波动相互作用,会对一组约束拓扑进行采样,并通过对PG特征进行平均来获得平均网络特性。在较简单的层面上,麦克斯韦约束计数(MCC)为体杆网络内的内部自由度(DOF)数量提供了一个严格的下限,并且它通常用于测试分子结构是全局约束不足还是约束过度。MCC是一种平均场近似(MFA),它通过用一种有效介质代替实际分子结构来忽略距离约束的空间波动,该有效介质具有全局均匀分布的距离约束。
虚拟卵石游戏(VPG)算法是一种MFA,它在所有长度尺度上的约束密度中保留了空间不均匀性。基于二元随机动态变量可能存在或不存在的距离约束引起的网络波动,通过用距离约束存在的概率代替所有可能的约束拓扑实现来抑制。VPG算法与PG算法同构,其中PG中放置在顶点或边上用于计数“卵石”的整数映射为表示找到卵石概率的实数。在VPG中,边被赋予卵石容量,并且卵石移动成为网络内概率的连续流动。在一组蛋白质和无序晶格的测试集上对VPG和平均PG结果进行比较表明,VPG能够很好地定量估计总体平均PG结果。
VPG的运行速度比一个PG快约20%,并且它为在一组约束拓扑上平均PG刚性特征提供了一种实用的替代方法。VPG的效用介于最准确但最慢的对数百到数千次独立PG运行进行总体平均的方法和最快但最不准确的MCC之间。