new snap function after mutate

Case number:845813-987732
Topic:Game: Tools
Opened by:Crashguard303
Status:Closed
Type:Question
Opened on:Friday, May 21, 2010 - 13:23
Last modified:Saturday, July 13, 2013 - 03:36

Hi, I just made some tries with the new snap commands.
My question is, if it makes sense to try different snap positions after a mutate, or does the mutate function already try out the best snap positions?
At the moment, we don't have any mutable puzzles, but I want to know if the idea makes sense, before I write a script for nothing as I can't test it now.

regards,
Alex

(Fri, 05/21/2010 - 13:23  |  5 comments)


Joined: 04/19/2008
Groups: None

Please correct me if I'm wrong, but I've never seen that shake improves the points after a mutate, so I think mutate already chooses the best position.

Joined: 09/18/2009
Groups: SETI.Germany

You must have misunderstood this.
I was not talking about shaking, but snapping.
Trying several snap positions results a kind of "coarse shaking", which dosen't care about clashing importance and existing bonds.
By changing snap positions, I could improve some puzzles, where a regular shake had no effect.

Joined: 04/19/2008
Groups: None

As far as I know shake simply picks the best snap position for all sidechains, taking clashing importance and all other score factors into account. The same should apply to mutate which, additionally allows changing aminoacids. So if you've written a recipe which improves puzzles after shake, it should also work after mutate.

Joined: 09/18/2009
Groups: SETI.Germany

Yes, this were my thoughts.
As I tried snapping at first, I thought there would not be any changes if it was performed after a shake, but it did.

spmm's picture
User offline. Last seen 32 weeks 5 days ago. Offline
Joined: 08/05/2010
Groups: Void Crushers
Status: Open » Closed

resolved in post closed

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