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A virtual pebble game to ensemble average graph rigidity

BACKGROUND: 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 obta...

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Autores principales: González, Luis C, Wang, Hui, Livesay, Dennis R, Jacobs, Donald J
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4406122/
https://www.ncbi.nlm.nih.gov/pubmed/25904973
http://dx.doi.org/10.1186/s13015-015-0039-3
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author González, Luis C
Wang, Hui
Livesay, Dennis R
Jacobs, Donald J
author_facet González, Luis C
Wang, Hui
Livesay, Dennis R
Jacobs, Donald J
author_sort González, Luis C
collection PubMed
description BACKGROUND: 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. RESULTS: 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. CONCLUSIONS: 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.
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spelling pubmed-44061222015-04-23 A virtual pebble game to ensemble average graph rigidity González, Luis C Wang, Hui Livesay, Dennis R Jacobs, Donald J Algorithms Mol Biol Research BACKGROUND: 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. RESULTS: 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. CONCLUSIONS: 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. BioMed Central 2015-03-18 /pmc/articles/PMC4406122/ /pubmed/25904973 http://dx.doi.org/10.1186/s13015-015-0039-3 Text en © González et al.; licensee BioMed Central. 2015 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Research
González, Luis C
Wang, Hui
Livesay, Dennis R
Jacobs, Donald J
A virtual pebble game to ensemble average graph rigidity
title A virtual pebble game to ensemble average graph rigidity
title_full A virtual pebble game to ensemble average graph rigidity
title_fullStr A virtual pebble game to ensemble average graph rigidity
title_full_unstemmed A virtual pebble game to ensemble average graph rigidity
title_short A virtual pebble game to ensemble average graph rigidity
title_sort virtual pebble game to ensemble average graph rigidity
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4406122/
https://www.ncbi.nlm.nih.gov/pubmed/25904973
http://dx.doi.org/10.1186/s13015-015-0039-3
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