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Role of Rigid Components in Protein Structure

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Title: Role of Rigid Components in Protein Structure


1
Role of Rigid Components in Protein Structure
  • Pramod Abraham Kurian

2
Objectives
  • Finding and Maintaining Rigid components in a
    Protein
  • Rigidity in Higher Dimensions
  • Identifying Over constrained regions
  • Identifying Under constrained regions
  • FIRST (Floppy Inclusion and Rigid Substructure
    Topography)

3
Finding and Maintaining Rigid components in a
Protein
  • Rigidity in Planar bar-and-joint framework
  • 1) Leman Graph
  • A graph is generically
    minimally rigid in 2D if and only
  • if it has 2n-3 edges and no
    subgraph of k vertices has
  • more than 2k-3 edges.
  • 2) Pebble Game (2D)
  • Each node is assigned 2 pebbles 2n
    pebbles in total.
  • An edge is covered by having one
    pebble placed on either of its ends .
  • A pebble covering is an assignment
    of pebbles so that all edges
  • in graph are covered

4
  • Rigidity in Higher Dimensions
  • 1) D dimension body-and-bar framework
  • N rigid bodies connected by
    rigid bars
  • 2) (k, l) Sparse Graph
  • Generalized (k,l)-Pebble Game

5
Definitions
  • (k, l) Sparse Graph
  • A multi-graph on n vertices is
    (k, l) sparse if every subset of n lt n
    vertices spans at most kn - l edges, 0 lt l lt
    2K
  • k arborescence
  • A multi-graph is a k-arborescence
    if it is the union of k ,
  • edge-disjoint spanning trees
  • (k, a)-arborescence
  • A multi-graph is a (k, a)-arborescence if
    the addition of any a edges results in a
    k-arborescence.

6
D dimension body-and-bar framework
  • A body-and-bar framework is a structure built
    from n rigid bodies connected by rigid bars
  • Induces a Graph/Mapped to a graph (How ??)
  • Vertex in graph associates to each body and an
    edge to each bar.
  • Tay Theorem
  • states that the structure is
    (generically) rigid in dimension d, iff the
    associated graph is a k-arborescence, for k
    (d1)

  • 2
  • ( Illustration - figure 1)
  • If bars are removed from a rigid structure (and
    edges
  • from the corresponding graph), the structure
    becomes
  • flexible.
  • Some Parts may still be connected together in a
    rigid fashion .Such rigid sub-substructures are
    called maximal sub-arborescence.

7
Continued.
Figure 1
The corresponding graph decomposes into 6
edge-disjoint spanning trees.
Generic minimally rigid body-hinge-and- bar
framework in 3d four rigid bodies joined along
three hinges and three bars.
8
  • Fundamental Problems with Graph Rigidity
  • 1) Decision Problem
  • asks if G is minimally rigid
  • 2) Extraction Problem
  • asks for a maximal, minimally rigid
    subgraph of G.
  • 3) Optimization Problem
  • When weights are given for the edges of
    G, the Optimization problem asks for the maximum
    weight, minimally rigid subgraph of G.
  • 4) Component Problem
  • Given a graph with some fexibility, the
    Components problem asks for G's maximal rigid
    subgraphs, or components.

9
Double Banana Problem
  • http//www.cs.concordia.ca/cccg/papers/42.pdf

10
Quick Reminder
  • If a subgraph has more edges than necessary, some
    edges are redundant.
  • Non-redundant edges are independent.
  • Each independent edge removes a degree of
    freedom.
  • Therefore, 2n-3 independent edges guarantee
    rigidity.

11
Pebble Game
  • 3D Pebble Game
  • 1) 3 pebbles, representing 3 translation
    degrees of freedom is assigned to each vertex
    in the graph.
  • 2) Free Pebbles Pebbles associated with
    vertices and they represents independent degrees
    of freedom remaining in the network.
  • 3) Covering Rule Once an independent
    constrain is covered by a pebble, it must always
    be covered by any pebble associated with the
    incident sites.
  • 4) Rearrangement is possible, without
    violating covering rule.

12
3D Pebble Game(Conti)
  • 5) Essential feature of 3D pebble game is
    that each distance constrain associated with
    vertices V1 and V2 must have associated with it a
    second nearest neighbor constrain around both V1
    and V2.
  • 6) For each new distance constrain,
    pebbles are rearranged to test if it is an
    independent distance constrain or not.
  • 7) If it is independent, then it is
    covered by a pebble
  • else
  • it is uncovered

13
3D Pebble Game Algorithm
  • Place a distance constrain between V1 and V2.
  • Rearrange pebbles covering to collect 3 pebbles
    on vertex V1.
  • Rearrange the pebble covering to get maximum
    number of pebbles in vertex V2, while holding 3
    pebbles in vertex v1
  • If the number of pebbles on vertex V2 is 2, then
    the distance constrain is redundant.
  • OTHERWISE, 3 pebbles reside at vertices V1
    and V2
  • 1) Hold the 3 pebbles on both V1 and
    V2.

14
Algorithm (Conti)
  • 2) For each neighbor of vertex V2, attempt
    to collect a pebble.
  • 3) If for any neighbor of vertex V2 a
    pebble cannot be obtained, then that distance
    constraint is redundant.
  • If the distance constrain is not redundant, cover
    it with a pebble from vertex V2.

15
Demo (3,3)-Pebble Game
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47
Generalized (k,a)-Pebble Game
  • Given a graph G(V,E)
  • Place k pebbles on each vertex
  • Add edges one at a time, in arbitrary order
  • Acceptance condition for an edge
  • Collect a 1 pebbles on the endpoints.
  • If edge is accepted
  • as directed edge
  • Cover with a pebble from the source endpoint
  • Successful termination
  • All edges have been inserted successfully
  • Well-constrained
  • No more edges can possibly be inserted

48
Identifying Over constrained Regions
  • Redundant constrains are identified by failed
    pebble search
  • A failed pebble search physically means a length
    mismatch between pairs of vertices.
  • This means the bond length and the angle within
    this region will become distorted and internally
    stressed.
  • These areas are identified as Over constrained
    regions.
  • So as distance constrained are added to the
    network more over constrained regions can be
    found.
  • As this continues at one subtle point, stress can
    propagate from 1 floppy region to another
    (Feature not in 2D).

49
Identifying Under Constrained Regions
  • Rigid Clusters
  • 1) Bulk Vertex
  • When all its neighbor vertices
    belong to the same rigid cluster
  • 2) Surface Vertex
  • When atleast one neighbor belong
    to a different rigid class
  • So a labeling scheme for vertices in rigid
    clusters, Bulk Vertices will have a unique
    cluster label and surface verteces will have
    different cluster label.
  • To identify under constrained regions find hinge
    joint.
  • To identify hinge joint, check the 2 incident
    vertices associated with distance constrain
  • If the vertices have different cluster label,
    then dihedral rotation is possible and joint is
    hinge joint , else dihedral angle is locked.

50
Reference
  • Flexibility and Rigidity in proteins, Donald
    Jacob Michael Thorpe
  • An Algorithm for Rigidity Percolation Pebble
    Game, Donald Jacob
  • Pebble Game Algorithm for (k, l) Sparse Graph,
    Audrey Lee
  • http//www.cs.concordia.ca/cccg/papers/42.pdf
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