Torin Adamson, Selina M. Bauernfeind, Bruna Jacobson, Lydia Tapia
{"title":"Using player generated data to elucidate molecular docking","authors":"Torin Adamson, Selina M. Bauernfeind, Bruna Jacobson, Lydia Tapia","doi":"10.1145/3388440.3414704","DOIUrl":null,"url":null,"abstract":"Molecular docking prediction, used to design new drugs and identify biological function, can be represented as a motion planning problem in high dimensional space. This complex task can benefit from human guidance, i.e., interactive simulations combining visual and haptic feedback from atomic forces [4]. Using human-generated data to find solutions to complex problems has been used in protein folding with FoldIt [3], showing that crowdsourced data collection is viable to help solve difficult problems in biology. However, existing interactive molecular docking systems that typically use haptic devices employ devices that are not widely available to the public, limiting the potential to crowdsource solutions [1]. This user study tested 4 input devices to find potentially bound ligand-receptor states and biologically feasible paths via motion planning. On a PC laptop, players used one of the following: a 6 degree-of-freedom (DOF) haptic feedback device, a 3 DOF haptic feedback device, a game controller with vibration feedback, and a mouse and keyboard, with our in-house interactive rigid body molecular docking program, DockAnywhere [1, 2]. Players tried to dock a known inhibitor of HIV Protease (PDB ID 1AJX). The goal is to move the ligand around the receptor to find the lowest potential energy state possible. Players get feedback as a positive integer score based on the potential energy and, for haptic devices, a force feedback calculated from atomic forces. During gameplay, ligand positions and orientations are recorded as it is moved through the environment. In total, 439,832 states were collected from 32 players (8 per device). These states were divided into 4 sets, one per device. and Motion planning queries found a feasible path to the goal state in all sets, with the mouse showing more pronounced energy barriers. We found that exploration varied among different devices, with players on haptic devices exploring the interaction energy landscape more uniformly. However, all 4 devices yielded low energy ligand states with comparable values and similar closest distance to the binding site. In summary, force feedback showed no clear improvement to finding low potential energy states or getting closer to the known binding state. However, haptic devices appear to enable a more thorough exploration of the state space, creating more samples and generating smoother paths. The nature of this guidance should be the subject of future investigation.","PeriodicalId":411338,"journal":{"name":"Proceedings of the 11th ACM International Conference on Bioinformatics, Computational Biology and Health Informatics","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 11th ACM International Conference on Bioinformatics, Computational Biology and Health Informatics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3388440.3414704","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Molecular docking prediction, used to design new drugs and identify biological function, can be represented as a motion planning problem in high dimensional space. This complex task can benefit from human guidance, i.e., interactive simulations combining visual and haptic feedback from atomic forces [4]. Using human-generated data to find solutions to complex problems has been used in protein folding with FoldIt [3], showing that crowdsourced data collection is viable to help solve difficult problems in biology. However, existing interactive molecular docking systems that typically use haptic devices employ devices that are not widely available to the public, limiting the potential to crowdsource solutions [1]. This user study tested 4 input devices to find potentially bound ligand-receptor states and biologically feasible paths via motion planning. On a PC laptop, players used one of the following: a 6 degree-of-freedom (DOF) haptic feedback device, a 3 DOF haptic feedback device, a game controller with vibration feedback, and a mouse and keyboard, with our in-house interactive rigid body molecular docking program, DockAnywhere [1, 2]. Players tried to dock a known inhibitor of HIV Protease (PDB ID 1AJX). The goal is to move the ligand around the receptor to find the lowest potential energy state possible. Players get feedback as a positive integer score based on the potential energy and, for haptic devices, a force feedback calculated from atomic forces. During gameplay, ligand positions and orientations are recorded as it is moved through the environment. In total, 439,832 states were collected from 32 players (8 per device). These states were divided into 4 sets, one per device. and Motion planning queries found a feasible path to the goal state in all sets, with the mouse showing more pronounced energy barriers. We found that exploration varied among different devices, with players on haptic devices exploring the interaction energy landscape more uniformly. However, all 4 devices yielded low energy ligand states with comparable values and similar closest distance to the binding site. In summary, force feedback showed no clear improvement to finding low potential energy states or getting closer to the known binding state. However, haptic devices appear to enable a more thorough exploration of the state space, creating more samples and generating smoother paths. The nature of this guidance should be the subject of future investigation.
分子对接预测用于新药设计和生物功能识别,可以表示为高维空间中的运动规划问题。这项复杂的任务可以受益于人类的指导,即结合原子力的视觉和触觉反馈的交互式模拟[4]。利用人工生成的数据寻找复杂问题的解决方案已在FoldIt的蛋白质折叠中得到应用[3],这表明众包数据收集在帮助解决生物学难题方面是可行的。然而,现有的交互式分子对接系统通常使用触觉设备,这些设备并未广泛向公众提供,这限制了众包解决方案的潜力[1]。本用户研究测试了4种输入设备,以通过运动规划找到潜在的结合配体-受体状态和生物学上可行的路径。在PC笔记本电脑上,玩家使用以下设备之一:6自由度(DOF)触觉反馈设备,3自由度触觉反馈设备,带有振动反馈的游戏控制器,鼠标和键盘,以及我们内部的交互式刚体分子对接程序DockAnywhere[1,2]。玩家试图对接一种已知的HIV蛋白酶抑制剂(PDB ID 1AJX)。目标是移动受体周围的配体,以找到尽可能低的势能状态。玩家得到的反馈是基于势能的正整数分数,而对于触觉设备,则是根据原子力计算的力反馈。在游戏过程中,配体的位置和方向会随着它在环境中的移动而被记录下来。总共从32个玩家(每台设备8个)中收集了439,832个州。这些状态被分为4组,每个设备一个。运动规划查询在所有集合中都找到了通往目标状态的可行路径,鼠标显示出更明显的能量障碍。我们发现不同设备的探索方式不同,使用触觉设备的玩家对互动能量的探索更加一致。然而,这4种装置产生的低能配体态具有相似的值和与结合位点的最近距离。综上所述,力反馈在寻找低势能态或接近已知结合态方面没有明显的改善。然而,触觉设备似乎能够更彻底地探索状态空间,创建更多的样本并生成更平滑的路径。这一指导方针的性质应成为今后调查的主题。