Skip to main content

Symmetric Generations

I've been trying to work on an implementation of a structure generator algorithm due to Faulon (its a paper in this list somewhere). One problem I have difficulty with is reduction of the number of isomers generated. For example:

It may be hard to read, but the idea is that the full tree of possible ways to attach {Br, Cl, F, I} to c1ccc1 is 4 * 3 * 2 * 1 (you can attach Bromine to all four of the carbons, leaving 3 places to attach chlorine, and so on).

Of course c1(Br)c(Cl)cc1 is the same as c1(Cl)c(Br)cc1 [never mind that C1(Br)=C(Cl)C=C1 is not the same as C1=C(Br)C(Cl)=C1]. Or, in other words, there is a high degree of symmetry in the tree.

There is a way to solve this, perhaps even described in the paper - if I could just understand them...

Comments

Symmetry is indeed the main blocker in structure generators. The only way to get performance is to detect symmetry as soon as possible... the deterministic generator we had in CDK 1.0 was doing this, as there is a trick to detect this in the connectivity matrix, but it needs to be normalized. I never had/took the time to fully grasp the math behind it to isolate the bugs in the implementation. But please do look up the literature; it's a must read for your work.
gilleain said…
Finding the eigenvalues of the matrix, perhaps?

Reading the literature is one thing, understanding it is another. I was reading "Isomorphism, Automorphism Partitioning, and Canonical
Labeling Can Be Solved in Polynomial-Time for Molecular Graphs" (Faulon, 1998) and it's heavy going :(

Popular posts from this blog

Generating Dungeons With BSP Trees or Sliceable Rectangles

So, I admit that the original reason for looking at sliceable rectangles was because of this gaming stackoverflow question about generating dungeon maps. The approach described there uses something called a binary split partition tree (BSP Tree) that's usually used in the context of 3D - notably in the rendering engine of the game Doom. Here is a BSP tree, as an example:



In the image, we have a sliced rectangle on the left, with the final rectangles labelled with letters (A-E) and the slices with numbers (1-4). The corresponding tree is on the right, with the slices as internal nodes labelled with 'h' for horizontal and 'v' for vertical. Naturally, only the leaves correspond to rectangles, and each internal node has two children - it's a binary tree.

So what is the connection between such trees and the sliceable dual graphs? Well, the rectangles are related in exactly the expected way:


Here, the same BSP tree is on the left (without some labels), and the slicea…

Common Vertex Matrices of Graphs

There is an interesting set of papers out this year by Milan Randic et al (sorry about the accents - blogger seems to have a problem with accented 'c'...). I've looked at his work before here.

[1] Common vertex matrix: A novel characterization of molecular graphs by counting
[2] On the centrality of vertices of molecular graphs

and one still in publication to do with fullerenes. The central idea here (ho ho) is a graph descriptor a bit like path lengths called 'centrality'. Briefly, it is the count of neighbourhood intersections between pairs of vertices. Roughly this is illustrated here:


For the selected pair of vertices, the common vertices are those at the same distance from each - one at a distance of two and one at a distance of three. The matrix element for this pair will be the sum - 2 - and this is repeated for all pairs in the graph. Naturally, this is symmetric:


At the right of the matrix is the row sum (∑) which can be ordered to provide a graph invarian…

Signatures with user-defined edge colors

A bug in the CDK implementation of my signature library turned out to be due to the fact that the bond colors were hard coded to just recognise the labels {"-", "=", "#" }. The relevant code section even had an XXX above it!

Poor show, but it's finally fixed now. So that means I can handle user-defined edge colors/labels - consider the complete graph (K5) below:

So the red/blue colors here are simply those of a chessboard imposed on top of the adjacency matrix - shown here on the right. You might expect there to be at least two vertex signature classes here : {0, 2, 4} and {1, 3} where the first class has vertices with two blue and two red edges, and the second has three blue and two red.

Indeed, here's what happens for K4 to K7:

Clearly even-numbered complete graphs have just one vertex class, while odd-numbered ones have two (at least?). There is a similar situation for complete bipartite graphs:

Although I haven't explored any more of these…