Combined classifier for unknown genome classification using chaos game representation features

Q2 Medicine
Vrinda V. Nair, A. Nair
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引用次数: 9

Abstract

Classification of unknown genomes finds wide application in areas like evolutionary studies, bio-diversity researches and forensic studies which are viewed in a renewed 'genomic' perspective, lately. Only a few attempts are seen in literature focusing on unknown genome identification, and the reported accuracies are not more than 85%. Most works report classification into the major kingdoms only, not venturing further into their sub-classes. A novel combined technique of Chaos Game Representation (CGR) and machine learning is proposed, the former for feature extraction and the latter for subsequent sequence classification. Eight sub categories of eukaryotic mitochondrial genomes from NCBI are used for the study. The sequences are initially mapped into their Chaos Game Representation format. Genomic feature extraction is implemented by computing the Frequency Chaos Game Representation (FCGR) matrix. An order 3 FCGR matrix is considered here, which consists of 64 elements. The 64 element matrix acts as the feature descriptor for classification. The classification methods used are Difference Boosting Naïve Bayesian (DBNB) based method, Artificial Neural Network (ANN) based and Support Vector Machine (SVM) based methods. Accuracies of individual methods are reported. Although the average accuracy is seen highest for the SVM-CGR combination, better accuracies are seen for some categories in other methods too. Hence a voting classifier is implemented combining all the three methods. Accuracies of 100% were obtained for Vertebrata and Porifera whereas Acoelomata, Cnidaria and Fungi were classified with accuracies above 90%. The accuracies obtained for Protostomia, Plant, and Pseudocoelomata were respectively 90, 82 and 77%.
基于混沌博弈表示特征的未知基因组分类器
未知基因组的分类在进化研究、生物多样性研究和法医研究等领域得到了广泛的应用,这些领域最近从一个新的“基因组”角度来看待。在文献中,只有少数尝试关注未知基因组的鉴定,报道的准确率不超过85%。大多数作品只报告了主要王国的分类,而没有进一步冒险进入它们的子类。提出了一种新的混沌博弈表示(CGR)与机器学习相结合的方法,前者用于特征提取,后者用于后续的序列分类。来自NCBI的真核线粒体基因组的八个亚类被用于研究。这些序列最初被映射成它们的混沌游戏表示格式。通过计算频率混沌博弈表示(FCGR)矩阵实现基因组特征提取。这里考虑一个3阶FCGR矩阵,它由64个元素组成。64个元素矩阵充当分类的特征描述符。使用的分类方法有差分增强Naïve基于贝叶斯(DBNB)的方法、基于人工神经网络(ANN)的方法和基于支持向量机(SVM)的方法。报告了个别方法的准确性。尽管SVM-CGR组合的平均准确率最高,但在其他方法中,某些类别的准确率也更高。因此,将这三种方法结合起来实现一个投票分类器。脊椎动物和多孔动物的分类准确率为100%,而无骨动物、刺胞动物和真菌的分类准确率在90%以上。原气孔虫、植物和假腔虫的准确度分别为90%、82%和77%。
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来源期刊
In Silico Biology
In Silico Biology Computer Science-Computational Theory and Mathematics
CiteScore
2.20
自引率
0.00%
发文量
1
期刊介绍: The considerable "algorithmic complexity" of biological systems requires a huge amount of detailed information for their complete description. Although far from being complete, the overwhelming quantity of small pieces of information gathered for all kind of biological systems at the molecular and cellular level requires computational tools to be adequately stored and interpreted. Interpretation of data means to abstract them as much as allowed to provide a systematic, an integrative view of biology. Most of the presently available scientific journals focus either on accumulating more data from elaborate experimental approaches, or on presenting new algorithms for the interpretation of these data. Both approaches are meritorious.
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