Playing to Par: Reinforcement Learning for Provably Optimal Quadrilateral Block Decompositions
Summary
This paper presents a reinforcement learning agent trained to generate provably optimal quadrilateral block decompositions for planar domains, demonstrating superior performance over existing tools like Gmsh in terms of usability and optimality.
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Paper page - Playing to Par: Reinforcement Learning for Provably Optimal Quadrilateral Block Decompositions
Source: https://huggingface.co/papers/2609.32146
Abstract
Aquadrilateralblockdecompositionofaplanardomainisjudgedbywhetheritiscomplete,whetheritselementsarewellshaped,andhowmanyofitsverticesareirregular.Thelasthasaprovablefloor:thediscreteGauss-Bonnetidentityenforcesalowerboundonthetotalvertexirregularityofanyall-quadrilateralmeshofagivendomainpurelybasedonitstopologyandcornerangles.Wetrainareinforcementlearningagenttobuilddecompositionsthatreachthisbound,whichwecallpar.Itactsdirectlyonthemesh’shalf-edgedatastructurethroughlocaledits,withapolicynetworkwhoseconvolutionsfollowthemesh’sownconnectivity,soitappliesunchangedtodomainslargerthananyseenintraining.Therewardtargetsthefloordirectly,anditissparse:randomplayreachesitonnodomainwithmorethaneightsides.Weovercomethisexplorationbarrierviabehaviourcloningonoptimalmeshesthataretrivialtoconstruct,walkedbackwardintodemonstrations,beforetrainingitwithPPO.On96held-outdomainstheagentproducesanall-quadrilateralmeshoneveryone,ausableoneon95.7onaverage,andaprovablyoptimaloneon90;Gmsh’sstrongestconfigurationatthesameelementcountcompletes51,isusableon38andoptimalonnone,andevenatthreetofourteentimestheelementsneverproducesamoreregularmesh.On64domainstwicethetrainingsizetheagentcompletesall,isusableon62,andkeepsamedianexcessoverparbelowoneagainstGmsh’s39atthesameelementcount.
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