neural network and tree search
Generate plane quad mesh with neural networks and tree search
The quality of mesh generation has long been considered a vital aspect in providing engineers with reliable simulation results throughout the history of the Finite Element Method (FEM). The element extraction method, which is currently the most robust method, is used in business software. However, in order to speed up extraction, the approach is done by finding the next element that optimizes a target function, which can result in local mesh of bad quality after many time steps. We provide TreeMesh, a method that uses this method in conjunction with reinforcement learning (also possible with supervised learning) and a novel Monte-Carlo tree search (MCTS) (Coulom(2006), Kocsis and Szepesv\'ari(2006), Browne et~al.(2012)). The algorithm is based on a previously proposed approach (Pan et~al.(2021)). After making many improvements on DRL (algorithm, state-action-reward setting) and adding a MCTS, it outperforms the former work on the same boundary. Furthermore, using tree search, our program reveals much preponderance on seed-density-changing boundaries, which is common on thin-film materials.
Ranked Reward: Enabling Self-Play Reinforcement Learning for Combinatorial Optimization
Laterre, Alexandre, Fu, Yunguan, Jabri, Mohamed Khalil, Cohen, Alain-Sam, Kas, David, Hajjar, Karl, Dahl, Torbjorn S., Kerkeni, Amine, Beguir, Karim
Adversarial self-play in two-player games has delivered impressive results when used with reinforcement learning algorithms that combine deep neural networks and tree search. Algorithms like AlphaZero and Expert Iteration learn tabula-rasa, producing highly informative training data on the fly. However, the self-play training strategy is not directly applicable to single-player games. Recently, several practically important combinatorial optimization problems, such as the traveling salesman problem and the bin packing problem, have been reformulated as reinforcement learning problems, increasing the importance of enabling the benefits of self-play beyond two-player games. We present the Ranked Reward (R2) algorithm which accomplishes this by ranking the rewards obtained by a single agent over multiple games to create a relative performance metric. Results from applying the R2 algorithm to instances of a two-dimensional bin packing problem show that it outperforms generic Monte Carlo tree search, heuristic algorithms and reinforcement learning algorithms not using ranked rewards.