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Numerical schemes for Hamilton-Jacobi equations, control problems and games M. Falcone H. Zidani SADCO Spring School ”Applied and Numerical Optimal Control” April 23-27, 2012, Paris – Lecture 2/3 M. Falcone & H. Zidani () Approximation of Control and Game Pbs 1 / 58

Numerical schemes for Hamilton-Jacobi equations, control ... · M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 12 / 58. The Fast Marching Method The FMM was introduced

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Numerical schemes for Hamilton-Jacobiequations, control problems and games

M. Falcone H. Zidani

SADCO Spring School”Applied and Numerical Optimal Control”

April 23-27, 2012, Paris – Lecture 2/3

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 1 / 58

Outline

1 Introduction

2 Fast Marching Methods

3 Classical Domain decomposition

4 Patchy vectorfields

5 The Patchy Domain Decomposition Method

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 2 / 58

OUTLINE OF THE COURSE:

• Lecture 1: Approximation of optimal control problems via DP• Lecture 2: Efficient methods and perspectives• Lecture 3: Approximation of reachable sets and state

constrained problems

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 3 / 58

Outline

1 Introduction

2 Fast Marching Methods

3 Classical Domain decomposition

4 Patchy vectorfields

5 The Patchy Domain Decomposition Method

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 4 / 58

The numerical solution of optimal control problems via the DynamicProgramming approach is mainly motivated by the search for feedbackcontrols for generic nonlinear Lipschitz continuous vectorfields and costs.

The solution of the corresponding Bellman equation in high dimension is acomputationally intensive task and this bottleneck has limited theapplications of this theory to industrial cases.

We want to overcome this technical problem developing new efficientalgorithms with limited (and controlled) memory allocations andreasonable CPU times.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 5 / 58

DP’s advantages and disadvantages

PROS

1. The characterization of the value function is valid for all classicalproblems in any dimension.2. The approximation is based on a-priori error estimates in L∞, is valid inany dimension and does not require structured grids.3. The computation of feedback controls is almost built in and there arenice results in low dimension.

CONS

The ”curse of dimensionality” makes the problem difficult to solve in highdimension due to1. computational cost2. huge memory allocations.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 6 / 58

DP’s advantages and disadvantages

PROS

1. The characterization of the value function is valid for all classicalproblems in any dimension.2. The approximation is based on a-priori error estimates in L∞, is valid inany dimension and does not require structured grids.3. The computation of feedback controls is almost built in and there arenice results in low dimension.

CONS

The ”curse of dimensionality” makes the problem difficult to solve in highdimension due to1. computational cost2. huge memory allocations.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 6 / 58

Tecnical difficulties

The bottleneck is the approximation of the value function v , however thisremains the main goal since v allows to get back to feedback controls in arather simple way.

For control problems

a∗ ≡ argmin[f (x , a) · ∇v(x) + l(x , a)]

For games

(a∗e , a∗p) ≡ argminmax[f (x , ae , ap) · ∇v(x) + l(x , ae , ap)]

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 7 / 58

The Tag-chase game in a courtyard, Vp > Ve

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 8 / 58

Efficient methods

In order to overcome these technical difficulties and reduce the memoryallocation requirements we have modified the standard approximationscheme based on a fixed point iteration of a discrete Hamilton-Jacobiequation derived by DP.

Fast Marching Methods/Low memory algorithms

Parallel Fast Marching Method

Domain decomposition methods

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 9 / 58

Efficient methods

In order to overcome these technical difficulties and reduce the memoryallocation requirements we have modified the standard approximationscheme based on a fixed point iteration of a discrete Hamilton-Jacobiequation derived by DP.

Fast Marching Methods/Low memory algorithms

Parallel Fast Marching Method

Domain decomposition methods

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 9 / 58

Efficient methods

In order to overcome these technical difficulties and reduce the memoryallocation requirements we have modified the standard approximationscheme based on a fixed point iteration of a discrete Hamilton-Jacobiequation derived by DP.

Fast Marching Methods/Low memory algorithms

Parallel Fast Marching Method

Domain decomposition methods

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 9 / 58

Efficient methods

In order to overcome these technical difficulties and reduce the memoryallocation requirements we have modified the standard approximationscheme based on a fixed point iteration of a discrete Hamilton-Jacobiequation derived by DP.

Fast Marching Methods/Low memory algorithms

Parallel Fast Marching Method

Domain decomposition methods

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 9 / 58

Outline

1 Introduction

2 Fast Marching Methods

3 Classical Domain decomposition

4 Patchy vectorfields

5 The Patchy Domain Decomposition Method

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 10 / 58

Classical fixed point algorithm

The classical algorithm is based on fixed-point iterations

uk+1i ,j = S(uk

i ,j , uki±1,j , u

ki ,j±1)

where all the grid nodes are visited in some fixed order at each iteration. Srepresents the fully discrete operator (FD, semi-Lagrangian, ...).

Drawbacks

This algorithm can be slow, especially for d ≥ 3, due to the huge numberof nodes.

WARNING

At each iteration a large part of grid nodes are NOT really updated sothese computations are completely useless.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 11 / 58

Classical fixed point algorithm

The classical algorithm is based on fixed-point iterations

uk+1i ,j = S(uk

i ,j , uki±1,j , u

ki ,j±1)

where all the grid nodes are visited in some fixed order at each iteration. Srepresents the fully discrete operator (FD, semi-Lagrangian, ...).

Drawbacks

This algorithm can be slow, especially for d ≥ 3, due to the huge numberof nodes.

WARNING

At each iteration a large part of grid nodes are NOT really updated sothese computations are completely useless.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 11 / 58

Classical fixed point algorithm

The classical algorithm is based on fixed-point iterations

uk+1i ,j = S(uk

i ,j , uki±1,j , u

ki ,j±1)

where all the grid nodes are visited in some fixed order at each iteration. Srepresents the fully discrete operator (FD, semi-Lagrangian, ...).

Drawbacks

This algorithm can be slow, especially for d ≥ 3, due to the huge numberof nodes.

WARNING

At each iteration a large part of grid nodes are NOT really updated sothese computations are completely useless.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 11 / 58

The Fast Marching Method

The FMM was introduced by Tsitsiklis in 1995 and then J. A. Sethian in1996. It is an acceleration method for the classical iterative FD scheme forthe eikonal equation.

Main Idea

Processing the nodes in a special ordering one can compute the solution injust 1 iteration.

Remark

This special ordering corresponds to the increasing values of u. The mainfeature of these methods is that they have an O(N ln(N)) complexity.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 12 / 58

The Fast Marching Method

The FMM was introduced by Tsitsiklis in 1995 and then J. A. Sethian in1996. It is an acceleration method for the classical iterative FD scheme forthe eikonal equation.

Main Idea

Processing the nodes in a special ordering one can compute the solution injust 1 iteration.

Remark

This special ordering corresponds to the increasing values of u. The mainfeature of these methods is that they have an O(N ln(N)) complexity.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 12 / 58

The Fast Marching Method

The FMM was introduced by Tsitsiklis in 1995 and then J. A. Sethian in1996. It is an acceleration method for the classical iterative FD scheme forthe eikonal equation.

Main Idea

Processing the nodes in a special ordering one can compute the solution injust 1 iteration.

Remark

This special ordering corresponds to the increasing values of u. The mainfeature of these methods is that they have an O(N ln(N)) complexity.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 12 / 58

The Fast Marching Method, contn’d

The nodes are divided in three sets:ACCEPTED, NARROW BAND and FAR.At each step, the NB node with the minimal value is labelled asACCEPTED and the NB zone is updated.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 13 / 58

The semi-Lagrangian FMM for the eikonal equation

maxa∈A

[c(x)a · ∇T (x)] = 1 x ∈ Rn\ΩT (x) = 0 x ∈ ∂Ω

(E)

Let us examine the FM method based on the semi-Lagrangian scheme. Viathe Kruzkov transform v(x) = 1− e−T (x) the SL-scheme can be written as

vh(xi ) = mina∈B(0,1)

e−hvh(xi − hc(xi )a)+ 1− e−h xi ∈ Rn \ Ω

vh(xi ) = 0 xi ∈ ∂Ω

where the nodes xi belong to a structured grid G .

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 14 / 58

Convergence of FM-SL method

Theorem (Cristiani, F. 2007)

Let the following assumptions hold true:

c(·)∈ Lip(Rn) ∩ L∞(Rn)

c(x)≥ 0

Then, SL-FM method computes an approximate solution of (E). Moreover,this solution is exactly the same solution of SL classical iterative scheme.

Remark

NO coupling conditions on c and ∆x are required!

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 15 / 58

TEST 1. Numerical comparison

Distance from the origin. Ω = (0, 0) , c(x , y) ≡ 1

Exact solution: T (x , y) =√

(x2 + y 2)

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 16 / 58

TEST 1. Numerical comparison

Distance from the origin. Ω = (0, 0) , c(x , y) ≡ 1

Exact solution: T (x , y) =√

(x2 + y 2)

method ∆x L∞ error L1 error CPU time (sec)

SL (46 its.) 0.08 0.0329 0.3757 8.4

FM-FD 0.08 0.0875 0.7807 0.5

FM-SL 0.08 0.0329 0.3757 0.7

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 16 / 58

TEST 1. Numerical comparison

Distance from the origin. Ω = (0, 0) , c(x , y) ≡ 1

Exact solution: T (x , y) =√

(x2 + y 2)

method ∆x L∞ error L1 error CPU time (sec)

SL (46 its.) 0.08 0.0329 0.3757 8.4FM-FD 0.08 0.0875 0.7807 0.5

FM-SL 0.08 0.0329 0.3757 0.7

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 16 / 58

TEST 1. Numerical comparison

Distance from the origin. Ω = (0, 0) , c(x , y) ≡ 1

Exact solution: T (x , y) =√

(x2 + y 2)

method ∆x L∞ error L1 error CPU time (sec)

SL (46 its.) 0.08 0.0329 0.3757 8.4

FM-FD 0.08 0.0875 0.7807 0.5FM-SL 0.08 0.0329 0.3757 0.7

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 16 / 58

TEST 2. Minimum time problem with obstacles

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 17 / 58

TEST 2. Optimal trajectory

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 18 / 58

TEST 3. Minimum time problem

Eikonal equation with velocity c(x , y) = |x + y |.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 19 / 58

Patchy decomposition

Main IdeaSince the patches are invariant with respect to the patchy vector fields, wecan split the computation of the solution in D sub-problems, eachcorresponding to a patchy sub-domain and use a parallel algorithm tocompute the value function in the whole domain.

This patchy domain decomposition method has shown to be more efficientwith respect to standard (static) domain decomposition techniques as wewill show by some numerical tests.The algorithm has been proposed in [Cacace, Cristiani, F. and Picarelli,SIAM J. Sci. Com, in print].

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 20 / 58

Outline

1 Introduction

2 Fast Marching Methods

3 Classical Domain decomposition

4 Patchy vectorfields

5 The Patchy Domain Decomposition Method

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 21 / 58

The model problem

Let us consider, for example, the infinite horizon optimal control problemwhich leads to the Hamilton-Jacobi-Bellman equation

λv(x) + maxa∈A−f (x , a) · ∇v(x)− l(x , a) = 0 , x ∈ Ω

where A is a compact subset of Rm and f , l are given functions, λ > 0.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 22 / 58

The infinite horizon problem

Dynamics y(t) = f (y(t), α(t)) t > 0y(0) = x

Admissible controls

α(·) ∈ A ≡ α : [0,+∞[→ A,measurable

Cost

J(x , α(·)) =

∫ ∞0

l(y(t), α(t))e−λtdt

Value functionv(x) = inf

α(·)∈AJ(x , α(·))

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 23 / 58

The infinite horizon problem

For numerical purposes we have to deal the problem in a bounded domainΩ

λv(x) + maxu∈U−f (x , u) · ∇v(x)− l(x , u) = 0 , x ∈ Ω

Domain splittingLet us consider a splitting of Ω into D subdomains Ωd , d = 1, . . . ,D

Ω = ∪dΩd

and a grid G with a number of nodes NΩ

NΩ ≈ N1 + . . .+ ND

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 24 / 58

Sketch of Classical DD

MAIN CICLEREPEAT

STEP 1

Compute one iteration of the numerical operator S restricted to everydomain Ωd , d = 1, . . . ,D

STEP 2

Couple the information on the overlapping zones (Transmission Conditions)

UNTIL a stopping rule is satisfied

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 25 / 58

Sketch of Classical DD

MAIN CICLEREPEAT

STEP 1

Compute one iteration of the numerical operator S restricted to everydomain Ωd , d = 1, . . . ,D

STEP 2

Couple the information on the overlapping zones (Transmission Conditions)

UNTIL a stopping rule is satisfied

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 25 / 58

Transmission Conditions

The correct transmission condition is the min operator

minS1,S2, . . . ,SD.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 26 / 58

Outline

1 Introduction

2 Fast Marching Methods

3 Classical Domain decomposition

4 Patchy vectorfields

5 The Patchy Domain Decomposition Method

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 27 / 58

Main goal

We want to construct a domain decomposition which is based on thepatches defined by Ancona and Bressan.PROS patches are invariant with respect to the optimal dynamicsCONS we need a dynamic construction of the patches.

Let be Ω ⊂ Rn an open domain with smooth boundary ∂Ω and g asmooth vector field defined on a neighborhood of Ω.

Definition

We say that the pair (Ω, g) is a patch if Ω is a positive-invariant regionfor g , i.e. at every boundary point x ∈ ∂Ω the inner product of g with theouter normal n satisfies

〈g(x), n(x)〉 < 0.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 28 / 58

Patchy vectorfields

A patchy vector field on a domain Ω ⊂ Rn is a superposition of patches,as reported in the following

Definition

We say that g : Ω→ Rn is a patchy vector field if there exists a family ofpatches (Ωα, gα) : α ∈ I such that

- I is a totally ordered index set,

- the open sets Ωα form a locally finite covering of Ω,

- the vector field g can be written in the form

g(x) = gα(x) if x ∈ Ωα \⋃β>α

Ωβ.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 29 / 58

Outline

1 Introduction

2 Fast Marching Methods

3 Classical Domain decomposition

4 Patchy vectorfields

5 The Patchy Domain Decomposition Method

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 30 / 58

Goal

To build a domain decomposition such that

the solution in each patch does not depend on the solution in otherpatches;

there is no transmission condition through the boundaries of thepatches.

In this way the computation can be fully parallelized. The final solution isobtained by merging all the patches at the end.

To this end we need an a-priori knowledge of characteristics which is notavailable ⇒ PRE-COMPUTATIONS

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 31 / 58

The Patchy Algorithm

Step1. (Computation on the coarse grid). We solve the equation on a coarsegrid Gcoarse by means of the classical domain decompositiontechnique. This leads to the function ucoarse.

Step2. (Interpolation on a fine grid). We compute a first approximation u(0)

of the solution on a fine grid Gfine by means of a simple bilinearinterpolation of the values ucoarse.We also compute the optimal control

a∗coarse(xi ) = arg maxa−f (xi , a) · ∇u(0)(xi ) , xi ∈ Gfine

Note that a∗coarse is defined on Gfine.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 32 / 58

The Patchy Algorithm

Step3. (Partition of target). On Gfine, we divide the target in Np parts

denoted by Ω j0, j = 1, . . . ,Np.

Step4. (Main cycle) For any j = 1, . . . ,Np,

Step4.1. (Creation of j-th patch). We use the (coarse) optimal control a∗coarseto find the nodes of the grid Gfine which have Ω j

0 in their numericaldomain of dependence. This procedure defines the j-th patch. (NEXTSLIDE)

Step4.2. (Computation in patches). We solve iteratively the equation in the j-thpatch until convergence is reached, imposing state constraintsboundary conditions.

Step5. (Merge). All the solutions computed in the Np patches are assembledin the grid Gfine.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 33 / 58

The Patchy Algorithm: creation of a patch

For j = 1, . . . ,Np

1 (Initialization) Set

φi =

1 , xi ∈ Ωj

0

0 , xi ∈ Gfine\Ωj0

, i = 1, . . . ,N.

2 (Iteration) Solve iteratively the following ad hoc numerical scheme,until convergence is reached.

φi = φ(xi + hi f (xi , a∗coarse(xi ))) , i = 1, . . . ,N.

Note that the solution φ takes values in [0, 1].

3 (Projection) Project the color j into a binary value

φi =

1 , φ(xi ) ≥ 1

20 , φ(xi ) <

12

, i = 1, . . . ,N.

The sub-domain Pj = xi : φ(xi ) = 1 is the j-th patch.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 34 / 58

The Patchy Algorithm: creation of a patch

Initialization Iteration Projection

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 35 / 58

The Patchy Algorithm: invariant domain decomposition

Patchy domain decomposition (4 patches)

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 36 / 58

Numerical Tests

Numerical Tests in dimension 2

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 37 / 58

Test 1: Eikonal

f (x1, x2, a) = a , A = B(0, 1) , Ω0 = B(0, 0.5).

Patchy domain decomposition (8 patches)

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 38 / 58

Test 1: Eikonal – Patchy Error

We compute the difference between the patchy solution and the DDsolution. Since the scheme is the same, this error is due to the fact thatpatches are not perfectly independent.

Error table in norm ‖ · ‖1 (‖ · ‖∞) depending on the space steps kcoarseand kfine.

kf =0.08 kf =0.04 kf =0.02 kf =0.01 kf =0.005

kc=0.08 0.436 (0.960) 0.275 (1.856) 0.102 (0.048) 0.065 (0.034) 0.048 (0.026)kc=0.04 – 0.088 (0.046) 0.029 (0.023) 0.014 (0.042) 0.005 (0.008)kc=0.02 – – 0.038 (0.029) 0.012 (0.013) 0.004 (0.008)kc=0.01 – – – 0.011 (0.016) 0.006 (0.010)kc=0.005 – – – – 0.004 (0.008)

A = B(0, 1) is discretized with 32 points and the number of patches is 16.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 39 / 58

Test 1: Eikonal

Patchy solution

The subsolutions merge quite well!

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 40 / 58

Test 1: Eikonal

Patchy error

The error is localized on the boundaries of the patches!

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 41 / 58

Test 1: Eikonal

Patchy method vs classical Domain Decomposition

CPU times (in seconds) depending on the number of processors and thenumber of patches

Controls: 16. Grid: 1002 → 8002

2 domains 4 domains 8 domains 16 domains Best DD

1 proc 1547 1076 1058 933 15712 procs 845 595 574 504 8204 procs 459 325 317 271 415

Controls: 32. Grid: 1002 → 8002

2 domains 4 domains 8 domains 16 domains Best DD

1 proc 2702 1897 1843 1623 27852 procs 1462 998 968 872 14304 procs 771 532 514 435 716

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 42 / 58

Test 2: Fan

f (x1, x2, a) = |x1 + x2 + 0.1|a , A = B(0, 1) , Ω0 = x1 = 0.

Patchy domain decomposition (8 patches)

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 43 / 58

Test 2: Fan

Patchy error

Error table in norm ‖ · ‖1 (‖ · ‖∞) depending on the space steps kcoarseand kfine.

kf = 0.08 kf = 0.04 kf = 0.02 kf = 0.01 kf = 0.005

kc=0.08 1.393 (3.023) 0.123 (1.507) 0.037 (0.315) 0.017 (0.263) 0.011 (0.263)kc=0.04 – 0.114 (1.502) 0.032 (0.149) 0.011 (0.095) 0.006 (0.095)kc=0.02 – – 0.032 (0.111) 0.011 (0.061) 0.004 (0.037)kc=0.01 – – – 0.011 (0.079) 0.004 (0.037)kc=0.005 – – – – 0.004 (0.037)

A = B(0, 1) is discretized with 32 points and the number of patches is 16.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 44 / 58

Test 2: Fan

Patchy Error

The error is localized on the boundaries of the patches!

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 45 / 58

Test 2: Fan

Patchy method vs classical Domain Decomposition

CPU times (in seconds) depending on the number of processors and thenumber of patches

Controls: 32. Grid: 1002 → 8002

2 domains 4 domains 8 domains 16 domains Best DD

1 proc 3712 3322 3049 3172 4163

2 procs 2020 1746 1596 1559 2124

4 procs 1032 900 841 852 1069

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 46 / 58

Test 3: Zermelo

f (x1, x2, a) = 2.1a + (2, 0) , A = B(0, 1) , Ω0 = B(0, 0.5).

Patchy domain decomposition (8 patches)

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 47 / 58

Test 3: Zermelo

Patchy Error

Error table in norm ‖ · ‖1 (‖ · ‖∞) depending on the space steps kcoarseand kfine.

kf = 0.08 kf = 0.04 kf = 0.02 kf = 0.01 kf = 0.005

kc=0.08 0.171 (0.293) 0.159 (0.059) 0.097 (0.057) 0.026 (0.027) 0.006 (0.016)kc=0.04 – 0.101 (0.063) 0.033 (0.041) 0.011 (0.023) 0.004 (0.016)kc=0.02 – – 0.039 (0.039) 0.012 (0.023) 0.004 (0.016)kc=0.01 – – – 0.011 (0.020) 0.005 (0.015)kc=0.005 – – – – 0.004 (0.016)

A = B(0, 1) is discretized with 32 points and the number of patches is 16.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 48 / 58

Test 3: Zermelo

Patchy Error

The error is localized on the boundaries of the patches!

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 49 / 58

Test 3: Zermelo

Patchy method vs classical Domain Decomposition

Cpu times (in seconds) depending on the number of processors and thenumber of patches

Controls: 32. Grid: 1002 → 8002

2 domains 4 domains 8 domains 16 domains Best DD

1 proc 3113 2675 2126 2018 3209

2 procs 1651 1404 1111 1054 1640

4 procs 871 721 584 545 825

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 50 / 58

Numerical Tests

Numerical Tests in dimension 3Here several add-on’s are enabled!

(ordering of the nodes (FMM-like), reduced controls, ...)

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 51 / 58

Test 1: Eikonal

f (x1, x2, x3, a) = a , A = B(0, 1) , Ω0 = B(0, 0.5).

dynamics grid size CPU time Error L1 Error L∞

Eikonal 3D 503 → 1003 183 0.033 0.035

Eikonal 3D 503 → 2003 1217 0.029 0.042

A = B(0, 1) is discretized with 189 points (then reduced when working onthe fine grid) and the number of patches is 8. Processors are 4.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 52 / 58

Test 1: Eikonal

One level set of the patchy solution

The error is localized on the boundaries of the patches!

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 53 / 58

Test 2: Fan

f (x1, x2, x3, a) = |x1 + x2 + x3 + 0.1|a , A = B(0, 1) , Ω0 = x1 = 0.

dynamics grid size CPU time Error L1 Error L∞

Fan 3D 503 → 1003 165 0.064 0.187

Fan 3D 503 → 2003 1269 0.056 0.305

A = B(0, 1) is discretized with 189 points (then reduced when working onthe fine grid) and the number of patches is 8. Processors are 4.

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 54 / 58

Test 2: Fan

Patchy domain decomposition (8 patches) and level sets of the patchysolution

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 55 / 58

Test 2: Fan

Some optimal trajectories to the target

M. Falcone & H. Zidani ( ) Approximation of Control and Game Pbs 56 / 58

Conclusions and Future directions

We developed an approximation method for the solution ofHamilton-Jacobi equations which combines a patchy decomposition of thedomain and a dynamic programming scheme.The method can handle:- more general control problems (minimum time, finite horizon, ...)- state constraints- pursuit evasion gamesThe numerical tests show a very small and localized error (on the patchesboundaries).

Future directionsWe want to analyze the method (convergence, error estimates) andcombine this technique with efficient fast marching techniques.

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References

E. Carlini, M. Falcone, N. Forcadel, R. Monneau,Convergence of a GeneralizedFast Marching Method for an eikonal equation with a velocity changing sign,SIAM J. Numer. Anal. 46 (2008), 2920-2952.

M. Falcone, R. Ferretti, Semi-Lagrangian approximation schemes for linear andHamilton-Jacobi equations , SIAM, book in preparation

S. Cacace, E. Cristiani, and M. Falcone, A local ordered upwind method forHamilton- Jacobi and Isaacs equations, Proceedings of 18th IFAC World Congress2011.

S. Cacace, E. Cristiani, M. Falcone, A. Picarelli, A patchy domain decompositionmethod for a class of Hamilton-Jacobi-Bellman equations, preprint 2011, submittedto SIAM J. Sci. Comp. available at http://arxiv.org/pdf/1109.3577v1

M. Falcone, P. Lanucara, and A. Seghini, A splitting algorithm forHamilton-Jacobi-Bellman equations, Applied Numerical Mathematics, 15 (1994),pp. 207-218.

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