Data–Driven Games in Computational Mechanics
K. Weinberg
a
, L. Stainier
b
, S. Conti
c
and M. Ortiz
c
,
d
a
Chair of Solid Mechanics, Department of Mechanical Engineering, Universität Siegen, Paul-Bonatz-Str.
9-11, Siegen, 57076, Germany
b
Nantes Université, Ecole Centrale Nantes, CNRS, GeM, UMR 6183, Nantes, F-44000, France
c
Institut für Angewandte Mathematik and Hausdor
ff
Center for Mathematics, Universität Bonn, Endenicher Allee
60, Bonn, 53115, Germany
d
California Institute of Technology, Engineering and Applied Science Division, Pasadena, 91125, CA, USA
Abstract
We resort to game theory in order to formulate Data-Driven methods for solid mechanics in
which stress and strain players pursue di
ff
erent objectives. The objective of the stress player
is to minimize the discrepancy to a material data set, whereas the objective of the strain player
is to ensure the admissibility of the mechanical state, in the sense of compatibility and equilib-
rium. We show that, unlike the cooperative Data-Driven games proposed in the past, the new
non-cooperative Data-Driven games identify an e
ff
ective material law from the data and reduce
to conventional displacement boundary-value problems, which facilitates their practical imple-
mentation. However, unlike supervised machine learning methods, the proposed non-cooperative
Data-Driven games are unsupervised,
ansatz
–free and parameter–free. In particular, the e
ff
ective
material law is learned from the data directly, without recourse to regression to a parameterized
class of functions such as neural networks. We present analysis that elucidates su
ffi
cient con-
ditions for convergence of the Data-Driven solutions with respect to the data. We also present
selected examples of implementation and application that demonstrate the range and versatility
of the approach.
Keywords:
data-driven methods, game theory, computational solid mechanics, non-cooperative
data-driven games, unsupervised machine learning, e
ff
ective material law
1. Introduction
Game theory concerns itself with scenarios involving several players seeking strategies that
strive to minimize their respective costs or, equivalently, maximize their respective payo
ff
s. In
general, the cost of one player’s strategy depends on the strategies adopted by the remaining
players and, in consequence, the optimal strategies of the players are coupled to each other. In
one scenario, the players optimize their strategies
cooperatively
by striving to minimize a joint
cost computed as a weighted average of all costs, a condition known as
Pareto optimality
. In
another scenario, the players proceed
non-cooperatively
by each seeking to minimize its own
cost independently. Game theory was pioneered,
inter aliis
, by economists Vilfredo Pareto [1]
and John Nash [2], and mathematician John von Neumann [3], in seminal contributions and
has been of foundational importance in a variety of fields, including economics, social sciences,
evolutionary biology, computer science, and others.
Preprint submitted to Computer Methods in Applied Mechanics and Engineering
June 1, 2023
arXiv:2305.19279v1 [cs.CE] 26 May 2023
Despite its phenomenal success in other fields, game theory has been applied sparingly to
mechanics or not at all. From a mechanics perspective, deterministic game-theoretical problems
may be regarded as instances of
coupled problems
with a particular variational structure (cf. Sec-
tion 2 for a brief review). Among these problems,
inf-sup
problems may be regarded as
zero-sum
games. These correspondences and others open up the opportunity of bringing game-theoretical
concepts, tools and results to bear on a wide range of problems in mechanics, a potential that
remains largely unattained at present.
In this work, we resort to game theory in order to formulate Data-Driven methods for solid
mechanics in which
stress
and
strain players
pursue di
ff
erent objectives: the objective of the
stress player is to minimize the discrepancy to a material data set, whereas the objective of the
strain player is to ensure the admissibility of the mechanical state, in the sense of compatibility
and equilibrium. We show that, unlike the cooperative Data-Driven games proposed in the past
[4, 5, 6, 7, 8], the new non-cooperative Data-Driven games identify an
e
ff
ective material law
from the data and reduce to conventional displacement boundary-value problems, which facil-
itates their practical implementation. In particular, the Data-Driven e
ff
ective material law can
be conveniently implemented as a standard user-supplied material in commercial finite-element
software.
This change of mood notwithstanding, it bears emphasis that, unlike supervised machine
learning methods, the proposed non-cooperative Data-Driven games are unsupervised,
ansatz
–
free and parameter–free. In particular, the e
ff
ective material law is learned from the data
directly
,
without recourse to regression to a parameterized class of functions such as neural networks. In
this sense, the new non-cooperative Data-Driven games follow in the vein of prior cooperative
Data-Driven games [4, 5, 6, 7, 8] by striving to e
ff
ect a direct, unsupervised and model–free
connection between data and prediction.
By identifying stress and strain as players, the proposed non-cooperative Data-Driven games
fall within the set-oriented formulation of mechanics problems, briefly reviewed in Section 3.
The connection between such problems and game theory is introduced in Section 4 in the con-
text of cooperative games, in which stress and strain strive to achieve a common objective of
minimizing distance to a material set while satisfying the field equations of compatibility and
equilibrium. This cooperative strategy reproduces—and provides a game-theoretical interpre-
tation for—set-oriented Data-Driven methods proposed in [4, 5, 6, 7, 8]. The transition from
cooperative to non-cooperative moods is presented in Section 5 by regarding stress and strain as
adversarial players, each pursuing its own objective. Evidently, this strategy is suboptimal with
respect to the cooperative Data-Driven strategy, but it o
ff
ers the significant practical advantage
of reducing to a conventional and well-posed displacement problem, Section 5.2, amenable to
approximation, Section 5.3.
A particularly important case concerns approximations based on empirical point-data sets,
Section 6, e. g., measured empirically or computed from micromechanics. The central ques-
tion then concerns the elucidation of conditions on the data that ensure the convergence of the
Data-Driven solutions to the solution of the underlying—and unknown—material law. We pro-
vide rigorous conditions for convergence with respect to the data for two di
ff
erent scenarios:
i)
Uniformly convergent data
, in which the sampling error decreases as data is added to the
material-data set in a uniform manner controlled by strict upper bounds, Section 6.3.1, and ii)
noisy data with outliers
, in which the data concentrates around the limiting material law in a
weak or average sense that allows for the presence of outliers, Section 6.3.2. In this second sce-
nario, convergence requires regularization in the form of local data averages taken over carefully
chosen local neighborhoods in order to mitigate the e
ff
ect of the outliers, Section 6.2.
2
Finally, we present selected examples of implementation and application that demonstrate
the range and versatility of the approach, Section 7. In particular, the examples illustrate how
the approach can be implemented within a standard displacement finite-element framework in
any dimension, with and without regularization, and using interative solvers such as dynamic
relaxation and Newton-Raphson iteration. The examples also bear out the type of convergence
with respect to the data anticipated by the analysis.
2. Elements of game theory
Game theory
is a well-developed branch of mathematics (cf., e. g., [9] for a general modern
account), but it has not been extensively applied to solid mechanics and may, therefore, stand a
brief review. We specifically collect basic elements of the theory required in subsequent devel-
opments.
For present purposes, it su
ffi
ces to consider two-player, finite dimensional games (cf., e. g.,
[10, 11]). Specifically, we consider two players seeking strategies
u
∈
R
m
and
v
∈
R
n
who
strive to minimize their costs
F
(
u
,
v
) and
G
(
u
,
v
), respectively. They can do so
cooperatively
, by
minimizing a weighted average of their costs
J
(
u
,
v
)
=
λ
F
F
(
u
,
v
)
+
λ
G
G
(
u
,
v
)
, λ
F
≥
0
, λ
G
≥
0
, λ
F
+
λ
G
=
1
,
(1)
i. e., by seeking a joint strategy (
u
∗
,
v
∗
) such that
J
(
u
∗
,
v
∗
)
≤
J
(
u
,
v
)
,
for all
u
∈
R
m
,
v
∈
R
n
,
(2)
a condition known as
Pareto optimality
; or they can do so
non-cooperatively
, by each player
seeking strategies such that
F
(
u
∗
,
v
∗
)
≤
F
(
u
,
v
∗
)
,
for all
u
∈
R
m
,
(3a)
G
(
u
∗
,
v
∗
)
≤
G
(
u
∗
,
v
)
,
for all
v
∈
R
n
,
(3b)
a condition known as
Nash equilibrium
.
We note that, in both (1) and (3), the cost of each player depends on the strategy of the
competitor, which they do not control. The players seek to minimize their own costs either
jointly, as in (1) or without regard for the cost of the competitor, as in (3).
An important class of non-cooperative games is that of two-player zero–sum games. These
are games in which the cost of one player is the negative of the other, i. e., one player loses what
the other player gains. Under these conditions, we have
F
(
u
,
v
)
=
L
(
u
,
v
)
,
G
(
u
,
v
)
=
−
L
(
u
,
v
)
,
(4)
for some
Lagrangian
L
(
u
,
v
), and the Nash equilibrium conditions (3) become
L
(
u
∗
,
v
)
≤
L
(
u
∗
,
v
∗
)
≤
L
(
u
,
v
∗
)
,
(5)
which defines a
saddle-point
or inf
–
sup problem.
Problems (1) and (3) were introduced by economists Vilfredo Pareto [1] and John Nash [2]
in seminal contributions. From a mechanics perspective, problems (1) and (3) are instances of
coupled problems
with a particular variational structure.
3
Example 2.1
(Quadratic cost)
.
Suppose
F
(
u
,
v
)
=
1
2
Au
·
u
+
Cv
·
u
−
f
·
u
,
(6a)
G
(
u
,
v
)
=
1
2
Dv
·
v
+
Bu
·
v
−
g
·
v
,
(6b)
where
A
∈
R
m
×
m
,
C
∈
R
m
×
n
,
B
∈
R
n
×
m
,
D
∈
R
n
×
n
,
A
=
A
T
,
A
>
0,
D
=
D
T
,
D
>
0,
f
∈
R
m
,
g
∈
R
n
, (
·
) denotes the dot product and we write
Cu
·
v
=
(
Cu
)
·
v
,
et cetera
, for short. Then, the
Nash-equilibrium equations are
Au
+
Cv
=
f
,
(7a)
Bu
+
Dv
=
g
,
(7b)
or, in matrix form,
A
C
B
D
! (
u
v
)
=
(
f
g
)
,
(8)
which is a particular type of linear coupled problem characterized by symmetric and positive-
definite diagonal blocks. We also note that
C
,
B
T
in general, with the result that there is no joint
minimum principle for both players to appeal to together. Evidently, a unique Nash equilibrium
(
u
∗
,
v
∗
) exists if and only if the matrix of the system (8) is non-singular.
An alternative form of the problem is
a
(
y
,
z
)
=
b
(
z
)
,
for all
z
∈
Z
,
(9)
where
a
:
Z
×
Z
→
R
and
b
:
Z
→
R
,
Z
=
R
m
×
R
n
, defined as
a
(
y
,
z
)
=
(
α
|
β
)
A
C
B
D
! (
u
v
)
,
b
(
z
)
=
(
f
|
g
)
(
u
v
)
,
(10)
with
y
=
(
α,β
) and
z
=
(
u
,
v
), are non-symmetric bilinear and linear forms, respectively. Then,
by the Lax-Milgram theorem [12] a unique Nash equilibrium exist if and only if
a
(
z
,
z
)
≥
λ
∥
z
∥
2
,
(11)
for some
λ >
0, i. e., if
a
(
·
,
·
) is
coercive
. Suppose that the cost functions of the players are
separately coercive, i. e., there are
λ
A
>
0 and
λ
D
>
0 such that
Au
·
u
≥
λ
A
∥
u
∥
2
,
Dv
·
v
≥
λ
D
∥
v
∥
2
,
(12)
for all
u
∈
R
m
and
v
∈
R
n
, respectively. Suppose, in addition, that there is 0
≤
μ <
1 such that
(
B
+
C
T
)
u
·
v
≤
μ
Au
·
u
+
Dv
·
v
,
(13)
for all
u
∈
R
m
and
v
∈
R
n
. Then,
a
(
z
,
z
)
=
Au
·
u
+
Bu
·
v
+
Cv
·
u
+
Dv
·
v
≥
Au
·
u
+
Dv
·
v
−
(
B
+
C
T
)
u
·
v
≥
(1
−
μ
)
Au
·
u
+
Dv
·
v
≥
(1
−
μ
) min
{
λ
A
,λ
D
}∥
z
∥
2
.
(14)
Thus, the
coercivity condition
(13) ensures that
a
(
·
,
·
) be coercive with
λ
=
(1
−
μ
) min
{
λ
A
,λ
D
}
and, by Lax-Milgram, it ensures the existence of a unique Nash equilibrium.
□
4
3. Set–oriented formulation of problems in mechanics
We consider finite-dimensional mechanical systems comprising
m
components, e. g., struc-
tural members, material points,
et similia
, whose state is characterized by two work-conjugate
fields
ε
≡ {
ε
e
∈
R
d
,
e
=
1
,...,
m
}
and
σ
≡ {
σ
e
∈
R
d
,
e
=
1
,...,
m
}
. We refer to the
space of pairs
Z
e
=
{
z
e
≡
(
ε
e
,σ
e
)
∈
R
d
×
R
d
}
as the
local phase space
of component
e
, and
Z
=
Z
1
×···×
Z
m
=
R
N
×
R
N
,
N
=
md
, as the
global phase space
of the system. We suppose that
a suitable norm is defined in
Z
, e. g.,
∥
z
∥
=
m
X
e
=
1
w
e
∥
z
e
∥
2
e
1
/
2
=
m
X
e
=
1
w
e