How to set a convergence tolerance to an specific variable using Dymola? - solver

So, I have a model of a tube with pressure loss, where the unknown is the mass flow rate. Normally, and on most models of this problem, the conservation equations are used to calculate the mass flow rate, but such models have lots of convergence issues (because of the blocked flow at the end of the tube which results in an infinite pressure derivative at the end). See figure below for a representation of the problem on the left and the right a graph showing the infinite pressure derivative.
Because of that I'm using a model which is more robust, though it outputs not the mass flow rate but the tube length, which is known. Therefore an iterative loop is needed to determine the mass flow rate. Ok then, I coded a function length that given the tube geometry, mass flow rate and boundary conditions it outputs the calculated tube length and made the equations like so:
parameter Real L;
Real m_flow;
...
equation
L = length(geometry, boundary, m_flow)
It simulates fine, but it takes ages... And it shouldn't because the mass flow rate is rather insensitive to the tube length, e.g. if L=3 I could say that m_flow has converged if the output of length is within L ± 0.1. On the other hand the default convergence tolerance of DASSL in Dymola is 0.0001, which is fine for all other variables, but a major setback to my model here...
That being said, I'd like to know if there's a (hacky) way of setting a specific tolerance L (from annotations or something). I was unable to find any solution online or in Dymola's user manual... So far I managed a workaround by making a second function which uses a Newton-Raphson method to determine the mass flow rate, something like:
function massflowrate
input geometry, boundary, m_flow_start, tolerance;
output m_flow;
protected
Real error, L, dL, dLdm_flow, Delta_m_flow;
algorithm
error = geometry.L;
m_flow = m_flow_start;
while error>tolerance loop
L = length(geometry, boundary, m_flow);
error = abs(boundary.L - L);
dL = length(geometry, boundary, m_flow*1.001);
dLdm_flow = dL/(0.001*m_flow);
Delta_m_flow = (geometry.L - L)/dLdm_flow;
m_flow = m_flow + Delta_m_flow;
end while;
end massflowrate;
And then I use it in the equations section:
parameter Real L;
Real m_flow;
...
equation
m_flow = massflowrate(geometry, boundary, delay(m_flow,10), tolerance)
Nevertheless, this solutions is not without it's problems, the real equations are very non-linear and depending on the boundary conditions the solver reaches a never-ending loop... =/
PS: I'm sorry for the long post and the lack of a MWE, the real equations are very long and with loads of thermodynamics which I believe not to be of any help, be that as it may, if necessary, I'm able to provide the real model.

Is the length-function smooth? To me that it being non-smooth seems like a likely cause for problems, and the suggestions by #Phil might also be good ideas.
However, it should also be possible to do what you want as follows:
Real m_flow(nominal=1e9);
Explanation: The equations are normally solved to a certain tolerance in unknowns - in this case m_flow.
The tolerance for each variable is a relative/absolute tolerance taking into the nominal value, and Dymola does not allow you to set different tolerances for different variables.
Thus the simple way to compute m_flow less accurately is by setting a high nominal value for it, since the error tolerance will be tol*(abs(m_flow)+abs(nominal(m_flow))) or something like that.
The downside is that it may be too inaccurate, e.g. causing additional events, or that the error is so random that the solver is still slowed down.

Related

Mathematica's NDSolve is finding a stiff system very quickly trying to solve a large set of differential equations

I'm a physics PhD student solving lubrication equations (non-linear PDEs) related to the evaporation of binary droplets in a cylindrical pixel in order to simulate the shape evolution. So I split the system into N ODEs, each representing the height evolution (dh/dt) at point i, write as finite differences, and solve simultaneously using NDSolve. For single-liquid droplets this works perfectly, the droplet evaporates cleanly.
However for binary droplets I include N additional ODEs for the composition fraction evolution (dX/dt) at each point. This also adds a new term (marangoni stress) to the dh/dt equations. Immediately NDSolve says:
At t == 0.00029140763302667777`, step size is effectively zero;
singularity or stiff system suspected.
I plot the droplet height at this t-value and it shows a narrow spike at the origin (clearly exploding, hence the stiffness); plotting the composition shows a narrow plummet at the origin (also exploding, just negative. Also, the physics obviously shouldn't permit the composition fraction to be below 0).
Finally, both sets of equations have terms depending on dX/dr, the composition gradient. If this is set to zero and I also set the evaporation interaction to zero (meaning the two liquids evaporate at the same rate and there can be no X gradient) there should be no change in X anywhere and it should reduce to the single liquid case (dX/dt = 0 and dh/dt no longer depends on X). However, the procedure is introducing some small gradient in X nonetheless, which explodes and causes the same numerical instability.
My question is this: is there anything about NDSolve that might be causing this? I've been over the equations and discretisation a hundred times and am sure it's correct. I've also looked into the documentation of NDSolve, but didn't find anything that helps me. Could it be introducing a small numerical error in the composition gradient?
I can post an MRE code below, but it's pretty dense and obviously written in mathematica code (doesn't transfer to the real world well...) so I don't know how much it'd help. Anyway thank you for reading this!

My Doc2Vec code, after many loops/epochs of training, isn't giving good results. What might be wrong?

I'm training a Doc2Vec model using the below code, where tagged_data is a list of TaggedDocument instances I set up before:
max_epochs = 40
model = Doc2Vec(alpha=0.025,
min_alpha=0.001)
model.build_vocab(tagged_data)
for epoch in range(max_epochs):
print('iteration {0}'.format(epoch))
model.train(tagged_data,
total_examples=model.corpus_count,
epochs=model.iter)
# decrease the learning rate
model.alpha -= 0.001
# fix the learning rate, no decay
model.min_alpha = model.alpha
model.save("d2v.model")
print("Model Saved")
When I later check the model results, they're not good. What might have gone wrong?
Do not call .train() multiple times in your own loop that tries to do alpha arithmetic.
It's unnecessary, and it's error-prone.
Specifically, in the above code, decrementing the original 0.025 alpha by 0.001 forty times results in (0.025 - 40*0.001) -0.015 final alpha, which would also have been negative for many of the training epochs. But a negative alpha learning-rate is nonsensical: it essentially asks the model to nudge its predictions a little bit in the wrong direction, rather than a little bit in the right direction, on every bulk training update. (Further, since model.iter is by default 5, the above code actually performs 40 * 5 training passes – 200 – which probably isn't the conscious intent. But that will just confuse readers of the code & slow training, not totally sabotage results, like the alpha mishandling.)
There are other variants of error that are common here, as well. If the alpha were instead decremented by 0.0001, the 40 decrements would only reduce the final alpha to 0.021 – whereas the proper practice for this style of SGD (Stochastic Gradient Descent) with linear learning-rate decay is for the value to end "very close to 0.000"). If users start tinkering with max_epochs – it is, after all, a parameter pulled out on top! – but don't also adjust the decrement every time, they are likely to far-undershoot or far-overshoot 0.000.
So don't use this pattern.
Unfortunately, many bad online examples have copied this anti-pattern from each other, and make serious errors in their own epochs and alpha handling. Please don't copy their error, and please let their authors know they're misleading people wherever this problem appears.
The above code can be improved with the much-simpler replacement:
max_epochs = 40
model = Doc2Vec() # of course, if non-default parameters needed, use them here
# most users won't need to change alpha/min_alpha at all
# but many will want to use more than default `epochs=5`
model.build_vocab(tagged_data)
model.train(tagged_data, total_examples=model.corpus_count, epochs=max_epochs)
model.save("d2v.model")
Here, the .train() method will do exactly the requested number of epochs, smoothly reducing the internal effective alpha from its default starting value to near-zero. (It's rare to need to change the starting alpha, but even if you wanted to, just setting a new non-default value at initial model-creation is enough.)
Also: note that later calls to infer_vector() will reuse the epochs specified at the time of model-creation. If nothing is specified, the default epochs=5 will be used - which is often smaller than is best for training or inference. So if you find a larger number of epochs (such as 10, 20 or more) is better for training, remember to also use at least the same number of epochs for inference. (.infer_vector() takes an optional epochs parameter whihc can override any value set at model-contruction.

Modelica events and hybrid modelling

I would like to understand the general idea behind hybrid modelling (in particular state events) from a numerical point of view (although I am not a mathematician :)). Given the following Modelica model:
model BouncingBall
constant Real g=9.81
Real h(start=1);
Real v(start=0);
equation
der(h)=v;
der(v)=-g;
algorithm
when h < 0 then
reinit(v,-pre(v));
end when;
end BouncingBall;
I understand the concept of when and reinit.
The equation in the when statement are only active when the condition become true right?
Let's assume that the ball would hit the floor at exactly 2sec. Since I am using multi-step solver does that mean that the solver "goes beyond 2 seconds", recognizes that h<0 (lets assume at simulation time = 2.5sec , h = -0.7). What does this mean "The time for the event is searched using a crossing function? Is there a simple explanation(example)?
Is the solver now going back? Taking a smaller step-size?
What does the pre() operation mean in that context?
noEvent(): "Expressions are taken literally instead of generating crossing functions. Since there is no crossing function, there is no requirement tat the expression can be evaluated beyond the event limit": What does that mean? Given the same example with the bouncing ball: The solver detects at time 2.5 that h = 0.7. Whats the difference between with and without noEvent()?
Yes, the body of when is only executed at events.
Simple view: The solver takes steps, and then uses a continuous extension to generate a (smooth) interpolation formula for the previous step. That interpolation formula can be used to generate a plot, and also for finding the first point where h has crossed zero (likely 2.000000001). An event iteration is then done at that interpolated point - and afterwards the solver is restarted.
I wouldn't say that the solver goes back. It takes a partial step and then continues forward. Some solvers need to reduce the step-size a lot after the event - others don't.
pre(x) is set to the value of x before the event.
noEvent(h<0) basically means evaluate the expression as written without all the bells-and-whistles of crossing functions. You cannot use when noEvent(h<0) then
There are many additional point:
If you are familiar with Sturm-sequences or control theory you might realize that it is not necessary to interpolate a formula to determine if it crossed zero or not in an interval (and some tools use that). The fact that the function is not necessarily smooth makes it a bit more complicated, and also means that derivative-tests cannot be used.
How much the solver is reset depends on the kind of solver. One-step solvers (Runge-Kutta) can be restarted directly as if virtually nothing happened, whereas multi-step solvers (BDF/Adams - such as dassl/lsodar/cvode) need to start with lower order and smaller step-size.

error bound in function approximation algorithm

Suppose we have the set of floating point number with "m" bit mantissa and "e" bits for exponent. Suppose more over we want to approximate a function "f".
From the theory we know that usually a "range reduced function" is used and then from such function we derive the global function value.
For example let x = (sx,ex,mx) (sign exp and mantissa) then...
log2(x) = ex + log2(1.mx) so basically the range reduced function is "log2(1.mx)".
I have implemented at present reciprocal, square root, log2 and exp2, recently i've started to work with the trigonometric functions. But i was wandering if given a global error bound (ulp error especially) it is possible to derive an error bound for the range reduced function, is there some study about this kind of problem? Speaking of the log2(x) (as example) i would lke to be able to say...
"ok i want log2(x) with k ulp error, to achieve this given our floating point system we need to approximate log2(1.mx) with p ulp error"
Remember that as i said we know we are working with floating point number, but the format is generic, so it could be the classic F32, but even for example e=10, m = 8 end so on.
I can't actually find any reference that shows such kind of study. Reference i have (i.e. muller book) doesn't treat the topic in this way so i was looking for some kind of paper or similar. Do you know any reference?
I'm also trying to derive such bound by myself but it is not easy...
There is a description of current practice, along with a proposed improvement and an error analysis, at https://hal.inria.fr/ensl-00086904/document. The description of current practice appears consistent with the overview at https://docs.oracle.com/cd/E37069_01/html/E39019/z4000ac119729.html, which is consistent with my memory of the most talked about problem being the mod pi range reduction of trigonometric functions.
I think IEEE floating point was a big step forwards just because it standardized things at a time when there were a variety of computer architectures, so lowering the risks of porting code between them, but the accuracy requirements implied by this may have been overkill: for many problems the constraint on the accuracy of the output is the accuracy of the input data, not the accuracy of the calculation of intermediate values.

AI: selecting immediate acceleration/rotation to get to a final point

I'm working on a game where on each update of the game loop, the AI is run. During this update, I have the chance to turn the AI-controlled entity and/or make it accelerate in the direction it is facing. I want it to reach a final location (within reasonable range) and at that location have a specific velocity and direction (again it doesn't need to be exact) That is, given a current:
P0(x, y) = Current position vector
V0(x, y) = Current velocity vector (units/second)
θ0 = Current direction (radians)
τmax = Max turn speed (radians/second)
αmax = Max acceleration (units/second^2)
|V|max = Absolute max speed (units/second)
Pf(x, y) = Target position vector
Vf(x, y) = Target velocity vector (units/second)
θf = Target rotation (radians)
Select an immediate:
τ = A turn speed within [-τmax, τmax]
α = An acceleration scalar within [0, αmax] (must accelerate in direction it's currently facing)
Such that these are minimized:
t = Total time to move to the destination
|Pt-Pf| = Distance from target position at end
|Vt-Vf| = Deviation from target velocity at end
|θt-θf| = Deviation from target rotation at end (wrapped to (-π,π))
The parameters can be re-computed during each iteration of the game loop. A picture says 1000 words so for example given the current state as the blue dude, reach approximately the state of the red dude within as short a time as possible (arrows are velocity):
Pic http://public.blu.livefilestore.com/y1p6zWlGWeATDQCM80G6gaDaX43BUik0DbFukbwE9I4rMk8axYpKwVS5-43rbwG9aZQmttJXd68NDAtYpYL6ugQXg/words.gif
Assuming a constant α and τ for Δt (Δt → 0 for an ideal solution) and splitting position/velocity into components, this gives (I think, my math is probably off):
Equations http://public.blu.livefilestore.com/y1p6zWlGWeATDTF9DZsTdHiio4dAKGrvSzg904W9cOeaeLpAE3MJzGZFokcZ-ZY21d0RGQ7VTxHIS88uC8-iDAV7g/equations.gif
(EDIT: that last one should be θ = θ0 + τΔt)
So, how do I select an immediate α and τ (remember these will be recomputed every iteration of the game loop, usually > 100 fps)? The simplest, most naieve way I can think of is:
Select a Δt equal to the average of the last few Δts between updates of the game loop (i.e. very small)
Compute the above 5 equations of the next step for all combinations of (α, τ) = {0, αmax} x {-τmax, 0, τmax} (only 6 combonations and 5 equations for each, so shouldn't take too long, and since they are run so often, the rather restrictive ranges will be amortized in the end)
Assign weights to position, velocity and rotation. Perhaps these weights could be dynamic (i.e. the further from position the entity is, the more position is weighted).
Greedily choose the one that minimizes these for the location Δt from now.
Its potentially fast & simple, however, there are a few glaring problems with this:
Arbitrary selection of weights
It's a greedy algorithm that (by its very nature) can't backtrack
It doesn't really take into account the problem space
If it frequently changes acceleration or turns, the animation could look "jerky".
Note that while the algorithm can (and probably should) save state between iterations, but Pf, Vf and θf can change every iteration (i.e. if the entity is trying to follow/position itself near another), so the algorithm needs to be able to adapt to changing conditions.
Any ideas? Is there a simple solution for this I'm missing?
Thanks,
Robert
sounds like you want a PD controller. Basically draw a line from the current position to the target. Then take the line direction in radians, that's your target radians. The current error in radians is current heading - line heading. Call it Eh. (heading error) then you say the current turn rate is going to be KpEh+d/dt EhKd. do this every step with a new line.
thats for heading
acceleration is "Accelerate until I've reached max speed or I wont be able to stop in time". you threw up a bunch of integrals so I'm sure you'll be fine with that calculation.
I case you're wondering, yes I've solved this problem before, PD controller works. don't bother with PID, don't need it in this case. Prototype in matlab. There is one thing I've left out, you need to have a trigger, like "i'm getting really close now" so I should start turning to get into the target. I just read your clarification about "only accelerating in the direction we're heading". that changes things a bit but not too much. that means to need to approach the target "from behind" meaning that the line target will have to be behind the real target, when you get near the behind target, follow a new line that will guide you to the real target. You'll also want to follow the lines, rather than just pick a heading and try to stick with it. So don't update the line each frame, just say the error is equal to the SIGNED DISTANCE FROM THE CURRENT TARGET LINE. The PD will give you a turn rate, acceleration is trivial, so you're set. you'll need to tweak Kd and Kp by head, that's why i said matlab first. (Octave is good too)
good luck, hope this points you in the right direction ;)
pun intended.
EDIT: I just read that...lots of stuff, wrote real quick. this is a line following solution to your problem, just google line following to accompany this answer if you want to take this solution as a basis to solving the problem.
I would like to suggest that yout consider http://en.wikipedia.org/wiki/Bang%E2%80%93bang_control (Bang-bang control) as well as a PID or PD. The things you are trying to minimise don't seem to produce any penalty for pushing the accelerator down as far as it will go, until it comes time to push the brake down as far as it will go, except for your point about how jerky this will look. At the very least, this provides some sort of justification for your initial guess.

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