We want to introduce another smoothing approach by treating each geometric element as a player in a game: a quest for the best element quality. In other words, each player has the goal of becoming as regular as possible. The set of strategies for each element is given by all translations of its vertices. Ideally, he would like to quantify this regularity using a quality measure which corresponds to the utility function in game theory. Each player is aware of the other players' utility functions as well as their set of strategies, which is analogous to his own utility function and strategies. In the simplest case, the utility functions only depend on the regularity. In more complicated cases this utility function depends on the element size, the curvature, or even the solution to a differential equation. This article is a sketch of a possible game-theoretical approach to mesh smoothing and still on-going research.
翻译:我们希望引入另一种平滑方法,在游戏中将每个几何元素作为玩家对待: 追求最佳元素质量。 换句话说, 每个玩家的目标是尽可能固定。 每个元素的策略都由所有脊椎的翻译来提供。 理想的情况是, 他想要用一个与游戏理论中的实用功能相对应的质量度量来量化这种规律性。 每个玩家都了解其他玩家的实用功能和策略, 这与他自己的实用功能和策略相似。 在最简单的例子中, 通用功能只取决于规律性。 在更复杂的案例中, 这个功能取决于元素大小、 曲线、 甚至差异方程式的解决方案。 这条文章是可能的游戏理论方法的草图, 以光滑和进行中的研究。