Hostname: page-component-89b8bd64d-7zcd7 Total loading time: 0 Render date: 2026-05-07T03:23:45.854Z Has data issue: false hasContentIssue false

Improving design grammar development and application through network-based analysis of transition graphs

Published online by Cambridge University Press:  19 April 2016

Corinna Königseder*
Affiliation:
Engineering Design and Computing Laboratory, Department of Mechanical and Process Engineering, ETH Zurich, 8092 Zurich, Switzerland
Tino Stanković
Affiliation:
Engineering Design and Computing Laboratory, Department of Mechanical and Process Engineering, ETH Zurich, 8092 Zurich, Switzerland
Kristina Shea
Affiliation:
Engineering Design and Computing Laboratory, Department of Mechanical and Process Engineering, ETH Zurich, 8092 Zurich, Switzerland
*
Email address for correspondence: ck@ethz.ch
Rights & Permissions [Opens in a new window]

Abstract

Design grammars enable the formal representation of a vocabulary and rules that describe how designs can be synthesized just as the grammar rules of a spoken language define how to formulate valid, i.e., grammatically correct, sentences. Design grammars have been successfully applied in numerous engineering disciplines and enable the automated synthesis of designs within a defined design language. Design grammar development, however, is challenging and lacks methodological support. In this paper, a novel method is presented that supports the development and application of design grammars using transition graphs. In these, nodes represent generated designs and edges represent grammar rules that transform one design into another. Rather than using a tree structure to represent the possible application of rules, transition graphs are automatically generated and used to help designers better understand the developed grammar. The grammar designer is given feedback on (a) the rules, and (b) rule application sequences. This feedback can be used to (a) improve the grammar, and (b) apply it more efficiently. Two case studies, a gearbox synthesis task and a sliding tile puzzle, demonstrate the method. The results show the feasibility of the method to support design grammar development and application.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - SA
Distributed as Open Access under a CC-BY-NC-SA 4.0 license (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Copyright
Copyright © The Author(s) 2016
Figure 0

Figure 1. Grammar rule set for gearbox synthesis (adapted from Lin et al. (2010)).

Figure 1

Figure 2. Example rule application for gearbox synthesis rule set.

Figure 2

Figure 3. Generative search tree for gearbox synthesis problem.

Figure 3

Figure 4. Analogy between transition graphs for a finite automaton (left) and to describe relations between designs generated during the CDS process (right).

Figure 4

Figure 5. Steps 1 and 2: Network generation through generation of designs (left) and synthesis of designs to a network representation (right).

Figure 5

Figure 6. Step 3: Analyzing the transition graph to understand grammar rules and their application. The pictograms for gearbox and sliding tile puzzle indicate for which case study the respective analysis is conducted.

Figure 6

Figure 7. Transition graph for the gearbox case study. Rule sequences with two rules ($d=2$) are explored exhaustively starting the synthesis from design with UID 1.

Figure 7

Figure 8. Zoomed in view on transitions for designs with UID 2 and UID 1. The graphs describing the gearbox designs are given along with an example 3D visualization.

Figure 8

Figure 9. Difference when using old/negative (left) or new/positive (right) implementation of application conditions for rules 2 and 4 $(d=2)$.

Figure 9

Figure 10. Transition graphs for rule sequences from 1 ($d=1$) (top left) to 4 ($d=4$) (bottom right) rule applications.

Figure 10

Figure 11. Transition graphs for rule sequences of 3 rule applications $(d=3)$ for different rule sets. Rules 1 and 4 are replaced by rule 5 (left) and rule 5 is replaced by rules 1 and 4 (right).

Figure 11

Table 1. Rule set for the sliding tile puzzle.

Figure 12

Figure 12. Transition graphs for solvable (left) and unsolvable (right) puzzles. Large, red nodes are of degree six, smaller, green nodes are of degree four.

Figure 13

Figure 13. A zoomed in view of the transition graph showing designs and their transformations through rules. Large, red nodes are of degree six, smaller, green nodes are of degree four.

Figure 14

Figure 14. Loops are detected to reason about the rules and to avoid them during synthesis. Large, red nodes are of degree six and smaller, green nodes are of degree four.

Figure 15

Figure 15. Example for the 8-tile puzzle.

Figure 16

Figure 16. Schematic overview of the algorithm used to solve larger-scale problem based on beneficial rule sequences learnt on small scale.

Figure 17

Figure 17. Sequence of rule applications to solve example 8-tile puzzle.

Figure 18

Figure 18. Pseudo-code for exhaustive generation.

Figure 19

Figure 19. Rule 2 (delete a shaft) formulated using a negative application condition.

Figure 20

Figure 20. Rule 4 (delete a gear pair) formulated using a negative application condition.

Figure 21

Figure 21. Rule 2 (delete a shaft) formulated using a positive application condition.

Figure 22

Figure 22. Rule 4 (delete a gear pair) formulated using a positive application condition.

Figure 23

Figure 23. Heuristics for defining regions of sub-problems (left) and search patterns (right).

Figure 24

Figure 24. Process of gaining information on small scale (Step 1) and applying it to explore (Step 2) and solve larger-scale problems (Step 3).