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Reinforcement Learning For Architectural Design

This document discusses using reinforcement learning and a game engine to design architectural structures composed of wasted materials in order to promote circular design and construction. As a proof of concept, a project called "Reform Standard" is presented that uses machine learning to design new shell structures made of irregular chunks of wasted plastics. The system sorts and transforms the plastic wastes into new forms through an automated searching algorithm in the game engine. This approach finds new aesthetics in wastes rather than relying on energy-intensive recycling processes. Future directions like robotic construction are also discussed.
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0% found this document useful (0 votes)
13 views

Reinforcement Learning For Architectural Design

This document discusses using reinforcement learning and a game engine to design architectural structures composed of wasted materials in order to promote circular design and construction. As a proof of concept, a project called "Reform Standard" is presented that uses machine learning to design new shell structures made of irregular chunks of wasted plastics. The system sorts and transforms the plastic wastes into new forms through an automated searching algorithm in the game engine. This approach finds new aesthetics in wastes rather than relying on energy-intensive recycling processes. Future directions like robotic construction are also discussed.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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REINFORCEMENT LEARNING FOR ARCHITECTURAL

DESIGN-BUILD

Opportunity of Machine Learning in a Material-informed Circular Design


Strategy

CHIEN-HUA HUANG
1
Institute of Architecture, University of Applied Arts Vienna
1
[email protected]

Abstract. This paper discusses the potentials of reinforcement


learning in game engine for design, implementation, and construction
of architecture. It inaugurates a new design tool that promotes
a material-informed design-build workflow for architectural design
and construction industries that achieves a comprehensive circular
economy. As a proof of concept, it uses the project “Reform
Standard”, a machine-learning-based searching system that designs
new shell structures composed of existing wasted materials, as a
demonstration to discuss how reinforcement learning, machine vision
and automated searching algorithm in the game engine can promote a
material-aware design and converts wastes into construction materials.
The demonstrator project sorts and transforms irregular chunks of
wasted broken plastics into a new form. Instead of recycling those
wastes in an energy-intensive process, the game engine is capable
of finding the intricacy and new machine-oriented aesthetics in those
otherwise neglected wastes. Furthermore, future research directions
such as robotic-aided construction are discussed by exposing the
potentials and problems in the demonstrated project. Finally, the future
circular strategy is discussed beyond the demonstrated tests and local
uses. The standardization of material, legislation and material lifecycle
needs to be comprehensively considered and designed by architects and
designers during conceptual design phase.
Keywords. Reinforcement Learning; ML-Agents; Unity3D;
circular design; geometric analysis.

1. Introduction
Machine learning (ML) has been rapidly advancing and becoming accessible for
design practice. Plugin packages such as RunwayML for web-based platforms,
ML-Agents kit for Unity, and Owl for Grasshopper allow designers to utilize
computational power for computational design and modeling. Examples of
applications of artificial intelligence (AI) and ML in the architectural field have
recently emerged. ArchiGAN, for instance, is a generational tool based on

PROJECTIONS, Proceedings of the 26th International Conference of the Association for Computer-Aided
Architectural Design Research in Asia (CAADRIA) 2021, Volume 1, 171-180. © 2021 and published by the
Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong.
172 C.H. HUANG

supervised learning algorithms for generating building plans (Chaillou, 2020). ML


is now also being used in the engineering field to optimize structural configuration
(Aksoez and Preisinger, 2020). Reinforcement learning (RL), a subcategory of
ML, is also increasingly being explored in the design industry due to its interactive
characteristic. RL, as defined by Howley and Mousavi (2018), ‘involve[s]
the strategy of learning via interacting (sequences of actions, observations, and
rewards) with the environment’ (p. 426). ML not only enhances efficiency
and improves effectiveness but also opens up opportunities for innovative design
practice.
In computational design, it implies that RL can play an increasingly significant
role in material-informed design due to its ability to shift ’from a mere instrument
of production to an agent of heuristic advancement’ (Witt, 2016, p. 115).
Hence, it may be able to build a comprehensively circular design strategy to
reinforce the ’cradle-to-cradle’ strategy, which perceives by-products and wastes
as resources for other products (McDonough, 2002). Specifically, design can
start from thinking of the whole design-build cycle and taking into account the
massive fragments of waste and materials. Hence, architects’ design criteria and
responsibility can be expanded toward the full perspective of the circular strategy.
Several works have demonstrated the need for and possibility of designing with
waste and non-standard materials, such as in projects like Blob Wall by Greg
Lynn, Mind the Scrap by Certain Measures, and Branch Formations by Conceptual
Joining. However, these examples barely expand beyond its very specific function
and styles. The challenge is caused by the computational-consuming analysis and
design of complex geometries, which is time-consuming for designers. Instead
of implementing an additional energy-intensive recycling strategy to reduce
construction waste, a new ML-driven design workflow that directly reuses waste
materials with irregular geometries as design inputs can significantly reduce waste
production and potentially inaugurate new machine-oriented aesthetics.
This paper presents such new workflow, which takes advantage of RL for a
material-informed design method to achieve a comprehensive circular strategy.
The research in this paper discusses the potentials of RL in game engines for
the design, implementation, and construction of an architecture that contributes
to a comprehensive zero-waste design-build strategy and feasible construction
affordance are discussed. A plastic structural shell is used as a demonstrator
project to illustrate the potentials, problems, and methods involved. The paper
concludes with the potential, limitations, and further research directions of RL/ML
and the material-informed design strategy to address their application in creative
design and production, thus providing diverse design outputs that take into
consideration environmental concerns.

2. Methodology and Fabrication


2.1. OVERVIEW
The demonstrator project is an experiment on the design and assembly of a
structural shell composed of wasted broken plastic chips. A method developed
with multiple platforms, such as Rhinoceros, Grasshopper, Unity, and Reality
REINFORCEMENT LEARNING FOR ARCHITECTURAL 173
DESIGN-BUILD

Capture, was applied to set up the comprehensive workflow. It consisted of


inputs, a digital RL-based solution-searching program for assembling structural
shells and outputs of instructions for the construction of each fragment and for
the overall construction (Figure 1). In this paper, the digital workflow and
ML-Agents, a Unity plugin for training intelligent agents via RL (Juliani et al.,
2018), are presented in this project to showcase the power of RL in finding the shell
assembly with the best structural performance, and thus to showcase its potential
in promoting a material-informed circular strategy.

Figure 1. Diagram illustrating the program workflow.

2.2. SCAN WASTE


The first digital workflow process requires architects’ first input sets of waste
geometries, which are digitized with RealityCapture (RC) so they can be analyzed
in Rhinoceros and Grasshopper. Figure 2 shows the setup for photogrammetrically
scanning the target with the highest possible resolution to build a precise 3D model
resembling its physical counterpart. High-resolution scanning can ensure proper
geometrical analysis and digital assembly (Figure 3).

Figure 2. Setup for photogrammetry.


174 C.H. HUANG

Figure 3. RealityCapture screenshot showing the photo samples and the digital model of one
plastic fragment built via photogrammetry.

2.3. SORT THE INVENTORY


In the second step, each geometry is analyzed and sorted to enable sequential
assembly in the searching process as the Unity program can place only one
fragment at a time. Through Grasshopper, different data are extracted from each
fragment for their implementation in future processes (Figure 4). Specifically,
projection areas are used to define the maximum boundaries of the assembling
procedure. The surface areas, HU invariants, number of control points, and erosion
maps‘ areas are multiplied with different weights to sum them up into one number
for every fragment so as to sequence the inventory. The skeleton’s midpoint
and end points are exported to Unity so that ML-Agents can act according to the
respective geometries’ topologies. To sum up, such data mitigate the burden on
RL so that Unity does not need to encapsulate the computation-consuming sorting
strategy.

Figure 4. Diagram illustrating the types of data analyzed and their implementation in the
following processes.

2.4. DEFINE THE 2D / 3D BOUNDARY


A 2D perimeter or a 3D volume is defined as a boundary for constraining the
fragments‘ positions during the learning process. The boundary can be directly
inputted by the user as a closed polyline or a closed brep. In the first case,
unlimited height is allowed for the assembly within the regions. As for the 3D
bounding geometry, the program resembles the solution of bin-packing problems
with random geometries. The boundary is set to control the possibility of assembly
REINFORCEMENT LEARNING FOR ARCHITECTURAL 175
DESIGN-BUILD

within a reasonable range. If the boundary is notably larger than the sums of all
the fragments’ projection areas or volumes, the efficiency of RL will remarkably
diminish. Therefore, the boundary resembles the site perimeter and regulates the
overall forms, which helps control design and avoid unnecessary learning time.

2.5. MACHINE LEARNING SEARCHING


After the above-mentioned conditional setup, all the sorted fragments and
optimized boundaries are inputted into Unity for an assembly simulation test to
search for the best structural shell. The most important benefit of introducing
RL in ML-Agents is that the complex methodology of constructing a structural
shell with various criteria does not need to be exclusively developed by architects.
Rather, designers merely input priority criteria to direct ML-Agents. ML-Agents
summarizes the data collected from the previous steps and learns to build a
method that can construct a shell with different priorities defined by the users.
Eventually, the method can be saved as a neural network model (NN-model), a
model resembling a brain, to control the agents’ behavior (Arthur et al., 2018).
In the Unity scene, each episode loads the fragment in sequence from the
sorted inventory, finding a position to assemble the fragment onto the ground
or other fragments, and developing a way to construct a structural shell through
the observation of its environment (Figure 5). The game starts with the agent
(controlled by AI) moving and rotating the fragment to find the best position based
on its observation. The fragment is allowed to be assembled only if it fits all the
criteria for a joint resembling a real physical connection (Figure 6). After the
assembly, positive and negative rewards are assigned according to the evaluation
results of the structure, height, and other performances defined by the users. Then
the agent evaluates all the rewards and observation data to adjust the method for the
next actions. Six major types of data are observed to train ML-Agents to assemble
according to the performance of such priorities (Figure 7). These data are obtained
via the cross-platform synchronization of shell model and analysis. Among the six
types of observation data, the structural stability is evaluated via Karamba analysis
in Grasshopper. Rhinoceros and Grasshopper are connected to Unity through a
user datagram protocol (UDP) connection. The geometries are streamed from
Unity to Grasshopper for Karamba structural analysis. Karamba is a Grasshopper
plugin for finite element analysis that can provide real-time feedback. The analysis
result is then streamed back to Unity through UDP for rewards stating. Other
observation data, such as floor areas and thermal dynamics, are obtained using a
camera within the game and RGB distribution analysis.
176 C.H. HUANG

Figure 5. Diagram illustrating the processes, control, observation, and reward setup of the
game for ML-Agents to learn assembly.

Figure 6. Diagram showing the conditions of the connection of two fragments.

Figure 7. Diagram showing the maps and axonometric models of Unity observing the lighting
variety (top left), floor area (top middle), symmetry (top right), structural stability (bottom
left), thermal dynamic variety (bottom middle), and height (bottom right).

After the assembly simulation, the model of all the finished shells, their
six scores, and an NN-model are saved. One shell can be selected to proceed
based on the scores and the users’ choices. The multiple reward evaluations
and weights open up options for the users to curate their priorities according to
their programs’ needs (Figure 8). However, the nature of the evaluation may
bring about results different from the users’ expectations. The problem is caused
by the different non-linear training trajectories used to obtain better scores for
different evaluations. For instance, structural stability is much harder to achieve
than area coverage as the former requires more data observations, detections, and
REINFORCEMENT LEARNING FOR ARCHITECTURAL 177
DESIGN-BUILD

explorations. In the demonstrator project, a shell with the best structural stability
was selected to proceed to the construction phase.

Figure 8. Unity screenshot of a training session.

2.6. ASSISTED CONSTRUCTION


After a decision is made by the user and the machine, the workflow will
generate guidance on how to treat each fragment. This will aid the assembly
of each fragment and ensure control and precise sequence. First, the connection
points, drilling points, and their connection IDs indicating the fragments to be
jointed are projected and marked on the geometry to exclude the digital devices’
dependency (Figure 9). Plastic blind rivets were chosen as the joint because
they are efficient for assembly purposes, homogeneous to plastic fragments, and
lightweight (Figure 10 and 11). Despite the construction simplification, however,
unexpected difficulties may arise when the assembly sequence is changed due
to the need for temporary support. Thus, the whole procedure requires a fixed
sequence.

Figure 9. Rhinoceros screenshot of individual instructions for a sample fragment (left and
middle) and its position in the model (right).

Figure 10. Under construction: Projection and marking (left), drilling (middle), and connecting
(right).
178 C.H. HUANG

Figure 11. Under construction: assembling and labeling.

3. Discussion and Future Researches


The successful design-build experiments on the workflow and the workflow’s
geometrical analysis, structural analysis, RL searching, and assembly prove the
feasibility of further applying this process to other structural design practices.
Figure 12 presents the final model in the demonstrator project. The design of the
model subsequently prioritizes structural stability, floor area, and height among
the six given types of observation data. The model was efficiently assembled even
with only manual labor. However, several deficiencies occurred in the workflow
experiment presented herein due to resource and technological limitations. First,
the structure had around 2% deviations in width and length and an around 10%
deviation in height from the digital model. This was caused by the imprecision of
manual assembly, the unmatched material quality between the Karamba analysis
results and the plastic fragments, and the different gap widths between Unity and
the structural model. Second, not all the actions in the RL implementation can be
rationally explained due to the nature of trial-and-error solution searching. Thus,
RL can provide only solutions that seem intuitive, in which the reasons for some
actions cannot be given. For example, in the final model, the columns have various
types of composition, but the efficiency and stability of such columns cannot be
compared within the RL framework. Nevertheless, RL implementation offers
powerful insights and possibilities for architects that can be further optimized and
edited.

Figure 12. Result: The model’s front-perspective view.


REINFORCEMENT LEARNING FOR ARCHITECTURAL 179
DESIGN-BUILD

To further expand the realm of the circular design strategy with materials as
inputs, the future researches can expand the application of the workflow through
three major aspects: robotic fabrication to replace manual work, introduction of
the composition of mixed materials, and an online inventory to enable efficient
mass collaboration and fabrication.

3.1. ARTISANAL ASSEMBLY VIA ML AND ROBOT


By combining ML and robotic assembly, architects can adopt an individual
artisanal assembly approach. In the demonstrator project, the workflow outputs
instructions for complicated manual construction, but robotic arms have the
potential to handle such a complex assembly. Additionally, RL can enable robotic
behavior and can interact with the environment (Kober et al., 2013). As such, it
can be made part of the ML input so that during the design, the robotic movement
can become a design parameter. Specifically, after the digital assembly phase,
the program can train the robot to find an assembly strategy, proceed to physical
control, and perform a task similar to digital simulation. Robotic fabrication
for such an assembly can be beneficial and efficient due to robots’ capacity for
cooperation and possible involvement in the early design phase (Parascho et
al., 2018). Therefore, future experiments with robotic assembly in the digital
environment will ensure the profitability of the workflow and will contribute to
the industrialization of this procedure.

3.2. MIXES OF MATERIALS AND JOINTS


The mixed assembly of different materials is feasible by allowing the use of other
types of joints, which offers a wider variety of building types. The double-pin
joints in the demonstrator project can already be applied to a significant number of
materials, such as metal sheets and planks. To come up with a complex structure,
a mix of different joint types may be necessary to enable other structural systems.
Hence, future researches should investigate the method and reward systems in RL
to search for multi-joint solutions.

3.3. MATERIAL AND COMPUTATION E-CROWDSOURCING


The digital production of the design algorithm promotes a potential new mass
collaboration method through e-crowdsourcing. The potential new ways of
practice through e-crowdsourcing are significantly beneficial as “the ideas of
permanent variability, parametric mass customization, and digitally driven mass
collaboration that designers test drove during the age of the first digital turn
are now spreading in all areas of contemporary society, economy, and politics”
(Carpo, 2017, p. 75). The inventory of fragments for design inputs can ideally
be scanned, stored, shared, and delivered everywhere. As such, the users do not
need to scan all the objects found. Rather, they can order the wanted construction
materials from the web inventory and build a desired geometry from the selection.
This will eventually help the users build more comprehensive structures with
various textures and programs, which can help build a more comprehensive
inventory that considers all kinds of non-standard resources.
180 C.H. HUANG

4. Conclusion
When the difficulties of fitting geometry to design are dissolved by shifting the
design cycle and applying RL searching, significant opportunities are opened up
in a new realm of practice and design, especially the possible circular strategy.
The nature of the workflow reinforces designers’ responsibility to take into
account the complex material reality in the environment. ”Reform Standard”
demonstrates how architectural design can implement ML in a design−build cycle
and prioritize the material inputs. Despite the current limitation of computation
power and RL’s nature of unexplainable rationale, the workflow can effectively
and smartly assemble complex geometries whose massive data are beyond a
human designer’s capacity to understand. Various future research potentials are
unfolded by this workflow, which makes the sustainable design more industrially
applicable, intelligent, and efficient. ”Reform Standard” thus illustrates that RL
has the potential to give rise to a material-informed design method and to fully
sustainable building practices.

Acknowledgements
This research was based on a master thesis titled “Reform Standard” completed
in June 2020 at Studio Greg Lynn, Institute of Architecture at the University
of Applied Arts Vienna (die Angewandte), under the supervision of Prof. Greg
Lynn and with the assistance of Bence Pap, Kaiho Yu, Maja Ozvaldic, and Martin
Murero. Special thanks are extended to Lisa-Marie Androsch, Martin Lai, Wing
Yan Joyce Lee, Yi Jiang, Yu Zhao, and Zach Beale.

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