<div dir="ltr"><br><br><div class="gmail_quote"><div dir="ltr">On Thu, Jul 19, 2018 at 9:44 PM Weston, Brian Thomas <<a href="mailto:weston8@llnl.gov">weston8@llnl.gov</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Hi Mark,<br>
<br>
I’m using the default settings with GAMG for 2D problems and it’s performing much worse than BoomerAMG for my problem. I was told, however, that GAMG’s defaults were optimized for 3D problems, so I was wondering if you knew of better settings for 2D or which knobs might be most significant to play with? Is pc mg levels the way to control the number of aggressive coarsening levels? I tried using unsmoothed aggregation, but it was only marginally better than the default. <br></blockquote><div><br></div><div>Are you looking at iteration count or solve time?</div><div><br></div><div>This is a 5-point stencil. You want to square the graph: '-pc_gamg_square_graph 20' (20 is the number of levels to square the graph, which is infinity really).</div><div><br></div><div>You can use:</div><div><br></div><div><div>-mg_levels_ksp_type richardson </div><div>-mg_levels_pc_type sor</div></div><div><br></div><div>and one processor this is a prefect smoother, just for debugging.</div><div><br></div><div>And you can run with -info and grep on GAMG and send me the result (about 20 lines). This should give me an idea of what is wrong if these ideas don't work.</div><div><br></div><div>Mark</div><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
The discretization is a essentially a 2nd-order cell-centered finite-volume scheme and I’m primarily solving a pressure-velocity Schur complement system. <br>
<br>
best,<br>
Brian</blockquote></div></div>