# Adaptive Interaction Graphs for Particle Simulation

arXiv: https://arxiv.org/abs/2609.30822 · HTML: https://mlsanity.com/paper/2609.30822/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 9 of its 10 references that are in the map.
- First posted on arXiv 25 Sep 2026.

## Builds on (most cited first, 9 of 9)

- [Learning to Simulate Complex Physics with Graph Networks](https://mlsanity.com/paper/2002.09405/) (2020)
- [Interaction Networks for Learning about Objects, Relations and Physics](https://mlsanity.com/paper/1612.00222/) (2016)
- [Understanding over-squashing and bottlenecks on graphs via curvature](https://mlsanity.com/paper/2111.14522/) (2021)
- [Neural Relational Inference for Interacting Systems](https://mlsanity.com/paper/1802.04687/) (2018)
- [GNS: A generalizable Graph Neural Network-based simulator for particulate and fluid modeling](https://mlsanity.com/paper/2211.10228/) (2022)
- [Neural SPH: Improved Neural Modeling of Lagrangian Fluid Dynamics](https://mlsanity.com/paper/2402.06275/) (2024)
- [A Neural Material Point Method for Particle-based Emulation](https://mlsanity.com/paper/2408.15753/) (2024)
- [FluidFormer: Transformer with Continuous Convolution for Particle-based Fluid Simulation](https://mlsanity.com/paper/2508.01537/) (2025)
- [Adaptive Graph Rewiring to Mitigate Over-Squashing in Mesh-Based GNNs for Fluid Dynamics Simulations](https://mlsanity.com/paper/2511.12709/) (2025)

## Abstract (arXiv)

Learned particle simulators based on graph neural networks achieve strong one-step accuracy, but errors compound over long horizons. An underexplored variable is the interaction graph: existing methods fix its topology via k-nearest neighbors or a static radius rule, regardless of local model confidence. We propose making this graph adaptive: a per-particle variance head, trained jointly with the acceleration head under a heteroscedastic Gaussian NLL loss, drives a trajectory in which high-uncertainty particles receive an expanded neighborhood. This is done at little extra inference cost by using the previous step's uncertainty estimate. A key discovery is that the variance head learns a meaningful notion of uncertainty: high-variance particles concentrate near complex regions, such as splash zones or free surfaces. When this signal drives graph topology, the resulting AdaptGNS simulator achieves a strict Pareto improvement on WaterDrop and a modest gain on Sand. Given the model's stronger performance on WaterDrop, we hypothesize that adaptive graphs are most useful when complexity is concentrated in space. Our code can be found at https://github.com/aidenzhou8/AdaptGNS.
