A solver that is both differentiable and adaptive — enabling gradient-based inference of the fuzzy-dark-matter boson mass m directly from resolved solitonic cores. It unifies our two codes: JAXiON's differentiability and GAMER's AMR resolution, in one engine.
PROPOSED · not yet started. This is a forward-looking research plan, not active work. It is held until the current GAMER / JAXiON / GADGET-4 pipelines finish. Nothing on this page has been executed. Each phase below carries an explicit go/no-go gate; the program advances only if Phase 0 passes.
A solver that is both differentiable and adaptive — so the boson mass can be inferred, with gradients, directly from cores we can finally resolve.
| Exists | Gap (this work) |
|---|---|
| Differentiable AMR in JAX — JANC / JAX-AMR (2025), reacting CFD | not for Schrödinger–Poisson |
| Differentiable cosmology — DISCO-DJ, pmwd, FlowPM, jFoF | none do FDM / wave dark matter |
| Adaptive-wavelet Schrödinger solvers | not differentiable, not FDM / cosmology |
| GAMER ELBDM AMR | not differentiable |
The forward model is the Schrödinger–Poisson (Gross–Pitaevskii) system for the FDM wavefunction $\psi$:
$i\hbar\,\partial_t \psi = -\dfrac{\hbar^2}{2m}\nabla^2\psi + m\,\Phi\,\psi, \qquad \nabla^2 \Phi = 4\pi G\,\big(|\psi|^2 - \bar\rho\big).$
Core building blocks — all individually de-risked in the literature:
JANC-style. The most direct route: port the proven CFD pattern to Schrödinger–Poisson.
primary path$\psi$ in a wavelet basis; smooth coefficient thresholding gives differentiable refinement; multiresolution is intrinsic.
evaluated · Phase 1.5Refinement policy learned through the differentiable solver. Deferred until A or B works.
deferredFixed high-resolution sub-boxes. The de-risking stepping-stone.
stepping-stone · Phase 0/1On "AI-time." AI-time is agent execution time if the science cooperates; research risk is separate and is exactly what each gate tests. All phases run isolated on idle compute. This is not the 3–6 months a human team would need — it is also not a promise the physics works. Each phase has a concrete go/no-go; we do not advance on hope.
Compute. Phases 0–1: idle CPU or a single GPU (cheap). Phase 2: 1–8 GPUs for the cosmological adjoint runs. Far below the GAMER campaign's footprint.
Total ≈ weeks of agent execution (AI-time, execution-if-it-works), gated phase-by-phase by go/no-go — not the "3–6 months" a human team would need.