ne.gif (2791 bytes)     NE582 Monte Carlo

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Lesson 1  Introduction to Monte Carlo

Required reading: pp. 296-298 of text

Go over syllabus

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Background and course overview

Monte Carlo methods are a branch of mathematics that involves the stochastic solution of equations.  In a sense, it is (and certainly feels like, when you do it) an experimental approach to solving a problem.

When the analyst is trying to use a Monte Carlo approach to estimate a physically measurable variable, the approach breaks itself down into two steps: 

  1. Devise a numerical experiment whose expected value would correspond to the desired measurable value, readin1.gif (865 bytes).
  2. Run the problem to determine an estimate to this variable.  We call the estimate readin2.gif (870 bytes).
The first step can either be very simple or very complicated, based on the actual physics of the situation.  If the physical situation is itself stochastic, the experimental design step is  very simple:  Let the mathematical simulation mirror the physical situation.  This is called an analog simulation, since the calculation is a perfect analog to the physical situation. 

Lucky for us, the physical situation we are looking at -- the transport of neutral particles -- is a stochastic situation.  All we HAVE to do to get a guess at a measurable effect from a transport situation is to simulate EXACTLY the stochastic "decisions" that nature makes in particle transport: the probabilities involved in particle birth, particle travel through material media, particle death, and particle contribution to the desired measurable value (also known as the "effect of interest").

For processes that are NOT inherently stochastic, the experimental design is more complex and generally requires that the analyst: 

  1. Derive an equation (e.g., heat transfer equation, Boltzmann transport equation) from whose solution an estimate of the effect of interest can be inferred.
  2. Develop a Monte Carlo method to solve the equation.
In this course we will do BOTH approaches.  We will spend the first 1/3 of the course developing the mathematical tools that we will need, then roughly 1/4 on the analog approach and 1/4 on the Boltzmann-based approach.  The final few classes will particularly look at the variance reduction methods available in the MCNP computer program and will finish with an analysis project that will serve as the final (take-home) exam.

Example: Finding wpe2.gif (868 bytes)

Our first example will be a numerical estimation of wpe3.gif (868 bytes), based on use of a "dart board" approach.  We know that the ratio of the area of circle to the area of the square that (just barely) encloses it

wpe2.gif (2176 bytes)

is going to be:

wpe4.gif (1194 bytes)

Knowing this, we can easily design an experiment that will deliver an expected value of pi.gif (868 bytes).   Let's set the origen at the center of the circle and the radius at 1; this gives us an circle area of exactly pi.gif (868 bytes).  The experiment will then be:

    Choose a point at random inside the square by:
      Choosing a random number between -1 and 1 for the x coordinate, and

      Choosing a random number between -1 and 1 for the y coordinate.

    Score the result of a the trial:  Consider a "hit" (score = 4) to be the situation when the chosen point is inside the circle, i.e., wpe12.gif (1049 bytes), a "miss" scoring 0.

Note: This may seem a little strange to you, to have an experiment with an "expected value" of pi.gif (868 bytes), when the only possible real results are 0 and 4.  We academics love this sort of thing (i.e., expecting the impossible).  By the way, why is the score for a "hit" 4 instead of 1?  Well, it is a little like the three blind men and the elephant.  A single trial of the area of something inside a square of area 4 can only result in one of two results:  Either the inside object isn't there (area=0) or it fills the box (area=4).  These "scores" are nothing more than very crude estimates of the circle's area.


    3.  Run the experiment a large number (N) of times, with the final estimate of the circle's area being an average of the results:

wpe14.gif (1152 bytes),

            where wpe15.gif (875 bytes) is the score for trial i. 
 




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