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Monte Carlo methods
were first developed by mathematicians to describe the probabilities of
successfully defeating the odds on roulette wheels (with Monte Carlo being
the name of the world-renowned gambling center in the principality of
Monaco). The first scientific application was in 1899 when Lord Rayleigh
(Fig. 1) showed that a one-dimensional
random walk without absorbing barriers could
provide an approximate solution to a parabolic differential equation.
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Today it is used extensively by
physicists and biologists to describe behavior in large numbers of
interactions, such as diffusion and Brownian motion.
In the 1930’s,
Andrey Kolmogorov (Fig. 2) showed the relationship between Monte Carlo methods and
Markov stochastic processes. He also would incorporate Monte Carlo
techniques in solving extremely difficult integration problems in calculus.
A Monte Carlo simulation works by taking
random samples for a situation. You need a good
random number
generator to run a successful Monte Carlo simulation, or you will get
unsatisfactory results. To get us started thinking about Monte Carlo
simulations, consider the following demo. |
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Figure 1: Lord Rayleigh |
Figure
2:
Andrey Kolmogorov |
Demo "Calculating Pi"
The first Monte Carlo simulation calculates a value for pi, one of our
favorite dimensionless quantities. Pi has been calculated out to an
absurd number of digits, so it is extremely well-know. That makes it a
perfect quantity to calculate to test Monte Carlo methods. This
program (Fig. 3) uses a ¼ circle
inscribed in a square to generate a ratio of the area inside the circle to
the area of the square to calculate a value for pi.
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Figure
3: NetLogo simulation for Calculating Pi |
In the pi simulation, the turtle moves
on a random walk across the NetLogo world space. Each time it stops inside
the quarter-circle, it adds that area to all the other areas inside the
circle it has landed on. It also counts the total areas it has landed on
anywhere inside the square, then compares the areas inside the circle to all
the areas to calculate pi.
Activity: Finding Pi
The computer simulation uses a
quarter-circle inscribed in a square to calculate pi. You can use a full
circle, and you don’t even need a computer to run your own Monte Carlo
calculation for pi. Try it out for yourself!
Purpose:
Use Monte Carlo methods to calculate pi.
Equipment:
Procedure:
1. Draw a circle on the graph paper using the compass.
2. Draw a square enclosing your circle so the circle is now inscribed in the
square.
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Figure
4: Find Pi |
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3. Practice dropping the marble on the floor and catching it on the first
bounce.
4. Place the carbon paper on the floor, carbon side up.
5. Place the graph paper on the carbon paper with your circle drawing facing
down so you cannot see your circle inscribed in the square. Tape to floor.
6. Drop the marble onto the paper ten times. Try to scatter your drops
evenly
over the entire paper. (BE SURE you or your partner catches the marble
BEFORE it bounces for best results. The marble should hit the paper only
once per drop.)
7. Switch with your partner for ten drops.
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8. Repeat until you have finished 100 total marble drops onto the paper.
Data Analysis:
The marble will leave a small black mark where it landed on the paper. These
marks provide our data.
1. Pick up your paper and write down the number of marks inside the circle.
2. Write down the total number of marks inside the square.
3. Ignore drops that landed outside the square.
4. The area of a circle is A = π r2. The area of a square is
A = (2r)2, since the height of
the square is 2r . The ratio of the area of the circle to the area of the
square is π /4. Calculate your value for pi.
Conclusions and Error Analysis:
1. Compare your results for pi to the known value. What is the percent error
for your result?
2. If the whole class does this activity, combine class results and
calculate the percent error for the class average.
3. Explain why you can ignore drops that landed outside the square.
4. Cite two specific sources of error.
5. Make two suggestions how you could modify the activity to get a more
accurate value for pi, and explain why these modifications would give better
results.
Demo "Numeric
Integration"
The second Monte Carlo simulation finds the definite integral from zero to
one for four different functions. In regular language this means simply that
the simulation finds the area under a curve.
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Figure
5: Numerical Intergation |
Activity: Finding area under a
line
Simple geometry can be used to find the
area under a line, but a Monte Carlo approach works as well. Give this one a
try!
Purpose:
Use Monte Carlo methods to area under a
line.
Equipment:
·
Graph
paper
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Carbon
paper
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Ruler
for drawing a line
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Marble
or steel ball bearing
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Hard
flooring surface
Procedure:
1. Draw a line on the graph paper using
the rule.
2. Draw a square enclosing your line so
the line falls within the square.
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Figure
6: Numeric Integration |
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3. Practice dropping the marble on the
floor and catching it on the first bounce.
4. Place the carbon paper on the floor,
carbon side up.
5. Place the graph paper on the carbon
paper with your circle drawing facing down so you cannot see your line
inscribed in the square. Tape to floor.
6. Drop the marble onto the paper twenty
times. Try to scatter your drops evenly over the entire paper. (BE SURE you
or your partner catches the marble BEFORE it bounces for best results. The
marble should hit the paper only once per drop.)
7. Switch with your partner for twenty
drops.
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8. Repeat until you have finished 200
total marble drops onto the paper.
Data Analysis:
The marble will leave a small black mark
where it landed on the paper. These marks provide our data.
1. Pick up your paper and write down the
number of marks under the line.
2. Write down the total number of marks
inside the square. Ignore drops that landed outside the square.
3. The area under the line can be
calculated by adding the area of rectangle A and triangle B (as shown). The
ratio of the area under the line to the area of the square should give you
the percentage of the square that’s found under the line. In other words,
the area under the line
falls within the square.
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Figure
7: Numeric Integration |
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Conclusions and Error
Analysis:
1. Compare your results to the known
value. What is the percent error for your result?
2. If the whole class does this activity,
combine class results and calculate the percent error for the class average.
3. Cite two specific sources of error.
4. Make two suggestions how you could
modify the activity to get a more accurate value for the area under the
line, and explain why these modifications would give better results.
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5. Calculus can also be used to calculate
areas under lines (and curves and all kinds of interesting figures); read
how calculus can do this and summarize the technique.
Monte Carlo
methods – and there are a number of variations on the basic form – are one
of the most important tools is statistical applications of mathematics to
problems in physics, chemistry, and biology. You will see this approach
throughout the rest of the tutorials, and its power cannot be
underestimated. If you want to study randomness in biology, you’ve got to
understand Monte Carlo methods.
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