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Simulation and Modelling



                      Notes         pseudo-random numbers, Monte Carlo methods are most suited to calculation by a computer.
                                    Monte Carlo methods tend to be used when it is unfeasible or impossible to compute an exact
                                    result with a deterministic algorithm.
                                    Monte Carlo simulation methods are especially useful in studying systems with a large number
                                    of coupled degrees of freedom, such as fluids, disordered materials, strongly coupled solids, and
                                    cellular structures. More broadly, Monte Carlo methods are useful for  phenomena with significant
                                    uncertainty in inputs, such as the calculation of risk in business. These methods are also widely
                                    used  in mathematics:  a classic  use is for the  evaluation of  definite integrals,  particularly
                                    multidimensional integrals  with complicated  boundary conditions. It is a widely  successful
                                    method in risk analysis  when compared  to alternative  methods or human intuition. When
                                    Monte Carlo simulations have  been applied in space exploration and  oil exploration, actual
                                    observations of failures, cost overruns and schedule overruns are routinely better predicted by
                                    the simulations than by human intuition or alternative “soft” methods.

                                    The term Monte Carlo method was coined in the 1940s by physicists working on nuclear weapon
                                    projects in the Los Alamos National.

                                    Overview

                                    The Monte Carlo method can be illustrated as a game of battleship. First a player makes some
                                    random shots. Next the player applies algorithms (i.e. a battleship is four dots in the vertical or
                                    horizontal direction). Finally based on the outcome of the random sampling and the algorithm
                                    the player can determine the likely locations of the other player’s ships.
                                    There is no single Monte Carlo method; instead, the term describes a large and widely-used
                                    class of approaches. However, these approaches tend to follow a particular pattern:

                                    1.   Define a domain of possible inputs.
                                    2.   Generate inputs randomly from the domain.
                                    3.   Perform a deterministic computation using the inputs.
                                    4.   Aggregate the results of the individual computations into the final result.


                                          Example: The value of  can be approximated using a Monte Carlo method:
                                    1.   Draw a square on the ground, then inscribe a circle within it. From plane geometry, the
                                         ratio of the area of an inscribed circle to that of the surrounding square is /4.
                                    2.   Uniformly scatter some  objects of  uniform size  throughout the square.  For  example,
                                         grains of rice or sand.
                                    3.   Since the two areas are in the ratio /4, the objects should fall in the areas in approximately
                                         the same ratio. Thus, counting the number of objects in the circle and dividing by the total
                                         number of objects in the square  will yield  an approximation  for  /4. Multiplying  the
                                         result by 4 will then yield an approximation for  itself.

                                    Notice how the approximation follows the general pattern of Monte Carlo algorithms. First, we
                                    define a domain of inputs: in this case, it’s the square which circumscribes our circle. Next, we
                                    generate  inputs randomly  (scatter  individual  grains  within  the  square),  then  perform  a
                                    computation on each input (test whether it falls within the circle). At the end, we aggregate the
                                    results into our final result, the approximation  of . Note, also, two other common properties
                                    of Monte Carlo methods: the computation’s reliance on good random numbers, and its slow
                                    convergence to a better approximation as more data points are sampled. If grains are purposefully
                                    dropped into only, for example, the center of the circle, they will not be uniformly distributed,




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