bachelor_thesis/talk/vortrag.org

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What the heck should be in there. Let's draft up an outline.
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* Intro
** Importance of MC Methods :SHORT:
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- important tool in particle physics
- not just numerical
- somewhat romenatic: distilling information with entropy
- validation of new theories
- some predictions are often more subtle than just the existense of
new particles
- backgrounds have to be substracted
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** Diphoton Process
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- feynman diags and reaction formula
- higgs decay channel
- dihiggs decay
- pure QED
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* Calculation of the XS :TOO_LONG:
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** Approach
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- formalism well separated from underlying theory
- but can fool intuition (spin arguments)
- in the course of semester: learned more about the theory :)
- translating feynman diagrams to abstract matrix elements straight
forward
- first try: casimir's trick
- error in calculation + one identity unknown
- second try: evaluating the matrices directly
- discovered a lot of tricks
- error prone
- back to studying the formalism: completeness relation for real
photons
- a matter of algebraic gymnastics
- boils down to some trace and dirac matrix gymnastics
- mixing terms cancel out, not zero in themselves
- resulting expression for ME essentially t/u channel propagator
(1/(t*u)) and spin correlation 1 + cos(x)^2
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- only angular dependencies, no kinematics, "nice" factors
- symmetric in θ
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** Result + Sherpa
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- apply the golden rule for 2->2 processes
- show plots and total xs
- shape verified later -> we need sampling techniques first
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* Monte Carlo Methods
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- one simple idea, can be exploited and refined
- how to extract information from a totally unknown function
- look at it -> random points are the most "symmetric" choice
- statistics to the rescue
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- what does this have to do with minecraft
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** Integration
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- integration as mean value
- convergence due to law of large numbers
- independent of dimension
- trivially parallelism
- result normal distributed with σ due to central limit theorem
- goal: speeding up convergence
1. modify distribution
2. integration variable
3. subdivide integration volume
- all those methods can be somewhat intertwined
- focus on some simple methods
*** Naive Integration
- why mix in that distribution: we choose it uniform
- integral is mean
- variance is variance of function: stddev linear in Volume!
- include result
- rediculous sample size
**** TODO compare to other numeric
*** Change of Variables
- drastic improvement by transf. to η
- only works by chance (more or less)
- pseudo rapidity eats up angular divergence
- can be shown: same effect as propability density
- implementation is different
*** VEGAS
- a simple ρ: step function on hypercubes, can be trivially generated
- effectively subdividing the integration volume
- optimal: same variance in every cube
- easier to optimize: approximate optimal rho by step function
- clarify: use rectangular grid and blank out unwated edges with θ
function
- nice feature: integrand does not have to be smooth :)
- similar efficiency as the travo case
- but a lot of room for parameter adjustment and tuning
**** TODO research the drawbacks that led to VEGAS
**** TODO nice visualization of vegas working
**** TODO look at original vegas
- in 70s/80s memory a constraint
** Samplingu
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*** Method X
**** Basic Ideas
**** Implementation and Results
** Outlook
*** Multichannel
*** TODO Other modern Stuff
* Toy Event Generator
** Basics :SHORT:
** Implementation
** Results
* Pheno Stuff
** Shortcomings of the Toy Generator
** Short review of HO Effects
** Presentation and Discussion of selected Histograms
* Wrap-Up
** Summary
** Lessons Learned (if any)
** Outlook