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integration notes
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@ -47,9 +47,51 @@ What the heck should be in there. Let's draft up an outline.
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- what does this have to do with minecraft
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** Integration
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*** Basic Idea
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-
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** Sampling
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- integration as mean value
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- convergence due to law of large numbers
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- independent of dimension
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- trivially parallelism
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- result normal distributed with σ due to central limit theorem
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- goal: speeding up convergence
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1. modify distribution
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2. integration variable
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3. subdivide integration volume
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- all those methods can be somewhat intertwined
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- focus on some simple methods
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*** Naive Integration
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- why mix in that distribution: we choose it uniform
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- integral is mean
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- variance is variance of function: stddev linear in Volume!
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- include result
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- rediculous sample size
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**** TODO compare to other numeric
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*** Change of Variables
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- drastic improvement by transf. to η
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- only works by chance (more or less)
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- pseudo rapidity eats up angular divergence
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- can be shown: same effect as propability density
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- implementation is different
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*** VEGAS
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- a simple ρ: step function on hypercubes, can be trivially generated
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- effectively subdividing the integration volume
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- optimal: same variance in every cube
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- easier to optimize: approximate optimal rho by step function
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- clarify: use rectangular grid and blank out unwated edges with θ
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function
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- nice feature: integrand does not have to be smooth :)
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- similar efficiency as the travo case
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- but a lot of room for parameter adjustment and tuning
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**** TODO research the drawbacks that led to VEGAS
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**** TODO nice visualization of vegas working
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**** TODO look at original vegas
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- in 70s/80s memory a constraint
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** Samplingu
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*** Method X
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**** Basic Ideas
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**** Implementation and Results
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