mirror of
https://github.com/vale981/bachelor_thesis
synced 2025-03-04 17:11:39 -05:00
saaaampling notes
This commit is contained in:
parent
cd88ff0848
commit
f472209ff4
1 changed files with 63 additions and 5 deletions
|
@ -45,6 +45,9 @@ What the heck should be in there. Let's draft up an outline.
|
|||
- look at it -> random points are the most "symmetric" choice
|
||||
- statistics to the rescue
|
||||
- what does this have to do with minecraft
|
||||
- theory deals with truly random (uncorrelated) so that statistics
|
||||
apply, prng's cater to that: deterministic, efficient (we don't do
|
||||
crypto)
|
||||
|
||||
** Integration
|
||||
- integration as mean value
|
||||
|
@ -91,12 +94,67 @@ What the heck should be in there. Let's draft up an outline.
|
|||
**** TODO look at original vegas
|
||||
- in 70s/80s memory a constraint
|
||||
|
||||
** Samplingu
|
||||
*** Method X
|
||||
**** Basic Ideas
|
||||
**** Implementation and Results
|
||||
** Sampling
|
||||
- why: generate events
|
||||
- same as exp. measurements
|
||||
- (includes statistical effects)
|
||||
- events can be "dressed" with more effects
|
||||
- usual case: we have access to uniformly distributed random values
|
||||
- task: convert this sample into a sample of another distribution
|
||||
- short: solve equation
|
||||
|
||||
*** Hit or Miss
|
||||
- we don't always know f, may have complicated (inexplicit) form
|
||||
- solve "by proxy": generate sample of g and accept with propability f/g
|
||||
- the closer g to f, the better the efficiency
|
||||
- simplest choice: flat upper bound
|
||||
- show results etc
|
||||
- one can optimize upper bound with VEGAS
|
||||
|
||||
*** Change of Variables
|
||||
- reduction of variance similar to integration
|
||||
- simplify or reduce variance
|
||||
- one removes the step of generating g-samples
|
||||
- show results etc
|
||||
- hard to automate, but intuition and 'general rules' may serve well
|
||||
- see later case with PDFs -> choose eta right away
|
||||
|
||||
*** Hit or Miss VEGAS
|
||||
- use scaled vegas distribution as g and to hit or miss
|
||||
- samples for g are trivial to generate
|
||||
- vegas again approximates optimal distribution
|
||||
- results etc
|
||||
- advantage: no function specific input
|
||||
- problem: isolated parts of the distribution can drag down
|
||||
efficiency
|
||||
- where the hypercube approx does not work well
|
||||
- especially at discontinuities
|
||||
|
||||
**** TODO add pic that i've sent Frank
|
||||
|
||||
*** Stratified Sampling
|
||||
- avoid global effects: subdivide integration interval and sample
|
||||
independently
|
||||
- first generate coarse samples and distribute them in the respective grid points
|
||||
- optimizing: make cubes with low efficiency small! -> VEGAS
|
||||
- this approach was used for the self-made event generator and
|
||||
improved the efficiency greatly (< 1% to 30%)
|
||||
- disadvantage: accuracies of upper bounds and grid weights has to be
|
||||
good
|
||||
- will come back to this
|
||||
|
||||
*** Observables
|
||||
- particle identities and kinematics determine final state
|
||||
- other observables can be calculated on a per-event base
|
||||
- as can be shown, this results in the correct distributions
|
||||
without knowledge of the Jacobian
|
||||
|
||||
** Outlook
|
||||
*** Multichannel
|
||||
- of course more methods
|
||||
- Sherpa exploits form propagators etc
|
||||
- multichannel uses multiple distributions for importance sampling
|
||||
and can be optimized "live"
|
||||
- https://www.sciencedirect.com/science/article/pii/0010465594900434
|
||||
*** TODO Other modern Stuff
|
||||
|
||||
* Toy Event Generator
|
||||
|
|
Loading…
Add table
Reference in a new issue