saaaampling notes

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hiro98 2020-06-19 16:55:49 +02:00
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@ -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