14.3 Simulation Techniques and the Monte Carlo Method simulation technique A simulation technique uses a probability experiment to mimic a real-life situation.

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14.3 Simulation Techniques and the Monte Carlo Method simulation technique A simulation technique uses a probability experiment to mimic a real-life situation. Monte Carlo method The Monte Carlo method is a simulation technique using random numbers. Bluman, Chapter 14 1

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A Brief History 1930’s: Enrico Fermi uses Monte Carlo in the calculation of neutron diffusion. 1940’s: Stan Ulam while playing solitaire tries to calculate the likelihood of winning based on the initial layout of the cards. After exhaustive combinatorial calculations, he decided to go for a more practical approach of trying out many different layouts and observing the number of successful games. He realized that computers could be used to solve such problems. Bluman, Chapter 143

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More information and the resource Bluman, Chapter 145 Monte Carlo Methods are now used to solve problems in numerous fields including applied statistics, engineering, finance and business, design and visuals, computing, telecommunications, and the physical sciences.

Bluman, Chapter 146

The Monte Carlo Method 1. List all possible outcomes of the experiment. 2. Determine the probability of each outcome. 3. Set up a correspondence between the outcomes of the experiment and the random numbers. 4. Select random numbers from a table and conduct the experiment. 5. Repeat the experiment and tally the outcomes. 6. Compute any statistics and state the conclusions. Bluman, Chapter 14 7

Chapter 14 Sampling and Simulation Section 14-3 Example 14-4 Page #739 Bluman, Chapter 14 8

Example 14-4: Gender of Children Using random numbers, simulate the gender of children born. There are only two possibilities, female and male. Since the probability of each outcome is 0.5, the odd digits can be used to represent male births and the even digits to represent female births. Bluman, Chapter 14 9

Chapter 14 Sampling and Simulation Section 14-3 Example 14-5 Page #739 Bluman, Chapter 14 10

Example 14-5: Tennis Game Outcomes Using random numbers, simulate the outcomes of a tennis game between Bill and Mike, with the additional condition that Bill is twice as good as Mike. Since Bill is twice as good as Mike, he will win approximately two games for every one Mike wins; hence, the probability that Bill wins will be 2/3, and the probability that Mike wins will be 1/3. The random digits 1 through 6 can be used to represent a game Bill wins; the random digits 7, 8, and 9 can be used to represent Mike’s wins. The digit 0 is disregarded. Bluman, Chapter 14 11

Chapter 14 Sampling and Simulation Section 14-3 Example 14-6 Page #739 Bluman, Chapter 14 12

Example 14-6: Rolling a Die A die is rolled until a 6 appears. Using simulation, find the average number of rolls needed. Try the experiment 20 times. Step 1: List all possible outcomes: 1, 2, 3, 4, 5, 6. Step 2: Assign the probabilities. Each outcome has a probability of 1/6. Step 3: Set up a correspondence between the random numbers and the outcome. Use random numbers 1 through 6. Omit the numbers 7, 8, 9, and 0. Bluman, Chapter 14 13

Example 14-6: Rolling a Die Step 4: Select a block of random numbers, and count each digit 1 through 6 until the first 6 is obtained. For example, the block means that it takes 4 rolls to get a 6. Step 5: Repeat the experiment 19 more times and tally the data. Bluman, Chapter 14 14

Example 14-6: Rolling a Die Bluman, Chapter First 10 trials.

Example 14-6: Rolling a Die Bluman, Chapter Second 10 trials.

Example 14-6: Rolling a Die Step 6: Compute the results and draw a conclusion. In this case, you must find the average. Hence, the average is about 5 rolls. Note: The theoretical average obtained from the expected value formula is 6. If this experiment is done many times, say 1000 times, the results should be closer to the theoretical results. Bluman, Chapter 14 17

Chapter 14 Sampling and Simulation Section 14-3 Example 14-7 Page #740 Bluman, Chapter 14 18

Example 14-7: Selecting a Key A person selects a key at random from four keys to open a lock. Only one key fits. If the first key does not fit, she tries other keys until one fits. Find the average of the number of keys a person will have to try to open the lock. Try the experiment 25 times. Assume that each key is numbered from 1 through 4 and that key 2 fits the lock. Naturally, the person doesn’t know this, so she selects the keys at random. For the simulation, select a sequence of random digits, using only 1 through 4, until the digit 2 is reached. The trials are shown here. Bluman, Chapter 14 19

Example 14-7: Selecting a Key Bluman, Chapter 14 20

Chapter 14 Sampling and Simulation Section 14-3 Example 14-8 Page #741 Bluman, Chapter 14 21

Example 14-8: Selecting a Bill A box contains five $1 bills, three $5 bills, and two $10 bills. A person selects a bill at random. What is the expected value of the bill? Perform the experiment 25 times. Step 1: List all possible outcomes: $1, $5, and $10. Step 2: Assign the probabilities to each outcome: Step 3: Set up a correspondence between the random numbers and the outcomes. Use random numbers 1 through 5 to represent a $1 bill being selected, 6 through 8 to represent a $5 bill being selected, and 9 and 0 to represent a $10 bill being selected. Bluman, Chapter 14 22

Example 14-8: Selecting a Bill Steps 4&5: Select 25 random numbers and tally the results. Step 6: Compute the average. Hence, the average (expected value) is $4.64. Bluman, Chapter 14 23