12.07.2015 Views

Monte Carlo Particle Transport Methods: Neutron and Photon - gnssn

Monte Carlo Particle Transport Methods: Neutron and Photon - gnssn

Monte Carlo Particle Transport Methods: Neutron and Photon - gnssn

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

158 <strong>Monte</strong> <strong>Carlo</strong> <strong>Particle</strong> <strong>Transport</strong> <strong>Methods</strong>: <strong>Neutron</strong> <strong>and</strong> <strong>Photon</strong> Calculationsvations is performed in the greatest possible generality in order to enable the reader to usethe results for newly invented schemes of his own. The very nature of the derivations isquite simple; nevertheless, the great number of functions <strong>and</strong> quantities appearing due tothe general treatment makes the resulting formulas sometimes complicated. In case one isinterested in well-defined specific cases, it is recommended that the formulas be rephrasedafter having specified all the quantities (contribution functions, weights, <strong>and</strong> probabilities)characteristic of the special cases. By doing so, for simple specific cases, the momentequations become equally simple.II. MOMENT EQUATIONS IN NONMULTIPLYIN(i GAMESEquations describing various moments of the score in a nonmultiplying game were firstderived by Amster <strong>and</strong> Djomehri 1for analog simulations where the contributions to the finalscore may originate from scattering <strong>and</strong> absorption events. The theory has been generalizedto track-length estimators by Booth <strong>and</strong> Amster 3 <strong>and</strong> to nonanalog games by Lux. 28 In thefollowing sections, a general derivation is presented which results in equations that accountfor the expectation of an almost arbitrary function of the score in a nonanalog nonmultiplyingsimulation.* Here, <strong>and</strong> in the following Sections, it will be assumed that the nonanaloggame at h<strong>and</strong> is feasible, i.e., that the total weight of the particle in the system tends tozero if the number of collisions increases. In Chapter 5.V, conditions are derived underwhich a nonanalog game which is unbiased with respect to a feasible analog game (i.e.,which results in the same expected score as the analog game) is also feasible.A. SCORE PROBABILITY EQUATIONSFirst, we derive the equation that describes the score probability IT(P,W,S) defined inEquation (5.29). Let us introduce truncated score probabilities by the following definition:let ir K(P,W,s)ds be the probability that a history that starts at P with a weight W <strong>and</strong> consistsof exactly k collisions will yield a total score in ds about s. With this definition, the scoreprobability in Equation (5.29) readsTT(P,W,S) = V Tr k(P,W,s) (5.42)k~ IThe probability density of a score s from a history of exactly one collision satisfies therelationTT,(P,W,S) = JdP'f(P,P')p(P,P',W',s) * p A(P',W a ,s)c A(P') (5.43)where the asterisk denotes convolution with respect to s, i.e.,a(s) * b(s) = J ds'a(s - s')b(s')Note that in nonmultiplying gamesc a(P') - 1 -- JdP''C(P',P'') - 1 - c s(P') = I - c(P')The meaning of Equation (5.43) is obvious: it is the probability that the shortest possible* Further generalizations of the moment equations by Booth, 4 Booth <strong>and</strong> Cashwell, 5 Sarkar <strong>and</strong> Prashad, 41 <strong>and</strong>others, will be discussed in subsequent chapters.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!