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单词 ENOMM0446
释义
rank 437
2
2
second problem, however, in that in a truly random
sequence, numbers do indeed appear more than once,
which is avoided here.) Many computers today use this
method with the choice m= 231.
Computer-generated pseudo-random numbers are
used in
STATISTICS
to help facilitate unbiased sampling
of a
POPULATION
.
See also
SAMPLE
.
random variable See
DISTRIBUTION
.
random walk In the theory of statistical mechanics,
a random walk is the path traced out by a particle per-
forming a sequence of unit steps in which the direction
of each step is chosen randomly. For example, gas
molecules randomly jolting back and forth in space are
effectively performing three-dimensional random
walks. (Their resultant motion is called Brownian
motion, which can be used to explain diffusion.)
A child standing on a sidewalk can perform a one-
dimensional random walk by taking steps backward
and forward according to the results of tossing a coin
(say, “heads” means step forward one pace, “tails” step
backward one pace). Another child standing in an infi-
nite grid of squares performs a two-dimensional ran-
dom walk by stepping one place north, south, east, or
west according to the rolls of a four-sided die (or of an
ordinary die if rolls of 5 and 6 are ignored).
Gamblers betting $1 at a time at a casino are effec-
tively performing random walks—the contents of their
wallets increase and decrease in a random fashion, one
unit at a time.
We can ask, what are the chances that a gambler
will eventually lose all of his or her money? (Or equiva-
lently, what is the probability that a particle performing
a one-dimensional random walk will eventually move
one place behind “start”?)
This probability can be computed as follows. Sup-
pose the gambler has Ndollars in hand and, at each
round of play, has a 50 percent chance of going up $1
and a 50 percent chance of losing $1. Let pbe the
probability that the gambler will eventually only have
N– 1 dollars in hand.
There are two ways for a gambler to lose this dol-
lar, either right away, or to win $1 and then eventually
lose $2 later on. This shows:
To lose $2, a gambler must first lose $1 and then
another. Thus:
We thus have the equation: , that is,
(p–1)
2= 0, showing that p= 1. That is, with absolute
certainty, a gambler will eventually go down $1, and
then another, and then another, all the way down to
ruin. This phenomenon is called
GAMBLER
S RUIN
.
The above calculation shows that all one-dimen-
sional random walks (with equal chances of stepping
backward or forward) eventually return to their start-
ing positions. Mathematicians have shown that two-
dimensional random walks (again with equal chances
of stepping in any one of four directions) also eventu-
ally return to their starting positions with absolute cer-
tainty. Surprisingly, there is only a 34 percent chance
that a three-dimensional random walk will have the
particle return to its starting position.
See also
HARMONIC FUNCTION
.
rank In
STATISTICS
, an arrangement of a set of objects
or
DATA
values in an order dictated by the magnitude
or importance of some characteristic is called a ranking
of the objects. For example, the arrangement of 20 men
in order of height is a ranking, as is the arrangement of
10 numbers from lowest to highest. The position of an
object in a list given by a ranking is called the rank of
the object. A ranking could be purely subjective, such
pp=+
1
2
1
22
P
P
pp
(eventually lose $2)
(eventually lose $1
AND eventually lose another $1)
=
pP
P
PP
P
P
=
=
=+
×
=+×
(
(
()()
()
()
eventually lose $1)
lose $1 right away, OR, win $1
AND later lose $2)
lose $1 win $1
eventually lose $2
eventually lose $2
1
1
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