Backporch
Pillars · deep dive
← The pillars

Markov chains & Monte Carlo

When you can't solve an integral, you can sometimes sample it. Monte Carlo trades a proof for a stream of random draws; Markov chains let you sample even from distributions you can only evaluate up to a constant. Here's the core idea, three constants estimated by dice, an honest limit (simulation can't prove a number irrational), and how far the - and-adic cousins actually go.

1 · Monte Carlo — trade proof for samples

Replace an expectation you can't compute with an average over random draws. If are i.i.d.,

The law of large numbers guarantees convergence; the CLT gives the error bars. The remarkable part: that rate does not depend on the dimension. A grid costs points to hold resolution in dimensions; Monte Carlo doesn't care. This is the other side of the curse of dimensionality from the L² deep dive — when space is too big to grid, you sample it instead.

2 · Three constants from dice

— darts. Throw points uniformly in the unit square; the fraction landing in the quarter disk is the area ratio:

— uniforms until you cross 1. Let with . A small miracle: . Average the stopping counts.

— the Euler–Mascheroni constant. Use the integral identity and read it as an expectation over an exponential:

That expectation is worth seeing. The integrand is positive left of and slightly negative to the right; the small positive remainder is exactly. Slide the upper limit and watch the signed area settle onto it.

∫₀ᵇ ≈ 0.5783

The integrand e−x(−ln x). Left of x = 1 it's positive (−ln x > 0); right of 1 it goes slightly negative. The net signed area is γ ≈ 0.5772 — slide b out and the running area settles onto it. (The curve spikes integrably to +∞ as x → 0; it's clipped here.)

Try it — the Monte Carlo lab

All three at once, seeded so the run is reproducible. Push the sample count up and watch the absolute error fall like .

Samples
constantestimatetrueabs error
π3.206403.141590.06481
e2.732402.718280.01412
γ0.566380.577220.01083

Seeded and reproducible. Watch the error shrink roughly like 1/√N as you raise the sample count — the same √N law for all three.

3 · √2 — where simulation honestly stops

Simulation can estimate a number to many digits, but it can never prove that number is irrational — no finite sample distinguishes an irrational from a rational sitting nanometers away. This is a place to be honest: experiment suggests, proof decides. The proof is the classic descent — assume in lowest terms, then

contradicting "lowest terms." What computation can show honestly: the continued fraction never terminates or falls into a rational, and by Weyl's theorem the fractional parts equidistribute on — something no rational multiple ever does. Evidence points; the argument settles it.

4 · Markov chains — memory of length one

A Markov chain forgets everything but its current state:

The row-stochastic matrix pushes the distribution forward,. A stationary distribution is a fixed point, — a left eigenvector with eigenvalue 1 (the spectral theme again). Under irreducibility and aperiodicity, the chain forgets its start entirely: regardless of where it began.

5 · MCMC — sampling the unsamplable

To sample a target you can only evaluate up to a constant, build a Markov chain whose stationary distribution is , then run it. The trick that guarantees stationarity is detailed balance:

Metropolis–Hastings proposes a move and accepts it with probability

where only the ratio of appears, so the unknown normalizing constant cancels. This is the engine under Bayesian posteriors — the bridge to QBism and decision theory (P2): beliefs you can actually compute with, not just write down.

6 · Variance reduction & advanced simulation

The rate is slow — halving the error costs four times the samples. So sharpen the estimator, not the sample size:

The building blocks underneath: inverse-transform sampling and rejection sampling — both ways of bending uniform noise into the shape you want.

7 · q- and p-adic analogs — do they exist?

An honest answer, since you asked. There is no standard "-Monte Carlo," but the neighbors are real: quantum walks are the unitary cousin of the random walk, and quantum Monte Carlo is a genuine (and different) family of methods for sampling quantum systems in physics. So the random walk has a quantum analog; the Monte Carlo method doesn't have a clean -deformation.

The -adic side is firmer: p-adic (ultrametric) probability and random walks are a real, if specialized, field — p-adic Brownian motion, ultrametric diffusion, hierarchical relaxation (Vladimirov–Volovich–Zelenov; Khrennikov). Distances are non-Archimedean, so "nearby" means "in the same fine branch of a tree," and diffusion happens across that tree. It sits right next to the p-adic shelf in the program — Koblitz and friends — and it's where this deep dive quietly hands off to the number-theory thread.

Study these — derivation cards

Reconstruct before you flip. The matching spaced-repetition deck lives in the Obsidian vault.

Prompt 1 · tap to reveal
Write the Monte Carlo estimator for and its standard error. Why does it beat grids in high dimension?
1 / 10