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Computational Framework for Simulating Particle Collisions: Lessons from Turn-Based Interaction Systems

  • amcm collaborator
  • Dec 30, 2024
  • 5 min read

Abstract


Particle collision dynamics in high-energy physics are often studied through extensive simulations that obey strict rules of conservation and probabilistic outcomes. In this work, we revisit the foundational concepts of particle interactions by drawing inspiration from a simple Pokémon-inspired gaming simulation. Using this as a starting point, we construct a modular framework that parallels particle collision mechanics while incorporating computational precision. This article explores the adaptation of the codebase to model particles, their interactions, and the outcomes of collisions. The aim is to bridge computational algorithms and physical systems, providing insights into emergent phenomena in particle physics through relatable and intuitive simulations.


Introduction


Particle collisions occur when subatomic entities interact in high-energy environments, leading to complex outcomes such as scattering, annihilation, or the creation of new particles. These events obey the conservation of energy, momentum, and quantum properties, and they are often governed by probabilistic rules based on interaction cross-sections.


To simplify and conceptualise these dynamics, this article builds upon a gaming-inspired codebase where two “players” (initially Pokémon) engage in a turn-based battle. We reinterpret these entities as particles with measurable properties (e.g., energy, mass) and model their interactions using object-oriented programming (OOP).


The Original Codebase: Interaction Simulation


The original codebase demonstrates a simple yet effective simulation of turn-based interactions. Two Pokémon entities are instantiated, each with properties such as health and attack power. The outcome of the interaction is determined by repeated turns, with each participant inflicting damage until one “decays” pronounced di-kayz.


Original Code Analysis


The following key features of the original code directly map onto particle collision dynamics:


1. Object-Oriented Structure: Each Pokémon is represented as an object with properties such as health and attackPower. This mirrors how particles are described by their intrinsic properties like mass and energy.

2. Turn-Based Interaction: The sequential attack mechanism parallels stepwise calculations in numerical simulations of particle collisions.

3. Outcome Determination: The fainting condition reflects the decay or annihilation of a particle.


Below is the original code for context:


#include <iostream>

#include <cstdlib>

#include <ctime>


using namespace std;


// Define a Pokemon class

class Pokemon {

private:

    string name;

    int health;

    int attackPower;


public:

    Pokemon(string n, int hp, int atk) : name(n), health(hp), attackPower(atk) {}


    string getName() const { return name; }

    int getHealth() const { return health; }


    void attack(Pokemon& opponent) {

        cout << name << " attacks " << opponent.getName() << "!" << endl;

        opponent.takeDamage(attackPower);

    }


    void takeDamage(int damage) {

        health -= damage;

        if (health < 0) {

            health = 0;

        }

        cout << name << " takes " << damage << " damage. " << name << "'s health: " << health << endl;

    }


    bool isDecayed() const {

        return health <= 0;

    }

};


int main() {

    srand(time(0));


    Pokemon pikachu("Pikachu", 100, 10);

    Pokemon charmander("Charmander", 120, 8);


    while (!pikachu.isDecayed() && !charmander.isDecayed()) {

        pikachu.attack(charmander);

        if (charmander.isFainted()) {

            cout << charmander.getName() << " decayed. " << pikachu.getName() << " wins!" << endl;

            break;

        }


        charmander.attack(pikachu);

        if (pikachu.isDecayed()) {

            cout << pikachu.getName() << " decayed. " << charmander.getName() << " wins!" << endl;

            break;

        }

    }


    return 0;

}


Framework Adaptation for Particle Collisions


To model particle interactions, we adapt the codebase to simulate collisions in high-energy physics environments.


Key Modifications


1. Reinterpreting Entities: Pokémon are replaced by particles, and their properties include mass, charge, energy, and spin.

2. Adding Conservation Laws: Collisions adhere to conservation of mass-energy and quantum properties.

3. Probabilistic Outcomes: Collisions may result in new particles, annihilation, or scattering, determined by weighted probabilities.


Refactored Code


#include <iostream>

#include <cstdlib>

#include <ctime>

#include <vector>


using namespace std;


// Particle class to represent particles with measurable properties

class Particle {

private:

    string name;

    double mass;   // in MeV/c^2

    int charge;    // in elementary charges

    double energy; // in MeV


public:

    Particle(string n, double m, int q, double e)

        : name(n), mass(m), charge(q), energy(e) {}


    string getName() const { return name; }

    double getMass() const { return mass; }

    int getCharge() const { return charge; }

    double getEnergy() const { return energy; }


    void setEnergy(double newEnergy) { energy = newEnergy; }


    void interact(Particle& other) {

        cout << name << " interacts with " << other.getName() << "!" << endl;


        // Simulate energy exchange

        double energyTransfer = rand() % 50 + 1; // Random energy transfer

        energy -= energyTransfer;

        other.setEnergy(other.getEnergy() + energyTransfer);


        cout << name << " transfers " << energyTransfer << " MeV to "

             << other.getName() << ".\n";

    }


    bool isExhausted() const {

        return energy <= 0;

    }

};


int main() {

    srand(time(0));


    // Create particles

    Particle proton("Proton", 938.27, 1, 1000.0);

    Particle neutron("Neutron", 939.56, 0, 1000.0);


    // Interaction loop

    while (!proton.isExhausted() && !neutron.isExhausted()) {

        proton.interact(neutron);

        if (neutron.isExhausted()) {

            cout << neutron.getName() << " is exhausted. " << proton.getName()

                 << " wins!" << endl;

            break;

        }


        neutron.interact(proton);

        if (proton.isExhausted()) {

            cout << proton.getName() << " is exhausted. " << neutron.getName()

                 << " wins!" << endl;

            break;

        }


        cout << "Next round begins..." << endl;

    }


    return 0;

}


Discussion


1. Particle Collision Dynamics


This refactored code simulates the stochastic energy exchange between particles during interactions. Conservation principles are reflected in the energy transfer mechanism.


2. Computational Efficiency


The modularity of the code allows for extensibility, enabling the addition of more particles, interaction rules, and environmental parameters.


3. Hybrid Insights


By merging computational modeling with physical principles, this approach illustrates the complexity and elegance of particle dynamics in an accessible manner.


Conclusion


The original turn-based simulation of Pokémon battles has been transformed into a computational model for simulating particle collisions. This hybrid framework bridges theoretical physics and computer science, showcasing the power of analogies and modular coding to explore fundamental concepts. Future work will integrate real-time data acquisition from physical experiments, advancing the fidelity and scope of the simulation.

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