Question
Suppose we toss darts randomly at a square dartboard, whose bullseye is at the origin, and whose sides are 2 feet in length. Suppose also
Suppose we toss darts randomly at a square dartboard, whose bullseye is at the origin, and whose sides are 2 feet in length. Suppose also that theres a circle inscribed in the square dartboard. The radius of the circle is 1 foot, and its area is square feet. If the points that are hit by the darts are uniformly distributed (and we always hit the square), then the number of darts that hit inside the circle should approximately satisfy the equation:
(number in circle total)/(number of toss) = /4,
since the ratio of the area of the circle to the area of the square is /4.
We can use this formula to estimate the value of with a random number generator:
float pi_estimate = 0.0;
int number_in_circle = 0;
for (toss = 0; toss < number_of_tosses; toss++)
{
x = rand_range(-1, 1);
y = rand_range(-1, 1);
distance_squared = x*x + y*y;
if (distance_squared <= 1) number_in_circle++;
}
pi_estimate = 4*number_in_circle/((float) number_of_tosses);
This is called a Monte Carlo method, since it uses randomness (the dart tosses). Write a MIPS program that uses a Monte Carlo method to estimate . The program iterates the total number of tosses and prints out the result. Run your program while varying the number of tosses, 100, 1,000, 10,000, to obtain reasonable estimate of . 2.a [20pts] Write your program using the template (picalc_example.s).
2.b [10pts] What are the decimal and bit representation of your estimated value you obtain?
2.c [10pts] How many tosses did it give you the value close to (i.e., 3.14159) ? The relationship between the number of tosses and precision.
2.d [10pts] Would there be any change in the estimated if double were used?
picalc_example: starter code:
.text
#.align 2
.globl main
main: la $t0, toss
move $t1, $0 # init $t1 = 0
li $a0, 44 #43 = random float, 44 = random double
jal srand
L1: bge $t1, 4, exit # check loop condition
lw $t2, 0($t0) # load # of tosses
############ begin your code ################################
# current code will just print out 3 random numbers generated
L2:
jal rand_range # use rand_range function to get random number
# $f0 has the random number
# j L2
############ end your code ###################################
mov.s $f12, $f0 # move result to print argument
li $v0, 2 # 2 = print float, 3 = print double
syscall # system call for print result
addi $a0, $0, 0xA # ascii code for LF
addi $v0, $0, 0xB # syscall 11
syscall
addi $t1, $t1, 1 # increment $t1
add $t0, $t0, 4 # adjust index
j L1 # iterate outer loop
exit: li $v0, 10 # system call for exit
syscall # we are out of here
# random float range
rand_range:
addi $sp, $sp, -12
sw $t0, 0($sp)
sw $t1, 4($sp)
sw $ra, 8($sp)
jal rand # $v0 has random number
mtc1 $v0, $f20 # move the int to $fp reg, mtc1.d for double
cvt.s.w $f20, $f20 # convert int to float, cvt.d.w for double
# la $t0, rmax
# lw $t1, 0($t0)
# mtc1 $t1, $f21
# cvt.s.w $f21, $f21 # f21 = rmax
l.s $f21, rmaxf
div.s $f22,$f20,$f21 # random = rand()/rmax
l.s $f23, LB # f23 = lb
l.s $f24, diff # f24 = diff
mul.s $f25,$f22,$f24 # f25 = f22*f24
add.s $f0, $f23, $f25
lw $t0, 0($sp)
lw $t1, 4($sp)
lw $ra, 8($sp)
addi $sp, $sp, 12
jr $ra
# For seeding the random number generator
srand:
addi $sp, $sp, -4
sw $t0, 0($sp)
la $t0, rseed # Store the given seed
sw $a0, 0($t0)
lw $t0, 0($sp)
addi $sp, $sp, 4
jr $ra
# random number generator
# seed = seed * 1103515245 +12345;
rand:
addi $sp, $sp, -20
sw $t0, 0($sp)
sw $t1, 4($sp)
sw $t2, 8($sp)
sw $t5, 12($sp)
sw $ra, 16($sp)
la $t5,rseed # Get the current seed
lw $t0,0($t5)
li $t1,1103515245 # seed * 1103515245
mul $t2,$t0,$t1
add $v0,$t2,12345 # (seed * 1103515245) + 12345
li $t0,0x7FFFFFFF # ((seed * 1103515245) + 12345)&0x7FFFFFFF
and $v0,$v0,$t0
sw $v0,0($t5) # Save the seed
lw $t0, 0($sp)
lw $t1, 4($sp)
lw $t2, 8($sp)
lw $t5, 12($sp)
lw $ra, 16($sp)
addi $sp, $sp, 20
jr $ra
.data
.align 0
pi: .float 0.0
toss: .word 100, 1000, 10000
rseed: .word 1
rmax: .word 2147483647
rmaxf: .float 2147483647.0
LB: .float -1.0
UB: .float 1.0
diff: .float 2.0
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