How Do You Model Radioactive Decay in a Game When Adding Material Over Time?

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Discussion Overview

The discussion centers around modeling radioactive decay in a computer game context, specifically addressing the challenges of simulating a radioactive pile with material added over time. Participants explore mathematical approaches to represent the decay and accumulation of material without relying on a straightforward tick-by-tick simulation.

Discussion Character

  • Exploratory
  • Mathematical reasoning
  • Technical explanation
  • Debate/contested

Main Points Raised

  • One participant proposes a decay function for the radioactive material, suggesting that the remaining amount can be modeled as R(t) = R0(1/2)^(t/th), where th is the half-life.
  • Another participant introduces an iterative approach to calculate the decay and addition of material, suggesting two possible formulations depending on the order of operations for decay and addition.
  • A different participant expresses a preference for a non-iterative solution, seeking a formula that incorporates initial and final times along with the half-life and addition rate.
  • One participant provides a recursion equation for a scenario where a constant amount of particles is added each time unit, leading to a differential equation that could be solved for R(t).
  • Another participant acknowledges the complexity of the proposed solutions and expresses a desire to simulate the process rather than solve it mathematically.

Areas of Agreement / Disagreement

Participants generally agree on the need to model both decay and accumulation of material, but there is no consensus on the preferred method of achieving this. Some favor iterative calculations, while others seek a direct formula, indicating a divergence in approaches.

Contextual Notes

The discussion highlights the challenges of incorporating time-dependent additions of material and the implications for decay calculations. There are unresolved aspects regarding the application of decay functions during the accumulation phase, and the complexity increases with non-constant addition rates.

Who May Find This Useful

This discussion may be useful for game developers, physicists, or mathematicians interested in modeling dynamic systems involving decay processes and time-dependent variables.

miscellanea
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I'm looking to simulate a radioactive pile in the context of a simple computer game. The problem is, however, that for various reasons I can't use a straightforward tick-by-tick simulation.

Instead I'm looking for an equation that can be solved based on time and would give me the amount of stuff remaining in the pile. And this is quite easy:

R\left(t\right)=R_0\left(\frac{1}{2}\right)^{\frac{t}{t_h}}

Where t_h is the half-life of the element and R_0 is the initial amount at t=0

But there's a complication. Extra material can be added to the pile at any t (For example, 5 units added at t=15) Which is still quite simple. Each added amount could be modeled as a separate pile and the R\left(t\right) of all piles could be added together:

R_{total}\left(t\right)=\sum_{i=0}^{n}R_{i}\left(t\right)

(Without taking piles into account if t < t_{i_{0}})

But there's one more complication and this is the one I'm unable to crack.

Extra material is to be added at a steady rate over several time units. (For example, 5 units added between t_0=17 and t_1=19) So there's a function which grows a pile between the pile's t_0 and t_1 and looks something like:

R(t)=\left(\frac{m}{a} t - t_0\right) if t\in\left[t_0,t_1\right] and m = the total amount added to create the pile and a=t_1 - t_0 or the time it takes to create the pile.

The problem is that I can't figure out how to start applying the decay function while the pile is still being created. At t_1 the amount of stuff in the pile will be equal to m, which shouldn't happen as some of the stuff should have decayed already.

So my question would be: how do I model the lifetime of a decaying pile in such a way that takes into account the fact that it can take several time units to initially create the pile with material being added at a steady rate?

What I'd like to end up with is a graph showing the past, present, and future combined size of all piles and the ability to add events at any point in time that contribute new material to this combined pile.
 
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So let T be the half-value time, and C(t) the function that indicates how much you add at time t. Then you could do something like:

R(t + \Delta t) = R(t) \left( \frac12 \right)^{\Delta t / T} + N(t, t + \Delta t)
or
R(t + \Delta t) = (R(t) + N(t, t + \Delta t)) \left( \frac12 \right)^{\Delta t / T}
(depending on whether you first add and then decay, or vice versa), and with N denoting the amount added during the step:
N(t, t + \Delta t) = \int_{t}^{t + \Delta t} C(t') dt'
Then you set R(0) and solve iteratively (calculating each next step from the previous), or plug in some explicit forms of C(t) and derive a differential equation :smile:

Does that help any? If not, I apologize, I'm not quite sure what you want/
 
If I understand you correctly (and it's been over two years since I last did maths on this level, so I'm sorry if I get something wrong) your solution requires a step-by-step (an iterative) calculation. And that's a somewhat valid solution, but I would much prefer to have a solution that doesn't require a step-by-step calculation.

I did a quick step-by-step simulation using a small Python script and plotted the results with OpenOffice:

http://elver.files.wordpress.com/2008/12/simgraph.png

What I'd like to do is end up with a formula that takes t_0 (in this case 0) and t_1 (in this case 500) and the half-life of the particles and the rate at which they are added and finally, when plotted, spit out the blue line above.
 
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Yes, you understood me correctly.

As I said, it is much easier to write down a recursion. Just to show you what I have in mind, let me give you a relatively easy example. I hope you have your calculus ready :smile:
Suppose that every time-unit (second) we add a constant amount of n particles, and the half-life is T. Then the recursion equation reads
R(t + \Delta t) = \left( \frac12 \right)^{\Delta t / T} R(t) + n \Delta.
We can Taylor-expand the power around \Delta t = 0, giving
R(t + \Delta t) \simeq \left(1 - \frac{\log 2}{T} \Delta \right) R(t) + n \Delta + \mathcal O(\Delta^2).
Therefore,
\frac{R(t + \Delta t) - R(t)}{\Delta t} \simeq - \frac{\log 2}{T} R(t) + n + \mathcal O(\Delta).
If we now take the limit \Delta t \to 0 we get the differential equation
R'(t) = -\frac{\log 2}{T} R(t) + n.
If you solve this with an initial condition R(0) = R0, for example, you get
R(t) = \frac{n T}{\log 2} \left( 1 - 2^{-t/T} \right) + R_0 2^{-t/T}.
Of course, if you want to have an arbitrary time-dependent function n(t) to add the particles, it becomes little more complicated, especially if n(t) will be discontinuous (e.g. a constant > 0 up to some time and 0 from then on). Or you could take multiple of this solutions and patch them up (for example, take n = 100 up to t = 50 with R0 = 0; then from t = 50 take another such solution with n = 0 where you pick R0 to match the end value of the first part, etc.)

You decide :smile:
Didn't mean to scare you off, but this is the simplest I could think of... so I suggest the recursion equation.
 
Wow. Okay, that is quite scary. I've done the things you describe in the past, so I can see where you're going with this, but it's been so long, I don't remember enough to actually apply any of that anymore.

I'm going to try finding a way to simulate this instead of trying to solve it as an equation.
 

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