49
Galton Board: Binomial → Normal
tap to reset bins
idle
246 lines · vanilla
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// Galton board → binomial → normal
// Balls drop through a triangular grid of pegs. At each peg they go L/R with p=0.5.
// Collect in bins at the bottom. Histogram updates live; overlay theoretical
// binomial PMF and normal approximation N(np, np(1-p)).
const ROWS = 12;
const N_BINS = ROWS + 1;
const P = 0.5;
let W, H;
let pegs; // array of {x, y} in canvas px
let pegRadius;
let binW, binH;
let binTopY;
let counts; // length N_BINS
let total;
let balls; // active balls
let frameCount;
let dropRate; // balls per frame target (auto)
// Precomputed analytics
let binomial; // length N_BINS, P(k)
let mu, sigma; // normal approx params (in k units)
function logChoose(n, k) {
// log C(n,k) via lgamma-ish (we only need n=12, can compute directly)
let r = 1;
for (let i = 1; i <= k; i++) r = (r * (n - k + i)) / i;
return Math.log(r);
}
function choose(n, k) {
let r = 1;
for (let i = 1; i <= k; i++) r = (r * (n - k + i)) / i;
return r;
}
function precompute() {
binomial = new Array(N_BINS);
for (let k = 0; k < N_BINS; k++) {
binomial[k] = choose(ROWS, k) * Math.pow(P, k) * Math.pow(1 - P, ROWS - k);
}
mu = ROWS * P;
sigma = Math.sqrt(ROWS * P * (1 - P));
}
function layout(width, height) {
W = width;
H = height;
// peg field occupies top ~55% of canvas
const fieldTop = 50;
const fieldHeight = H * 0.55;
const fieldBottom = fieldTop + fieldHeight;
const fieldCx = W / 2;
const rowSpacing = fieldHeight / (ROWS + 1);
pegs = [];
// row r has r+1 pegs (r=0 has 1 peg at top)
// peg horizontal spacing: keep pegs inside ~80% of width
const maxRowWidth = Math.min(W * 0.85, fieldHeight * 1.2);
const pegSpacingX = maxRowWidth / (ROWS); // distance between adjacent pegs in last row
pegRadius = Math.max(2, Math.min(4, pegSpacingX * 0.12));
for (let r = 0; r < ROWS; r++) {
const y = fieldTop + (r + 1) * rowSpacing;
const nInRow = r + 1;
const rowWidth = r * pegSpacingX;
const startX = fieldCx - rowWidth / 2;
for (let i = 0; i < nInRow; i++) {
pegs.push({ x: startX + i * pegSpacingX, y, row: r, col: i });
}
}
// bins are below the field
binTopY = fieldBottom + 10;
binH = H - binTopY - 90; // leave 90px at bottom for HUD
// bin width matches peg spacing
binW = pegSpacingX * 0.92;
return { fieldTop, fieldBottom, fieldCx, rowSpacing, pegSpacingX };
}
function spawnBall(meta) {
// start above row 0
balls.push({
x: meta.fieldCx + (Math.random() - 0.5) * 4,
y: 20,
vx: 0,
vy: 0,
row: -1, // not yet entered grid
col: 0, // logical "lateral count of rights"
settled: false,
bin: -1,
hue: Math.random() * 360,
});
}
function stepBall(b, dt, meta) {
if (b.settled) return;
// simple physics — gravity
const g = 1200; // px/s^2
b.vy += g * dt;
b.y += b.vy * dt;
b.x += b.vx * dt;
// slight horizontal drag
b.vx *= Math.pow(0.5, dt * 8);
// collision with next peg row
const nextRow = b.row + 1;
if (nextRow < ROWS) {
const rowY = meta.fieldTop + (nextRow + 1) * meta.rowSpacing;
if (b.y >= rowY) {
// decide left or right
const goRight = Math.random() < P;
// bounce off peg
const lateralKick = meta.pegSpacingX * 0.5;
b.vx = (goRight ? 1 : -1) * lateralKick / 0.18;
b.vy = Math.max(0, b.vy * 0.55);
b.y = rowY + 0.5;
if (goRight) b.col++;
b.row = nextRow;
}
} else {
// past last peg row → falling into bin
if (b.y >= binTopY) {
// determine bin index = b.col (which can be 0..ROWS)
b.bin = Math.max(0, Math.min(N_BINS - 1, b.col));
// settle at top of stack in that bin
const stackHeight = counts[b.bin] * (pegRadius * 1.8);
const targetY = binTopY + binH - stackHeight - pegRadius;
if (b.y >= targetY) {
b.y = targetY;
b.settled = true;
counts[b.bin]++;
total++;
// clamp if overflowing visible bin
if (counts[b.bin] * (pegRadius * 1.8) > binH - 4) {
// recycle: drop oldest by scaling — we'll just remove from "balls" list
// (count is preserved)
}
}
}
}
}
function init({ canvas, ctx, width, height }) {
precompute();
counts = new Array(N_BINS).fill(0);
total = 0;
balls = [];
frameCount = 0;
dropRate = 0.6; // 0.6 balls/frame ≈ 36/s
layout(width, height);
}
function tick({ ctx, dt, frame, width, height, input }) {
if (width !== W || height !== H) layout(width, height);
const meta = layout(width, height); // recompute meta each frame (cheap)
frameCount++;
// click to reset the experiment
if (input && input.consumeClicks && input.consumeClicks() > 0) {
counts = new Array(N_BINS).fill(0);
total = 0;
balls = [];
}
// background
ctx.fillStyle = '#0a0a12';
ctx.fillRect(0, 0, W, H);
// spawn new balls
// accelerate over first ~200 frames, plateau at ~40/s
const targetRate = 0.7;
let toSpawn = targetRate + (Math.random() < 0.5 ? 0 : 1);
// limit active in-flight balls
let inFlight = 0;
for (const b of balls) if (!b.settled) inFlight++;
if (inFlight > 200) toSpawn = 0;
for (let i = 0; i < toSpawn; i++) spawnBall(meta);
// step
const physDt = Math.min(dt, 0.033);
for (const b of balls) stepBall(b, physDt, meta);
// recycle: cap balls array — if a bin column is full, we keep counts but stop drawing extras
if (balls.length > 1200) {
// drop earliest settled
balls = balls.filter((b, i) => !b.settled || i >= balls.length - 800);
}
// also: if any bin is overfilled (visually), trim settled visible balls but keep count
for (let k = 0; k < N_BINS; k++) {
const maxVisible = Math.floor((binH - 4) / (pegRadius * 1.8));
let visible = 0;
for (let i = balls.length - 1; i >= 0; i--) {
const b = balls[i];
if (b.settled && b.bin === k) {
visible++;
if (visible > maxVisible) balls.splice(i, 1);
}
}
}
// ---- draw pegs ----
ctx.fillStyle = '#5a5a7a';
for (const p of pegs) {
ctx.beginPath();
ctx.arc(p.x, p.y, pegRadius, 0, Math.PI * 2);
ctx.fill();
}
// ---- draw bin boundaries ----
ctx.strokeStyle = '#2a2a38';
ctx.lineWidth = 1;
for (let k = 0; k <= N_BINS; k++) {
const x = meta.fieldCx - (N_BINS / 2) * meta.pegSpacingX + k * meta.pegSpacingX;
ctx.beginPath();
ctx.moveTo(x, binTopY);
ctx.lineTo(x, binTopY + binH);
ctx.stroke();
}
// floor
ctx.beginPath();
ctx.moveTo(meta.fieldCx - (N_BINS / 2) * meta.pegSpacingX, binTopY + binH);
ctx.lineTo(meta.fieldCx + (N_BINS / 2) * meta.pegSpacingX, binTopY + binH);
ctx.stroke();
// ---- draw balls ----
for (const b of balls) {
ctx.fillStyle = `hsl(${b.hue.toFixed(0)}, 80%, ${b.settled ? 55 : 65}%)`;
ctx.beginPath();
ctx.arc(b.x, b.y, pegRadius * 0.95, 0, Math.PI * 2);
ctx.fill();
}
// ---- analytic overlay ----
// Histogram bin tops + theoretical curve
// Frequency f_k = counts[k] / total. Theoretical = binomial[k].
// Normal approx pdf at k: 1/(sigma sqrt(2π)) exp(-(k-mu)^2/(2 sigma^2))
const binLeftX = meta.fieldCx - (N_BINS / 2) * meta.pegSpacingX;
const maxP = Math.max(...binomial) * 1.15;
// Empirical bars in a panel above the bins? Actually use the bin area itself —
// overlay translucent reference curve at the *top* of each bin showing theoretical
// expected count. Plus a small numeric panel below.
// Curve: theoretical expected count = N * binomial[k]
// Map empirical freq vs binomial[k] → translucent reference line in each bin
ctx.strokeStyle = 'rgba(255, 200, 80, 0.85)';
ctx.lineWidth = 2;
ctx.beginPath();
for (let k = 0; k < N_BINS; k++) {
const cx = binLeftX + (k + 0.5) * meta.pegSpacingX;
const expFreq = binomial[k];
const y = binTopY + binH - (expFreq / maxP) * binH;
if (k === 0) ctx.moveTo(cx, y);
else ctx.lineTo(cx, y);
}
ctx.stroke();
// Normal approx curve (continuous over k)
ctx.strokeStyle = 'rgba(120, 200, 255, 0.7)';
ctx.lineWidth = 1.5;
ctx.setLineDash([4, 3]);
ctx.beginPath();
const STEPS = 200;
for (let s = 0; s <= STEPS; s++) {
const k = (s / STEPS) * ROWS;
const cx = binLeftX + (k + 0.5) * meta.pegSpacingX;
const pdf = (1 / (sigma * Math.sqrt(2 * Math.PI))) *
Math.exp(-((k - mu) ** 2) / (2 * sigma * sigma));
const y = binTopY + binH - (pdf / maxP) * binH;
if (s === 0) ctx.moveTo(cx, y);
else ctx.lineTo(cx, y);
}
ctx.stroke();
ctx.setLineDash([]);
// ---- HUD / labels ----
ctx.fillStyle = '#e8e8f0';
ctx.font = 'bold 16px monospace';
ctx.fillText('Galton Board · Binomial(12, 0.5) → Normal', 20, 26);
ctx.font = '12px monospace';
ctx.fillStyle = '#aab';
ctx.fillText(`pegs: ${ROWS} rows · bins: ${N_BINS} · p = ${P}`, 20, 44);
// Legend
const legX = W - 220;
ctx.fillStyle = 'rgba(255,200,80,0.85)';
ctx.fillRect(legX, 12, 14, 3);
ctx.fillStyle = '#ddd';
ctx.font = '11px monospace';
ctx.fillText('binomial PMF (exact)', legX + 20, 17);
ctx.fillStyle = 'rgba(120,200,255,0.85)';
ctx.fillRect(legX, 28, 14, 3);
ctx.fillStyle = '#ddd';
ctx.fillText(`normal N(${mu.toFixed(1)}, ${(sigma * sigma).toFixed(2)})`, legX + 20, 33);
// HUD: counts and empirical vs theoretical
const hudY = binTopY + binH + 18;
ctx.font = '12px monospace';
ctx.fillStyle = '#9cf';
ctx.fillText(`total balls: ${total}`, 20, hudY);
// bin freqs row — show k, count, empirical, theoretical
ctx.font = '10px monospace';
ctx.fillStyle = '#888';
for (let k = 0; k < N_BINS; k++) {
const cx = binLeftX + (k + 0.5) * meta.pegSpacingX;
ctx.fillStyle = '#aaa';
ctx.textAlign = 'center';
ctx.fillText(`${k}`, cx, hudY + 16);
if (total > 0) {
const emp = counts[k] / total;
ctx.fillStyle = emp > binomial[k] ? '#9f9' : '#fc9';
ctx.fillText(emp.toFixed(3), cx, hudY + 30);
ctx.fillStyle = '#fc6';
ctx.fillText(binomial[k].toFixed(3), cx, hudY + 44);
}
}
ctx.textAlign = 'left';
ctx.fillStyle = '#888';
ctx.fillText('k', 20, hudY + 16);
ctx.fillStyle = '#9f9';
ctx.fillText('emp', 20, hudY + 30);
ctx.fillStyle = '#fc6';
ctx.fillText('thy', 20, hudY + 44);
}
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