We describe a Monte Carlo procedure for the simulation of dynamically triangulate random surfaces with a boundary (topology of a disk). The algorithm keeps the total number of triangles fixed, while the length of the boundary is allowed to fluctuate. The algorithm works in the presence of matter fields. We here present results for the pure gravity case. The algorithm reproduces the theoretical expectations.
|Original language||American English|
|Journal||arXiv preprint hep-lat/9310016|
|State||Published - 1993|