The N-Body Problem
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We began by reading Richard Montgomery's Article "A New Solution to The Three Body Problem." Our goal was to follow the origins of the solution, and then try to replicate it in an animation with Maple VI. What would distinguish this animation from other animations from the internet was that with a Maple Application, one could input the initial values for the position and velocities of each of the bodies involved.
Newton Said
Kepler's Adaptation of this for the 2-Body Problem
Calculus Based Physics Tell Us...
The derivative of the position function gives the velocity function, and the derivative of the velocity function gives us the acceleration function. Thus, given F=ma for two masses, going from the acceleration to the velocity and finally finding the position function is challenging, BUT feasible.
The CHALLENGE OF THE N-BODY PROBLEM rests in the fact that the position of one mass is the consequence of the affects of the SUM of the other masses (2 or more) pulling on it. To date, this complication has kept the N-Body problem unsolved, having no general solution. However, some scientists have given and proven special cases of the 3 body problem, but only after given very specific initial conditions.
In a two-body situation:
In a three-body situation
And our intial conditions included an assigned value for m1,m2,m3, and the initial coordinates for the starting positions of each mass.
Different
Solutions
(click
on the solution to find out more characteristics!)

Euler's
Solution
Lagrange's Solution
1772 mass 1, mass 2 and mass 3 are all equal in magnitude each mass placed on the vertices of an equilateral triangle center of mass is at the centroid of this equilateral triangle each mass has the same total rotational velocity shape of the equilateral triangle is maintained stable when one of the three masses is much greater than the other
What makes
our animations different?
They are
done using Maple VI such that one can enter the initial values of the position
coordinates and the vertical and horizontal components of the velocities
of each element.
Determining the Initial Values for the Euler and LaGrange Solutions:
First, we determined the initial positions of the masses on a unit circle. Here are the initial coordinates of all three masses
Also, we could
differentiate x1(t) to get
and
.Now,
we can finally plug all this information into the summation equation
. Note the denominator change from something extremely long and ugly
to something quite simple. We obtained this by looking at out unit
circle, and determining the distance form mass 1 to mass 2 through the
properties of isosceles triangles and the Pythagorean theorem.
Now we are at the point where we can just “plug and chug” by using substations
for all of the x1, x2, and x3, values, as well as our x’’ value.
Finally, we get and equation in terms of noting but trigonometry functions,
r, and alpha. Through some computations, one can simplify this mess
to find that alpha in terms of r such that
. In this situation, m1=m2=m3. Therefore, now we have all the
initial conditions of the masses and the initial positions. Now we
need to apply alpha to the horizontal and vertical components of velocities
for each of the three masses. This is what we came up with:
Now that we had the initial conditions and the 9 equations from before, we could build a working program to animate this situation.
Animations
Figure 8 Extensions
Horizontal
Position VS. Time Vertical
Position Vs. Time
Vertical
Velocity Vs. Time
Horizontal Velocity VS. Time
Total Velocity
Vs. Time
Velocities Vs. Time
The Awesome "BurtleBurtle" Site: This site contains tons of awesome animations of the figure eight, and replications of planetary orbits.
UCSC Contributions: Filled with Java Application Animations of the Figure-Eight, the Lagrange, and more!
Maple Commands for Our Results: These commands are applicable to Maple 6 software only. This link includes commands only. You must copy and paste them onto a Maple template in order to see the resulting animations.