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Transcript
7cmp06te_WDGL.qxd
11/29/05
12:57 PM
Page 113
A
area model A diagram in which fractions of the
area of the diagram correspond to probabilities in
a situation. For example, suppose there are three
blue blocks and two red blocks in a container. If two
blocks are drawn out, one at a time, replacing the
block drawn each time, the area model below shows
4
Area models are particularly helpful when the
outcomes being analyzed are not equally likely,
because more likely outcomes take up larger areas.
Area models are also helpful for outcomes involving
more than one stage, such as rolling a number cube,
then tossing a coin or choosing a bag, then drawing a
block from it.
First Choice
B
B
B
R
R
B
BB
BB
BB
BR
BR
B
BB
BB
BB
BR
BR
B
BB
BB
BB
BR
BR
R
RB
RB
RB
RR
RR
R
RB
RB
RB
RR
RR
B
binomial probability The probability of getting one
of two outcomes (like heads or tails).
E
equally likely Two or more events that have the
same probability of occurring. For example, when
you toss a fair coin, heads and tails are equally likely;
each has a 50% chance of happening. Rolling a
1
six-sided number cube gives a 6 probability for each
number to come up. Each outcome is equally likely.
expected value (or long-term average) Intuitively,
the average payoff over the long run. For example,
suppose you are playing a game with two number
cubes. You score 2 points when a sum of 6 is rolled,
1 point for a sum of 3, and 0 points for anything else.
If you roll the cubes 36 times, you could expect to
roll a sum of 6 about five times and a sum of 3 about
twice. This means that you could expect to score
(5 3 2) + (2 3 1) = 12 points for 36 rolls, an average
1
1
fair game A game in which each player is equally
likely to win. The probability of winning a two-person
fair game is 12. An unfair game can be made fair by
Second Choice
12
F
of 36 = 3 point per roll. Here, 3 is the expected value
(or average over the long run) of one roll.
adjusting the scoring system, or the payoffs. For
example, suppose you play a game in which two fair
coins are tossed. You score when both coins land
heads up. Otherwise, your opponent scores. The
probability that you will score is 41, and the probability
that your opponent will score is 34. To make the game
fair, you might adjust the scoring system so that you
receive 3 points each time you score and your
opponent receives 1 point when he or she scores. This
would make the expected values for each player
equal, which results in a fair game.
L
Law of Large Numbers This law states, in effect,
that as more trials of an experiment are conducted,
the experimental probability more closely
approximates the theoretical probability. It is not at
all unusual to have 100% heads after three tosses of
a fair coin, but it would be extremely unusual to have
even 60% heads after 1,000 tosses. This is expressed
by the Law of Large Numbers.
O
outcome A possible result. For example, when a
number cube is rolled, the possible outcomes are 1, 2,
3, 4, 5, and 6. Other possible outcomes are even or odd.
Others are three and not three. When determining
probabilities, it is important to be clear about the
possible outcomes.
P
payoff The number of points (or dollars or other
objects of value) a player in a game receives for a
particular outcome.
Glossary 113
GLOSSARY
that the probability of getting two red blocks is 25.
experimental probability A probability that is
determined through experimentation. For example,
you could find the experimental probability of
getting a head when you toss a coin by tossing a coin
many times and keeping track of the outcomes. The
experimental probability would be the ratio of the
number of heads to the total number of tosses, or
trials. Experimental probability may not be the same
as the theoretical probability. However, for a large
number of trials, they are likely to be close.
Experimental probabilities can be used to predict
behavior over the long run.
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probability A number between 0 and 1 that describes
the likelihood that an outcome will occur. For example,
when a fair number cube is rolled, a 2 can be expected
1
6
of the time, so the probability of rolling a 2 is 16. The
probability of a certain outcome is 1, while the
probability of an impossible outcome is 0.
R
random Outcomes that are uncertain when viewed
individually, but which exhibit a predictable pattern
over many trials, are random. For example, when you
roll a fair number cube, you have no way of knowing
what the next roll will be, but you do know that, over
the long run, you will roll each number on the cube
about the same number of times.
S
sample space The set of all possible outcomes in a
probability situation. When you toss two coins, the
sample space consists of four outcomes: HH, HT, TH,
and TT.
T
theoretical probability A probability obtained by
analyzing a situation. If all of the outcomes are
equally likely, you can find a theoretical probability
of an event by listing all of the possible outcomes
and then finding the ratio of the number of outcomes
producing the desired event to the total number of
outcomes. For example, there are 36 possible equally
likely outcomes (number pairs) when two fair
number cubes are rolled. Of these, six have a sum of
6
7, so the probability of rolling a sum of 7 is 36, or 16.
tree diagram A diagram used to determine the
number of possible outcomes in a probability
situation. The number of final branches is equal to
the number of possible outcomes. The tree diagram
below shows all the possible outcomes for randomly
choosing a yellow or red rose and then a white or
pink ribbon. The four possible outcomes are listed in
the last column (Figure 1). Tree diagrams are handy
to use when outcomes are equally likely.
Figure 1
Rose
Ribbon
white
Outcome
yellow-white
yellow
pink
yellow-pink
white
red-white
pink
red-pink
Start
red
114 What Do You Expect?