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Today we'll cover section
12.6 on expectation.
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Suppose I ask you to
play a game with me.
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Here is the deal.
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You roll a standard die.
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If you roll an even number,
you will win $30 times a number
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that you roll on that die.
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If you roll an odd number, you
will lose $30 times the number
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that you roll.
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Or if you want to,
you can reverse it
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so you'll win with the odd rolls
and lose with the even rolls.
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Which one of those would
you choose and why?
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The concept of expectation,
or sometimes it's call
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"expected value,"
provides a formal way
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of deciding issues like that.
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So this is the topic
we're talking about today,
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and we're going to illustrate
this idea of expectation
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through basically
setting up games and also
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some real-life situations
where it might come into play.
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And let's go back to the
die-roll problem though.
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I want to build a
chart that tells us
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about winning and losing
based on what the die roll is.
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And we want to use
that as a basis
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of deciding whether to
choose the odd scenario
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or the even scenario.
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Let's go right now
though with the scenario
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that I first posited, which
is that you win $30 time
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the number that you roll if it's
even, and you lose $30 times
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the number that you
roll that it's odd.
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If we do that,
suppose you roll a 1.
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Well, 1 is odd, so
you'd lose 1 times $30.
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You would lose $30.
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I'm going to indicate
that by putting
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a negative sign in front of it.
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If you roll a 2,
that's an even number.
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You'll win 30 times 2.
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You'll win $60.
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If you roll a 3, that's odd.
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So you lose 30 times
3, which is $90.
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You see how this is working.
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If you roll a 4, that's even.
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You'll win 30 times
4 equals $120.
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If you roll a 5, that's odd.
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So you lose 30 times
5, which is $150.
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If you roll a 6, that's even.
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You win 30 times 6, $180.
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In addition to how much
you can win or lose,
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you've got to look at the
probability of each of those.
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If you win on something
that rarely happens,
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that's different than
winning on something
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that happens a lot and
vice versa with losses.
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So the probabilities
are important here.
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Now, with a die roll,
if the die is fair,
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it's actually going to
be the same every time
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for this particular case.
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There is a one sixth chance
of getting a 1, a 2, a 3, a 4,
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a 5, or a 6.
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So in this particular
problem, the probabilities
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are the same all the way down.
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But that in general does
not have to be true.
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In this case, it is.
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So the probability of
rolling a 1 is one sixth.
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The probability of
rolling a 2 is one sixth.
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The probability or
rolling a 3 is one sixth.
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The 4 is one sixth.
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The 5 is one sixth,
and the 6 is one sixth.
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Now I want to do something
to merge those two
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things together.
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And I'm going to do that by
taking the first column, which
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are the values either won
or lost, the dollar values,
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and multiplying each by their
probabilities of occurring.
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So across that, I will multiply
the first column number
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times the second column number,
which is a dollar either gain
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or lost times a probability.
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So negative 30 times 1/6 is $5.
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And it's a loss, so
it's negative $5.
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60 times 1/6 is $10,
and it's positive,
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so it's a positive $10.
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Negative 90 times 1/6 is
$15, but it's negative.
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120 times 1/6 is $20.
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Negative 150 times
1/6 is negative $25.
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And finally, 180
times 1/6 is $30.
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So I've multiplied
across, and what
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I've done by doing that is
created a third column which
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merges the amount won or
lost with the probabilities
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associated with each of
those things occurring.
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It's kind of a blend
of those two things.
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Are you with me?
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Multiplying the value from
the first column, which,
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in this case, is a dollar
amount either won or lost,
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with its probability
of occurring.
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And that's the value
in the third column.
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Now I want to make this
into one number which
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sort of encapsulates
the whole thing,
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and I'm going to do
that by adding up
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all those numbers
in the last column.
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Now, you'll notice,
in this case,
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if I get a positive
sum, that's good for me
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because that means I overall
tend to win in this game.
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If I get a negative
sum, that's bad for me
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if I pick the even ones because
that would be a loss for me
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on average.
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So anyway, I add up those
last column numbers.
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And if you add up all six of
those numbers, you get $15,
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and it's positive.
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So that means those even
numbers were the best choice.
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It gives me, on average, a $15
win each time I play that game.
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Now, doesn't mean I'll win
$15 every time I do it.
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But if I play it a
lot of times, I'll
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average, in general,
winning about $15 each time
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I play that game.
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So definitely the evens
are the best choice here.
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That number at the end, which
is the sum of those products,
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is called the
"expectation" of the game.
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And I've already
alluded to this.
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But what that number means
is if you play this game over
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and over again, in
the long run, you
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can expect on average to
win about $15 per game.
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If the expected value
or the expectation
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had come out to
be negative, that
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would mean on average
you would lose money,
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so that would be a bad choice.
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Had that come out
negative, you'd
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been better off flipping your
choice and choosing the odds.
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Let's look at some
more examples.
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In the simplest case,
for example here, it
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says the outcomes
of an experiment
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and the probability of each
outcome are given in the table
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below.
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Compute the expectation
for this experiment.
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They give you a column of
outcomes, 5, 6, 7, 8, 9, 10,
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and the probability
of each outcome.
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In any case, if they give
you a problem like this,
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all you have to do is add
a column for the product.
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Remember, we have a
column for the outcome.
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In the previous example,
it was dollar amounts.
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And then you have a
probability column.
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And all you need to do is
multiply across and then add
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down.
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So in this particular case,
the expectation is 6.23.
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A problem like this is
strictly giving you practice
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doing the calculations.
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How about this one?
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One of the wagers in
the game of roulette
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is to place a bet that the ball
will land on a black number.
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Now, on this wheel,
you can count them.
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But I'll tell you that
there are 18 black numbers.
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There are 18 red numbers.
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And then, as you can see,
there are two green numbers.
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If the ball lands
on a black number,
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the player wins the
amount of his bet.
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If the player bets $3, find
the player's expectation,
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and round your answer
to two decimal places.
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So we're looking for the
player's expectation.
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So what you have to do
is build your own chart.
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You want a column for how
much the player wins or loses
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with various scenarios.
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Then you're going to get a
column for probabilities,
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and you will multiply
across and add down.
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That's your strategy
here every time.
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So let's start with
the won/lost situation.
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The player either wins or loses,
so there are only two rows
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to this table.
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If you land on
black, you're going
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to win the amount of your bet.
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So if a player bets $3 and lands
on black, the player wins $3.
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On the other hand, if the
ball does not land on black,
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that would mean landing
on either red or green
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because there are
only two other colors.
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Then the player loses his or
her bet, which is, in this case,
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$3.
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So it's a negative $3.
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Now we have to figure
the probabilities
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of those two things happening.
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Notice that if
you land on black,
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you've got to count the
number of black numbers
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divided by the total
number of numbers.
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Well, if you look up
here, there are 18 blacks,
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so it's 18 out of, and then
you've got to count them all.
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And if you count them
all, you get 18 plus 18
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plus 2, which happens to be 38.
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So the probability of
landing on a black is 18/38.
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So what's the probability of
landing on a red or green?
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Well, if there are 38
and 18 of them are black,
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the rest of them
are red or green,
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which means 18 and 2 is 20,
or you can say 38 minus 18.
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In any case, you'll find out
that there are 20 nonblack
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numbers.
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So there's a probability
of 20 out of 38
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that you land on
a nonblack number.
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So now it's just a matter
of doing the arithmetic.
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The last column is the
product of the won/lost column
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and the probability column.
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So if you multiply across--
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and this time, they're asking us
to round to two decimal places.
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So you can go ahead.
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And when you multiply
3 times 18, you get 54.
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So that's 54/38.
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But since you're going to
round to two decimal places,
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it's not a bad idea
to go ahead and change
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that 54/38 to a decimal.
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Now, I will say
though, if you're
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going to round in the end
to two decimal places,
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you do not need to round
to two decimal places
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in the intermediate
calculations.
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They need to be
taken out further.
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So I went ahead and showed
five decimal places.
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But certainly, go beyond two.
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And it comes out to
be about 1.42105.
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And then when you multiply
across the second row,
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remember, that's a negative
$3, so the answer is negative
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3 times 20.
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That's negative 60/38.
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And if you change
that to a decimal,
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it comes out to be
about negative 1.57895.
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And then if you add down the
column, that last column,
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you get about negative 0.1579.
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And that's what they told you
to round to two decimal places.
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So that would be negative 0.16.
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So on average, if you played
this game over and over again,
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you would lose about $0.16 every
time you played, on average.
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Sometimes you'd win.
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Sometimes you'd lose.
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But if you averaged it out, you
would tend to lose about $0.16
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every time you played this game.
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Let's play another
roulette game.
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One of the wagers in roulette is
to bet that the ball will stop
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on a number that's
a multiple of 3,
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and that's not counting
the green numbers,
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which are labeled 0 and 00.
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They're not included in
that being a multiple of 3.
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If the ball stops
on such a number,
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the player wins
double the amount bet.
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If the player bets $3, compute
the player's expectation,
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and round your answer
to two decimal places.
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This time, we're
building the same column.
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We want a won or lost column.
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We want a probability
column, and then we
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want a column for the prize.
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But this time, the winning
condition is different.
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You win if you roll a number
that's a multiple of 3.
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Well, the multiples of 3 are 3,
6, 9, 12, 15, 18, 21, 24, 27,
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30, 33, 36.
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If you notice, I
colored them differently
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and bolded them up above so
you can easily count them.
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So that is the
winning condition,
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rolling a multiple of 3.
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So you need a column
for winning, which is
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you do land on a multiple of 3.
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And you need to figure out
how much you win or lose.
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Well, it says, if the
ball stops on a number,
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you win double that amount.
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So if a player
bets $3, the player
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wins double that, which is $6.
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However, if the player does
not land on a multiple of 3,
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the player loses the
bet, which was $3.
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So you have to read
this carefully.
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And now we want to do the
probabilities just like before.
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What is the probability of
landing on a multiple of 3?
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Well, you've got to
count the multiple of 3s.
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And if you count
those multiples of 3s,
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you see that are 12
of them, and there
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are 38 numbers just as in
the other roulette problem.
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So the probability of landing
on a multiple of 3 is 12/38.
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If you don't land
on a multiple of 3,
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notice there are 38 numbers,
and there are 12 multiples of 3.
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So if you subtract, you find
out there are 26 numbers
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that are not multiples of 3.
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So the probability of not
getting a multiple of 3
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is 26 out of that same 38.
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So at this point, we need
a column for the product.
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We multiply across.
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6 times 12 is 72,
so there's 70--
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72/38.
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And again, we want to
divide it out and round it
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to two decimal places.
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But we do not want to round
off to two decimal places
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until we get to the end.
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So I carried a
few more decimals,
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and I got 1.8947
on the first row,
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and I got 3 times 26 is
78, but it's negative.
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So it was negative 78/38.
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And again, that comes out
to be about negative 2.0526.
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And if you add down
the last column,
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you get about negative 0.1579.
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You get about negative $0.16.
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It turns out to be about the
same as the last problem.
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It doesn't have to be
the same each time.
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That's just the way
the numbers came out.
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But the point is, if you're
playing roulette in a casino,
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you can expect to have
an expectation that's
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negative from your point of view
because the casino would go out
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of business if they did not on
average cause you to lose money
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every time you play, on
average, not every single time.
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Sometimes you win.
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Sometimes you lose.
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But on average, you
can expect to lose
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about $0.16 on
this game as well.
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Before we leave
the casino, let's
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play one more of these
games involving a wheel.
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It says, many casinos have a
game called the Big Six Money
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Wheel, which has
54 slots in which
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are displayed a Joker, a
casino logo, and various dollar
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amounts as shown in this table.
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Players may bet on the Joker,
the casino logo, or one
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or more dollar denominations.
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The wheel is spun.
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And if the wheel stops on the
same place as the player's bet,
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the player wins that
amount for each dollar bet.
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So you have to read
that enough so you
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understand what's happening.
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If a player bets $3 on
the Joker denomination,
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find the player's expectation,
and round the answer
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to two decimal places.
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So this is very similar to the
roulette problems we've worked.
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You have to build a
table, but you also
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have to count how many
of everything there are.
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They told you that
there's one Joker slot.
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There was one casino slot.
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And there are various numbers
of dollar slot, and one Joker,
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and there are 53 things
that aren't Jokers.
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And the reason I
broke it up that way
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is because the player's
going to bet on the Joker,
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so I need to know whether
you get a Joker or not,
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which means I need those counts.
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Also remember that this
information is for a $1 bet.
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It says that the player wins
this amount for each $1 bet.
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So if the player makes a $3 bet,
then that $40 changes to $120
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because 40 times 3 is 120.
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Build your table just as before.
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You want a won/lost column.
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You want a probability column.
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And you want a column
for the product.
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You win if you land on a Joker.
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You lose if you get
something that's not a Joker.
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So you need a Joker row
and a non-Joker row.
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Now, what happens if
you do land on a Joker?
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Well, we just said you win $120.
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So we'll put that in there.
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What happens if you
don't land on a Joker?
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You lose your bet.
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It was a $3 bet,
so you lose the $3.
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Now we need to do
the probabilities.
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Well, there's only
one Joker out of 54.
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There's one Joker and 53
things that aren't Jokers.
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So there's one chance out of
54 of getting a Joker, which
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means there's 53 chances out of
54 that you do not get a Joker.
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Once you get here,
you've got it made.
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You multiply across.
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You get 120/54 on the top row.
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Multiply across on the bottom.
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You get negative 159/54.
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And then if you
change each of them
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to decimals, carrying more
than two decimal places
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to start with, you'll add
those last two columns
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after you change
them to decimals,
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and it comes out to be about
negative $0.72 by the time
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you've rounded it to
two decimal places.
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So again, this is a losing
game for the average player.
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On average, if you played
this game over and over again,
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you would tend to lose about
$0.72 each time you play.
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That's an average.
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If a pair of regular
dice are tossed once,
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use the expectation
formula to determine
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the expected sum of the numbers
on the upward faces of the two
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dice.
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That's a lot of words.
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But all it's saying is you're
going to roll the two dice
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and look at the sums.
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So anytime they give me
a problem with two dice,
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I'm going to build my
6-by-6 table that lists
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all the possible two die rolls.
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I want the sum, so
I'm going to make
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a table where the first column
gives me every possible sum.
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And then I'm going to have
a probability column to see
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how likely that is.
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And I'm going to
use my 6-by-6 table
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to decide how
likely it is, which
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will allow me to calculate
the probability of getting
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every particular sum.
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Now, the lowest sum is a 2.
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That's a 1 and a 1.
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And the biggest sum is a
12, which is a 6 and a 6.
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So you can get anything--
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any sum between 2 and 12.
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So you can get a 2, or 3, or 4,
or 5, or 6, or a 7, or 8, or 9,
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or 10, or 11, or 12.
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I just need to know how
likely those sums are.
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Those sums are not
equally likely.
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Unlike just rolling one die,
when you're rolling two dice
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and adding up and
getting a sum, those sums
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are not equally likely.
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For instance, looking
at the 2, there's
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only one way to get a 2, and
that's if you get a 1 and a 1.
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So the probability of
getting a 2 is just 1/36.
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But looking at the 3s,
there's two ways, 2-1 and 1-2,
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so that's 2 out of 36.
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For a 4, there are three ways.
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That's 3 out of 36.
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For 5, there are four
ways, which is 4 out of 36.
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For 6, there are five ways,
so that's 5 out of 36.
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For 7, there are six ways,
which is 6 out of 36.
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And then by the
time you get to 8,
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you can see this kind of go
down again, the probability.
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If you look at the 8s,
there are only five ways
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to get a sum of 8, so
that's 5 out of 36.
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When you look at the
9s, you get four ways.
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So that's 4 out of 36.
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When you look at the
10s, you get 3 out of 36.
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When you get to 11,
there are only two ways.
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So that's 2 out of 36.
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And by the time you get to
12, there's only one way,
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so that's 1 out of 36.
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Once you get the value
column, which, in this case,
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are the sums, and the
probability of those sums
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column, which is the second
column, all you have to do
-
is multiply across and add down.
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So let's do that.
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If you multiply 2 times
1/36, you get 2/36.
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If you multiply 3 times
2/36, you get 6/36.
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And if you follow
that all the way down,
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the very last one is 12
times 1/36, which is 12/36.
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So the expectation is the
sum of all those numbers.
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And they're all 36th,
so you can add them up
-
by adding the numerators and
putting them all over 36.
-
So really all you have to do
is add up 2, and 6, and 12,
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and 20, and 30, and 42, and 40,
and 36, and 30, and 22, and 12,
-
and put that sum over 36.
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It turns out to be 252 over 36.
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If you divide out, you'll
see that that comes out
-
to be exactly 7.
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So the expectation for rolling
two dice is a sum of 7.
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In other words, that's
the most likely roll.
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If someone ever asks you
to make a bet on a sum
-
and roll when you're rolling
two dice, always bet on 7.
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That's the most likely sum.
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I alluded to it earlier, but
we did a lot of these things
-
where you're just
playing gambling games.
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But there are some actual
business applications
-
of expectations.
-
In fact, there are tons
of real-life applications
-
of expectation.
-
But we're going to talk
about one in particular.
-
This problem says, when
an insurance company
-
sells a life insurance
policy, the premium, which
-
is the cost of
buying the policy,
-
is based largely
on the probability
-
that the insured person will
outlive the term of the policy.
-
Such probabilities are found
in mortality tables, which
-
give the probability that
a person of a certain age
-
will live one more year.
-
But what the insurance
company wants to know
-
is the expectation
on a policy that it's
-
going to sell, that
is, how much it'll
-
have to pay out on average
for every policy it writes.
-
That's an extremely important
thing for that company to know.
-
Let's look at a
couple of examples.
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According to mortality tables
in the National Vital Statistics
-
Report, the probability
that a 21-year-old
-
will die within a year
is about 0.000962.
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If the premium for
a one-year, $25,000
-
life insurance policy
for a 21-year-old is $32,
-
what is the insurance company's
expectation for the policy?
-
You've got to start
out thinking just
-
like you did with the roulette
problems and all the others.
-
You're going to build a table.
-
So what we're looking at
in that table basically
-
is whether that 21-year-old
person dies or not.
-
So you could say, let
S sub 1 be the event
-
that the person
dies within a year.
-
That's the term of the policy.
-
And S sub 2 is the event
that the person doesn't die.
-
In other words,
however you phrase it,
-
you're looking at
whether the person will
-
die within a year or not.
-
If the person dies
within the year,
-
the insurance company has
to pay out the policy.
-
If the person doesn't
die within a year,
-
then the company gets to
make a profit on that person
-
because that person had
to pay for that policy.
-
The probability that the person
dies within a year is 0.000962.
-
But if it does
happen, the company
-
has to pay out $25,000
to whoever the policy
-
beneficiary is.
-
However, keep in mind that
the policy wasn't given free.
-
The company charged
$32 for the policy.
-
So even if they pay out, they
actually don't lose 25,000.
-
They lose 25,000 minus the
$32 that the policyholder paid
-
to get the policy.
-
So 25,000 minus 32 is 24,968.
-
So it's close to 25,000,
but it's not quite 25,000.
-
So you have to adjust for that.
-
The probability that the person
does not die within a year
-
is 1 minus the probability
that that person does die.
-
So if you take 1 minus
0.000962, you get 0.999038.
-
And if that happens, the company
keeps that entire premium
-
of $32, and that's the company's
profit for issuing that policy.
-
And that's, of course, what
the company hopes will happen.
-
And I'm pretty sure it's
what the person that
-
took out the policy hopes
will happen as well.
-
Any case, you have
to build a table.
-
One row is the 21-year-old
person dies within a year.
-
The second row is that
that person does not
-
die within the year.
-
The first column gives
you the amount of profit,
-
and we're looking at it from
the company's point of view.
-
And then the second
column is the probability
-
of that happening.
-
So we'll start off
just the same as we did
-
for the roulette wheel problem.
-
We look and see that
the amount of profit
-
that the company makes if that
person does die within a year
-
is actually a loss, so
it's a negative 24,009.
-
It's the $25,000 policy
adjusted for the fact
-
that they actually charged
$32 for the policy.
-
That's what the
company will end up
-
losing if that 21-year-old
person dies within a year.
-
However, the probability
of that is very small.
-
It's only 0.000962.
-
So it's highly unlikely
that that 21-year-old would
-
die, not impossible, obviously.
-
And what happens if the person
doesn't die within a year?
-
The company keeps
that $32 premium.
-
So that's a $32 profit
for the company,
-
and that's highly likely.
-
We already calculated
that that's
-
going to be 1 minus 0.000962.
-
It comes out to be 0.999038.
-
So it's highly unlikely that
the company will pay out
-
that big amount, and
it's highly likely
-
that the company will keep a
small amount, but not 100%.
-
Now all you have to
do is multiple across,
-
taking more than two decimal
places and rounding at the end,
-
and then adding down
that last column.
-
And you'll find out that
the expectation is $7.95,
-
and it's positive.
-
The company needs a
positive expectation.
-
If that number comes out
negative, on average,
-
the company's going to
lose money on every policy.
-
And a company that loses money
on every policy on average
-
is not going to
stay in business.
-
So on average, that
company issuing
-
that particular
type of policy will
-
tend to average $7.95
per policy issued.
-
-
You'll find one variation on
this problem in your homework.
-
And I want to show you how
to solve it algebraically,
-
mathematically, however
you want to phrase that.
-
And then I want to show you a
quicker way to get the answer,
-
but I do want to go through
the mechanics of it first.
-
It says, the probability that
a 30-year-old male in the US
-
will die within one
year is about 0.00142.
-
An insurance
company is preparing
-
to sell a 30-year-old male
a one-year, $50,000 life
-
insurance policy.
-
How much should it
charge for its premium
-
in order to have a positive
expectation for the policy?
-
And then round your answer
to the nearest dollar.
-
Do you see how this
problem is different
-
than the previous one?
-
Because, last time, we knew
what the cost of the policy was.
-
This time, we don't.
-
We need to figure that out.
-
That's what they're
asking, how much
-
should they charge a policy to
have a positive expectation?
-
So it's the same idea, but
we don't know the premium
-
this time.
-
In the last problem, we worked
it with a certain premium.
-
I think it was $32.
-
This time, we don't know
what the premium is.
-
Since we don't know
what the premium is,
-
we'll just make up
a variable for it.
-
You can call it x.
-
I decided to call it P here.
-
But P stands for the premium.
-
In the previous problem,
we knew what it was.
-
In this problem, we don't, so we
have to have a variable for it.
-
But once you use the letter
P, the process works the same.
-
It's just that you've got a
variable in the process which
-
generates some unknowns,
which generate something
-
you have to solve for.
-
But otherwise, the
process is the same.
-
What happens if the person dies?
-
Again, it's all about whether
the person dies within the year
-
or doesn't.
-
If the person dies--
-
actually, this is a male.
-
So if he dies, the
company loses $50,000
-
but keeps the policy
premium, which is P dollars.
-
So the company's actual
loss is 50,000 minus P
-
just like in the last problem.
-
It was, I think,
25,000 minus $32,
-
or whatever that
previous premium was.
-
We don't know what
the premium is here.
-
That's why the P is in there.
-
But the process is the same.
-
So if we build our
table, the first row
-
is that this 30-year-old
male dies in a year.
-
The second row is that that
30-year-old male doesn't die.
-
The first column is how much
the company gains or loses,
-
and the second column is the
probability of that happening.
-
So we just proceed
just like before.
-
The gain or loss for the
company of the person dying
-
is actually a loss.
-
That's why there's a
negative sign in front of it.
-
It's a loss of 50,000
minus P. And you
-
need those parentheses
because it's the 50,000
-
minus P is the amount of money.
-
And to make it negative, you've
got to negate the whole thing.
-
So it's negative and then, in
parentheses, 50,000 minus P.
-
If the person doesn't
die, the company
-
keeps that premium,
which is P dollars.
-
So the second position in
that column is just P dollars.
-
What are the probabilities?
-
Well, the probability that the
person dies within one year
-
is 0.00142.
-
The probability that
that male does not die
-
will be 1 minus 0.00142.
-
And if you do that
calculation, you'll
-
find out that that's 0.99858.
-
Now you need to multiply
across and then add down.
-
If you multiply across, and
being very careful about that
-
minus sign, you get negative
0.00142 times, in parentheses,
-
50,000 minus P on the first
row, and you get 0.99858P
-
for the second row.
-
Now you want to
add those together.
-
As you're adding,
you've got to be
-
careful about those
parentheses and signs.
-
So if I multiply the negative
0.00142 times the 50,000,
-
that product will be negative.
-
But when I multiply the negative
0.00142 times the negative P,
-
that will make a
positive 0.00142P.
-
And then, of course, the
0.99858P is just itself.
-
And I'm setting it equal to
0 because that's where you--
-
where expectation changes
from positive to negative.
-
We want a positive expectation.
-
So you find out we're at 0.
-
And if you get any more than
that, it'll be positive.
-
Anything greater than 0
is a positive expectation.
-
So we just set it equal to 0 and
realize that anything greater
-
than that will be a
positive expectation.
-
It looks awful.
-
But if you multiply out that
negative 0.00142 times 50,000,
-
it comes out to be negative 71.
-
And also, 0.00142P plus 0.99858P
comes out to just be 1P or just
-
P. So what looked like a
terribly messy equation came
-
out very simple.
-
It just came out to be
negative 71 plus P equals 0.
-
If you add a 71 to
both sides, you'll
-
see that P is equal to $71.
-
So if you set that
premium $71, that's
-
the dividing line between
a positive expectation
-
and a negative expectation.
-
So the company needs to set
that policy price above $71
-
in order to have a
positive expectation.
-
It's a lot of work.
-
The process is exactly
like the previous problem
-
except you've got
a variable in it.
-
But it turns out to be
quite a bit of work.
-
And I did promise you I was
going to show you a shortcut
-
way to do this, and I'm going to
follow through on that promise.
-
Here's the shortcut.
-
If you look at that
equation near the bottom,
-
there are two terms that
involve that 0.00142P.
-
The other term was 0.99858P.
-
When you add those together,
you remember, you got 1.
-
That was not a coincidence.
-
So you got 1P,
which is P. That's
-
going to happen every time.
-
That was not coincidental.
-
So what that means
is you really don't
-
have to go through all
this work every time.
-
Every time, the two decimals
will always add to 1.
-
That means you'll always get
something with a P in it.
-
And the number that
eventually winds up
-
on the other side
of the equation
-
is nothing more than the
product of the policy
-
value times the probability
that that 30-year-old male dies,
-
or whoever the policyholder is.
-
So every time you do a problem
like this, all you have to do
-
is look at the policy value,
and find the probability
-
of that person dying, and
multiply those two numbers
-
together.
-
And if you multiply those
two numbers together,
-
you will get $71 in this case.
-
And when the numbers change and
you have a different problem,
-
you'll get that
product, whatever it is.
-
The product of the policy value
and the probability of death
-
will give you the cutoff
for the policy price
-
that will give you a
positive expectation.
-
Even though that
problem looks nasty,
-
if you look at
the shortcut, it's
-
actually the easiest problem
you could possibly have.
-
You just have to
search out the policy
-
value, and the
probability of death,
-
and multiply them together.