The Mathematics of Maybe: Introduction to Probability
Why This Matters
Life is full of questions with no fixed answer. Will it rain today? Will your school win tomorrow’s hockey match? Will your name be picked in the lucky draw? You cannot know for sure. But you can still say something useful — that one thing is likely and another is unlikely.
This is exactly what your friends do when they argue about the weather. One says, “The sun is shining brightly, so it probably won’t rain.” Another says, “It’s so hot, it might rain later.” Both are guessing from the same sky. That kind of personal guess is fine for a chat. But for serious things — a cricket toss, an insurance plan, a shopkeeper deciding how many mangoes to buy — we need a fair, number-based way to measure chance.
That fair way is probability. It is a kind of measurement, just like length or weight. But instead of measuring how long or how heavy something is, it measures how likely an event is to happen. By the end of this chapter you will be able to put a clear number on “maybe”, from 0 (impossible) all the way to 1 (certain), and explain why that number can never go outside those limits.
The Big Idea
The Big Idea: Probability turns the word “maybe” into a number between 0 and 1. A probability of 0 means the event is impossible. A probability of 1 means it is certain. Everything in between — 0.25, 0.5, 0.75 — measures how likely the event is, with bigger numbers meaning more likely. We find this number in two honest ways: by experimenting and counting what actually happens, or by reasoning about a fair situation where every outcome has an equal chance.
What Makes Something Random?
Before we measure chance, we need to be clear about what kind of situation has chance in it. The key word is random.
A situation is random when you cannot predict exactly what will happen, even though you know all the things that could happen. Think about two simple actions:
- Tossing a coin. You know it will land Heads or Tails. But you cannot say which one before it lands.
- Rolling a die. You know the result will be 1, 2, 3, 4, 5 or 6. But you cannot say which number before it stops.
In both cases you know the full list of possibilities, yet the single result is a surprise. That surprise is randomness. All you can say is what could happen, not what will happen.
These repeatable random actions — tossing, rolling, drawing a slip — are called experiments or trials. A single performance of the experiment (one toss, one roll) is one trial.
An experiment (or trial) is a random action you can repeat, where the result might be different each time and you cannot know it in advance.
Why is something like rain random? Rain depends on so many things at once — temperature, humidity, wind, air pressure — and it is so sensitive to tiny changes in them that no one can predict it with total certainty. We cannot say “it will rain at 3 p.m.” We can only estimate how likely rain is, using past data and patterns.
There is a neat real-life use of randomness you already know. In a cricket match, the captains toss a coin to decide who bats first. This is considered fair precisely because it is random — the coin gives no advantage to either side. Neither captain can fix the result, so both accept it.
You are about to roll a normal die. Is the result of this single roll random? Why or why not?
Yes, it is random. You know the complete list of possible results (1, 2, 3, 4, 5, 6), but you cannot predict which one will actually come up on this particular roll. Knowing the possibilities but not the single result is exactly what random means.
The Probability Scale: From Impossible to Certain
Probability is measured on a scale that runs from 0 to 1. This scale is like a number line for chance.
- A probability of 0 means the event is impossible — it simply cannot happen.
- A probability of 1 means the event is certain — it is sure to happen.
- A probability of 0.5 means the event has an even chance — it is just as likely to happen as not.
If your school’s chance of winning is 0.75, that is a 75% chance — more likely to win than not. If it is 0.5, that is a 50% chance — a coin-flip, equally likely to win or lose. If it is 0, winning is impossible (like winning a match you never played). If it is 1, winning is guaranteed.
Most real events live strictly between 0 and 1. The closer the number is to 1, the more likely the event. The closer to 0, the less likely. Figure 7.1 shows this scale with five everyday examples placed on it.
We will look closely at the scale, so here is the picture first:
Here are those examples again as a quick table, so you can connect each event to its place on the scale:
| Event | Where it sits & why |
|---|---|
| A number greater than 6 on a die | Impossible (P = 0): a die only has 1 to 6. |
| Rolling a 3 on a die | Less likely: only one of the six faces is a 3. |
| A coin showing heads | Even chance (P = 0.5): heads and tails are equally likely. |
| A card from 2 to 10 out of 52 | More likely: 36 of the 52 cards qualify. |
| A red sweet from an all-red bag | Certain (P = 1): every sweet is red. |
Why Probability Can Never Leave the 0-to-1 Range
NCERT tells you probability lives between 0 and 1. But why? Why can it never be 1.4, or −0.3? This is worth understanding, not just accepting. The reason is built into how we calculate it.
In a fair situation, probability is a fraction:
Probability = (number of favourable outcomes) ÷ (total number of possible outcomes)
Now think carefully about the two parts of this fraction.
The favourable outcomes are the ones we are hoping for. They are always part of the full list of possible outcomes. You cannot have more “wins” than there are total possibilities. For example, on a die there are 6 outcomes in total. The number of faces that are “even” is 3. The number that are “less than 10” is all 6. You can never count more than 6 favourable faces, because there are only 6 faces in all.
So the top of the fraction can be at most as big as the bottom. That means:
- The fraction is at most 1 (when every outcome is favourable — a certain event).
- The fraction is at least 0 (when no outcome is favourable — an impossible event; the top is 0).
You also cannot count a negative number of favourable outcomes — counting always starts at zero. So the value can never dip below 0. Put together, every probability P(E) obeys:
0 ≤ P(E) ≤ 1
That is the whole reason for the range. It is not a rule someone invented. It falls straight out of “favourable outcomes are a part of the total outcomes”. Figure 7.2 below shows this “part-of-the-whole” idea clearly when we look at events.
Measuring Probability Objectively
A personal guess (“I feel it’ll rain”) is called subjective probability. It depends on the person. To be fair and scientific, we want an objective estimate that anyone would agree with. There are two honest ways to get one.
1. From experience (experimental probability). Do the experiment many times, or look at past data, and count what actually happened.
2. From reasoning (theoretical probability). Assume the situation is perfectly fair — every outcome equally likely — and reason out the chance without doing any experiment.
Let’s take each one in turn.
Experimental Probability: Count What Actually Happens
To get an experimental probability, you perform the experiment and record the results. Before we count, we need two words.
An outcome is one possible result of the experiment. The sample space is the set of all possible outcomes, written inside curly brackets and separated by commas. Figure 7.3 shows the sample space for a coin and for a die.
Here is the picture before the words pile up:
Now the formula for experimental probability:
Experimental Probability = (number of times the event occurred) ÷ (total number of trials)
Let’s use it on a real count.
You roll a die 50 times. It lands on a 4 exactly 8 times. What is the experimental probability of rolling a 4?
- Write down the formula. Experimental Probability = (number of times the event happened) ÷ (total number of trials).
- Fill in the numbers from the experiment. The event “rolled a 4” happened 8 times, out of 50 total rolls. So the probability is 8 ÷ 50.
- Work out the fraction. 8 ÷ 50 = 0.16. As a percentage that is 16%. So the experimental probability of rolling a 4 in this experiment is 0.16, or 16%. (We also call 8/50 the relative frequency of rolling a 4.)
The phrase relative frequency just means “how often the event happened compared to the total”. It is the same number as the experimental probability. It is very useful when you are working with real, observed data instead of theory.
Theoretical Probability: Reason About a Fair Situation
Sometimes you don’t need to do any experiment at all. If the situation is perfectly fair — every outcome equally likely — you can reason out the probability directly. This is theoretical probability, written as P(Event).
Theoretical Probability, P(E) = (number of favourable outcomes) ÷ (number of possible outcomes)
It tells you what we expect in an ideal, fair world. No coins are tossed, no dice are rolled — you just reason.
If you roll a standard 6-sided die, what is the theoretical probability of getting a 4?
- Count the favourable outcomes — the results we want. Only one face is a 4. So favourable outcomes = 1.
- Count all possible outcomes. The die can show 1, 2, 3, 4, 5 or 6. So possible outcomes = 6.
- Divide. P(rolling a 4) = 1 ÷ 6 = 0.1666… ≈ 0.167, or about 16.7%. So in a fair world, a 4 comes up roughly one time in every six rolls.
Notice this assumes the die is fair, so each face is equally likely. That equal-likeliness is what lets us just count and divide. Let’s try one with letters.
A letter is picked at random from the word PROBABILITY. What is the probability of picking the letter B?
- Count the favourable outcomes — how many letters are B. Spell it out: P-R-O-B-A-B-I-L-I-T-Y. There are two Bs. So favourable outcomes = 2.
- Count all the letters (the total possible outcomes). P-R-O-B-A-B-I-L-I-T-Y has 11 letters in all. So possible outcomes = 11.
- Divide. P(picking a B) = 2 ÷ 11 = 0.1818… ≈ 0.182, or about 18.2%.
Using Real-World Data to Estimate Probability
The “collect data and count” method is used everywhere — in business for forecasting sales, in insurance, and in science. The idea is simple: if you have data on what happened, you can estimate the chance of it happening again.
You ask 50 classmates their favourite fruit. The results: 20 like mango, 15 like apples, 10 like bananas, 5 like grapes. If you pick one student at random, what is the probability their favourite is mango?
- Identify the favourable count and the total. Students who like mango = 20. Total students surveyed = 50.
- Write the probability as a fraction. Probability of mango = (students who like mango) ÷ (total students) = 20 ÷ 50.
- Simplify. 20 ÷ 50 = 0.4, or 40%. So there is a 0.4 (40%) chance a randomly chosen student likes mango best.
This estimate is powerful. Suppose you must buy fruit for the whole school of 1500 students. You cannot ask all 1500. So you ask a sample of 50 and use their answer to estimate the whole. If 40% of the sample likes mango, you estimate that about 40% of 1500 = 600 students in the school like mango. So you buy roughly 600 mangoes. The smaller group (50 students) is the sample; the whole group (1500 students) is the population. This clever shortcut — studying a small fair sample to learn about a big group — is called sampling.
To trust the estimate more, you would take a bigger and fairer sample — say 100 students from different classes, not just one. A bigger, fairer sample gives a more reliable picture.
In the fruit survey, what is the probability that a randomly chosen student's favourite fruit is bananas?
10 of the 50 students like bananas. So the probability is 10 ÷ 50 = 0.2, or 20%.
Experimental vs Theoretical: Why They Differ, and the Law of Large Numbers
You now have two ways to find probability. They usually give close answers, but not always the same answer. Why?
Theoretical probability of rolling a 4 is exactly 1/6 ≈ 0.167. But in our experiment of 50 rolls, the experimental value came out 0.16. Slightly different. This is normal. Even with a perfectly fair die, the experimental result wobbles around the theoretical one — especially when you do only a few trials.
Here is the beautiful part. As you do more and more trials, the experimental probability creeps closer and closer to the theoretical one. Toss a coin 10 times and you might get 7 heads (0.7, far from 0.5). Toss it 10,000 times and the fraction of heads will sit very near 0.5. This rule has a name: the Law of Large Numbers.
Figure 7.4 below shows exactly why this happens — the experimental line swings wildly at first, then settles onto the theoretical line:
So remember the key idea in that “Think and Reflect” from your textbook: even if you have just rolled a 4 eight times in a row, the chance of a 4 on the next roll is still about 0.167. Probability does not promise anything about the very next try. It describes the long run.
The Gambler’s Fallacy: The Coin Has No Memory
This leads to one of the most common mistakes in all of probability. After a fair coin lands heads six times in a row, many people feel that tails is now “due” — that tails must be more likely on the next toss. This feeling is wrong. It is so famous that it has a name: the Gambler’s Fallacy.
Here is the truth. The coin has no memory. It does not know or care what happened on the last six tosses. Every toss starts fresh. So after six heads, the chance of tails on the next toss is still exactly 1/2 — the same as it always was.
The same applies to dice. In Snakes and Ladders, suppose you roll three 6s in a row. You might think, “No way I’ll get a 6 again!” But each roll is independent — it does not depend on the rolls before it. The chance of a 6 stays 1/6 ≈ 0.166 every single time. The Gambler’s Fallacy tricks you into seeing a pattern where there is none. Random events simply have no memory.
A fair (unbiased) coin is symmetrical, so there is no reason for it to land on one side more than the other. A random toss means it is allowed to fall freely, with no interference. Fair and unbiased is what lets us say heads and tails are equally likely.
Sample Spaces and Events, More Carefully
We met the sample space earlier. Let’s nail down the exact rules, because they matter for every problem.
The sample space, written S, is the list of every possible outcome. Each outcome in it is called an element. Three rules:
- S must include every possible outcome (nothing left out).
- No outcome is listed twice.
- The number of outcomes in S is the sample size, written n(S).
Here are some sample spaces:
- Will it rain tomorrow? S = {Rain, No Rain}, so n(S) = 2.
- A match result. S = {Win, Lose, Draw}, so n(S) = 3.
- Tossing one coin. S = {H, T}, so n(S) = 2.
- Rolling one die. S = {1, 2, 3, 4, 5, 6}, so n(S) = 6.
- Tossing two coins together. S = {HH, HT, TH, TT}, so n(S) = 4.
One important point: how detailed the sample space should be depends on the question. For “will it rain?”, S = {Rain, No Rain} is fine. But if you care about how much rain, you would expand it to S = {No Rain, Drizzle, Light Rain, Heavy Rain}. Make the sample space match the level of detail your question needs.
What Is an Event?
An event is any one outcome, or any group of outcomes, that we are interested in. In set language, an event is a subset of the sample space — it is a chosen “part” picked out of all the possibilities. This is the exact idea that made probability stay at or below 1: the event is always a part of the whole. Figure 7.4 below makes that “part-of-the-whole” picture clear.
Some more sample spaces with an event picked from each:
- Tossing two coins. S = {HH, HT, TH, TT}. Event “at least one head”: E = {HH, HT, TH}.
- Rolling a die. S = {1, 2, 3, 4, 5, 6}. Event “number greater than 4”: E = {5, 6}.
- Picking fruit. S = {Apple, Banana, Orange}. Event “the fruit is yellow”: E = {Banana}.
To find the probability of an event, count the outcomes inside the event and divide by n(S). For “number greater than 4”: E = {5, 6} has 2 outcomes, S has 6, so P(E) = 2/6 = 1/3.
For one roll of a die, write the event E = 'an even number' as a set, and find its probability.
The even faces are 2, 4 and 6, so E = {2, 4, 6}. That is 3 outcomes out of 6, so P(E) = 3/6 = 1/2 = 0.5.
Tree Diagrams: Mapping Out Multi-Step Experiments
So far our experiments had one step (one toss, one roll). But many experiments have several steps — tossing a coin twice, or rolling a die three times. These are multi-step experiments. Listing all outcomes can get confusing. A tree diagram keeps it organised.
A tree diagram draws a branch for each outcome of each step. From the start point, you branch out for the first step. From the end of each of those branches, you branch out again for the second step, and so on. Each complete path from start to finish is one outcome. Reading off all the paths gives the full sample space.
Figure 7.5 below builds the tree for tossing a coin twice:
From the tree, the sample space is S = {HH, HT, TH, TT}, so n(S) = 4. Each outcome is equally likely, so each has probability 1/4 = 0.25. For example, the event “getting Heads twice” is just the single outcome HH, so:
P(HH) = 1/4 = 0.25, or 25%
What about “one head and one tail”? That event is E = {HT, TH} — two of the four outcomes. So P(one head and one tail) = 2/4 = 1/2 = 0.5. The tree makes it easy to see that two of the four paths fit.
Using the two-coin tree, what is the probability of getting at least one tail?
The outcomes with at least one tail are HT, TH and TT — that is 3 of the 4 outcomes. So the probability is 3/4 = 0.75. (Only HH is left out.)
Common Mistakes
Probability has a few traps that catch almost everyone. Here are the big ones.
After a coin lands heads six times in a row, tails is now more likely on the next toss.
It feels like the results must 'balance out', and that tails is 'overdue' after such a long run of heads. Our minds expect short streaks to even out quickly.
The coin has no memory. Each toss is independent, so the chance of tails on the next toss is still exactly 1/2, no matter what happened before. This is the Gambler's Fallacy.
A probability can be a value like 1.5 or 120% if an event is very likely.
In everyday speech we say things like 'I'm 200% sure', so it feels natural to push the number past 100% for something we feel very confident about.
Probability is favourable outcomes divided by total outcomes, and the favourable outcomes are always part of the total. So the value can never exceed 1 (100%). Every probability obeys 0 ≤ P(E) ≤ 1.
Experimental probability and theoretical probability should always give exactly the same number.
Both are called 'probability' and use similar-looking fractions, so it seems they must match perfectly every time.
Experimental probability comes from real, limited data and wobbles around the theoretical value. They only get close as the number of trials grows large (the Law of Large Numbers). With few trials they can differ noticeably.
When tossing two coins, the sample space is {2 heads, 1 head, 0 heads}, so each has probability 1/3.
There seem to be three sensible results — two heads, one head, or none — so it looks like three equally likely outcomes.
The real sample space lists each coin separately: {HH, HT, TH, TT}, four equally likely outcomes. 'One head' covers two of them (HT and TH), so its probability is 2/4 = 1/2, not 1/3.
To find a probability you can just guess a fraction that 'feels right'.
Probabilities are written as fractions, and many fractions look reasonable, so it is tempting to pick one without counting.
You must actually count two things: the number of favourable outcomes and the total number of possible outcomes, then divide. Probability = favourable ÷ total, every time.
Quick Check
Test yourself before the practice problems.
A fair die is rolled once. What is the probability of getting a number greater than 4?
Which of these is NOT a valid value for a probability?
A coin lands heads 5 times in a row. What is the probability of tails on the very next toss?
Practice Problems
Try each one yourself before opening the solution.
Easy
A bag has 3 candies: strawberry, lemon and mint. One is picked at random. What is the probability of picking the strawberry candy?
There are 3 candies in all, so the total number of outcomes is 3. Only 1 of them is strawberry, so the favourable outcomes = 1. So P(strawberry) = 1 ÷ 3 = 1/3 ≈ 0.333, or about 33.3%.
The letters of the word PEACE are placed on cards. Leela draws one card without looking. (i) What is the probability it is a P, E or C? (ii) What is the probability it is NOT an E?
The word PEACE has 5 letters: P, E, A, C, E. So the total number of outcomes is 5.
(i) The letters that are P, E or C are: P, E, C, E — that is 4 of the 5 cards (both Es count). So P(P, E or C) = 4 ÷ 5 = 0.8, or 80%.
(ii) The letters that are NOT E are P, A, C — that is 3 cards. So P(not E) = 3 ÷ 5 = 0.6, or 60%.
Ten identical cards numbered 1 to 10 are placed in a box. One card is drawn at random. What is the probability of drawing a card with an even number?
The total number of outcomes is 10 (cards 1 to 10). The even numbers from 1 to 10 are 2, 4, 6, 8 and 10 — that is 5 favourable outcomes. So P(even) = 5 ÷ 10 = 1/2 = 0.5, or 50%.
Medium
A teacher takes a sample of 30 sweets from a large bag: 10 red, 8 green, 7 yellow, 5 blue. (i) Find the probability that a sweet picked from the sample is green. (ii) If the large bag has 600 sweets in total, estimate how many are likely to be yellow.
(i) Green sweets in the sample = 8, total sweets in the sample = 30. So P(green) = 8 ÷ 30 = 4/15 ≈ 0.267, or about 26.7%.
(ii) From the sample, the fraction that is yellow is 7 ÷ 30. We use this to estimate the whole bag of 600. Estimated yellow sweets = (7 ÷ 30) × 600 = 7 × 20 = 140. So about 140 of the 600 sweets are likely to be yellow.
You roll a 6-sided die 12 times and get a 3 exactly three times. (i) What is the experimental probability of rolling a 3? (ii) What is the theoretical probability of rolling a 3? (iii) Why might they differ, and what would you expect if you rolled 6000 times?
(i) Experimental probability = (times the event happened) ÷ (total trials) = 3 ÷ 12 = 1/4 = 0.25.
(ii) Theoretical probability = (favourable outcomes) ÷ (possible outcomes) = 1 ÷ 6 ≈ 0.167.
(iii) They differ because 12 trials is a small number, and experimental results wobble around the theoretical value when there are few trials. By the Law of Large Numbers, as you roll more times — 60, 600, then 6000 — the experimental probability would settle closer and closer to the theoretical value of 1/6 ≈ 0.167.
Two coins are tossed at the same time. Write the sample space and find the probability of getting at least one head.
List each coin separately. The sample space is S = {HH, HT, TH, TT}, so n(S) = 4. The event ‘at least one head’ means one or more heads: that is HH, HT and TH — 3 outcomes. (Only TT has no head.) So P(at least one head) = 3 ÷ 4 = 0.75, or 75%.
Challenge
Three coins are tossed at the same time. Write the sample space, then find the probability of getting exactly two heads.
With three coins, each coin can be H or T, giving 2 × 2 × 2 = 8 outcomes. The sample space is S = {HHH, HHT, HTH, THH, HTT, THT, TTH, TTT}, so n(S) = 8.
Now find the outcomes with exactly two heads (two Hs and one T): HHT, HTH and THH — that is 3 outcomes. So P(exactly two heads) = 3 ÷ 8 = 0.375, or 37.5%.
A tyre company records how far 1000 tyres lasted before replacement: less than 4000 km — 20 tyres; 4001 to 9000 km — 210 tyres; 9001 to 14000 km — 325 tyres; more than 14000 km — 445 tyres. Find the probability that a randomly chosen tyre lasts (i) less than 4000 km, (ii) between 4000 and 14000 km, (iii) more than 14000 km.
The total number of tyres is 1000, so every probability has 1000 on the bottom.
(i) Less than 4000 km: 20 tyres. P = 20 ÷ 1000 = 0.02, or 2%.
(ii) Between 4000 and 14000 km: this covers the 4001-to-9000 group plus the 9001-to-14000 group = 210 + 325 = 535 tyres. P = 535 ÷ 1000 = 0.535, or 53.5%.
(iii) More than 14000 km: 445 tyres. P = 445 ÷ 1000 = 0.445, or 44.5%.
Check: 0.02 + 0.535 + 0.445 = 1.0. All the probabilities add to 1, because every tyre falls into exactly one group.
A spinner has equally likely numbers 1 to 8. What is the probability it points at (i) 8, (ii) an odd number, (iii) a number greater than 2, (iv) a multiple of 3?
The spinner has 8 equally likely outcomes, so every probability has 8 on the bottom.
(i) Pointing at 8: only one outcome. P = 1 ÷ 8 = 0.125.
(ii) Odd numbers from 1 to 8 are 1, 3, 5, 7 — that is 4 outcomes. P = 4 ÷ 8 = 1/2 = 0.5.
(iii) Numbers greater than 2 are 3, 4, 5, 6, 7, 8 — that is 6 outcomes. P = 6 ÷ 8 = 3/4 = 0.75.
(iv) Multiples of 3 from 1 to 8 are 3 and 6 — that is 2 outcomes. P = 2 ÷ 8 = 1/4 = 0.25.
Summary
After this chapter, you can now explain:
- Why some situations are random — you know all the possible outcomes but cannot predict the single result of one trial.
- How probability sits on a scale from 0 (impossible) to 1 (certain), and why it can never leave that range: favourable outcomes are always part of the total, so 0 ≤ P(E) ≤ 1.
- The difference between experimental probability (count what actually happened ÷ total trials) and theoretical probability (favourable outcomes ÷ total possible outcomes, in a fair situation).
- Why the two values differ for small numbers of trials, and how the Law of Large Numbers pulls the experimental value toward the theoretical one as trials increase.
- Why the Gambler’s Fallacy is wrong — random events have no memory, so each toss or roll is independent.
- What a sample space S and an event (a subset of S) are, how to find n(S), and how to use tree diagrams to list all outcomes of a multi-step experiment.
- How to estimate real-world probabilities from a sample and scale them up to a whole population.
What’s Next
You have just learned to measure uncertainty — to put a number on “maybe”. Next, we turn from chance to pattern: numbers that follow a clear, predictable rule. In Chapter 8 — Predicting What Comes Next: Exploring Sequences and Progressions, you will spot the rule behind a list of numbers, predict the next term, and find a formula for any term you like. Where probability dealt with what we cannot be sure of, sequences are all about what we can predict exactly.
Frequently Asked Questions
What is the difference between experimental and theoretical probability?
Experimental probability comes from actually doing an experiment and counting: it is the number of times the event happened divided by the total number of trials. Theoretical probability comes from reasoning about a fair situation where every outcome is equally likely: it is the number of favourable outcomes divided by the total number of possible outcomes. For a fair die the theoretical probability of a 4 is 1 by 6, but if you roll 50 times you might get a 4 only 8 times, giving an experimental value of 0.16.
Why can probability never be more than 1 or less than 0?
Probability is favourable outcomes divided by total outcomes. The favourable outcomes are always part of the total, so the top of the fraction can never be bigger than the bottom, which keeps the value at or below 1. It can also never be negative, because you cannot count fewer than zero favourable outcomes. So every probability sits between 0 (impossible) and 1 (certain).
What does the Law of Large Numbers actually say?
It says that as you repeat a random experiment more and more times, the experimental probability gets closer and closer to the theoretical probability. With only a few tosses of a coin, the fraction of heads can swing far from one half. With thousands of tosses, it settles down very close to one half. Probability predicts the long run, not the next single try.
If I get heads six times in a row, is tails more likely next?
No. This wrong belief is called the Gambler's Fallacy. A fair coin has no memory, so each toss is independent of the ones before it. The chance of tails on the very next toss is still one half, exactly the same as always, no matter what came before.
How do you find the sample space using a tree diagram?
A tree diagram lists outcomes of a multi-step experiment branch by branch. You draw a branch for each outcome of the first step, then from each of those draw a branch for every outcome of the next step, and so on. Each complete path from start to end is one outcome, and reading off all the paths gives you the full sample space.
What is the probability of getting an even number when rolling a fair die?
A fair die has six outcomes: 1, 2, 3, 4, 5, 6, so the total number of possible outcomes is 6. The even numbers are 2, 4 and 6, giving 3 favourable outcomes. So the probability is 3 by 6, which simplifies to 1 by 2, or 0.5.