2.1 Probability
2.1 Probability
Probability is the branch of mathematics concerned with analysing the chance that particular
event will occur. Its purpose is to attempt to predict the likelihood that something will or will
not happen.
EXAMPLE 1:
The sample space of a chance experiment can be represented in many ways. One representation is a simple list
of all the possible outcomes. For the car-purchase chance experiment, the possible outcomes are:
1. A male buying hybrid
2. A female buying hybrid
3. A male buying traditional
4. A female buying traditional
We can also use set notation and ordered pairs. A male purchasing a hybrid is represented as (male, hybrid). The
sample space is then
E
PL Another useful presentation of the sample space is a tree diagram. A tree diagram for the outcomes of the car-
M
A 2: purchase chance experiment has two sets of branches corresponding to the two piece information that we
X
E gathered. To identify any particular outcome in the sample space, traverse the tree by first selecting a branch
corresponding to gender and then a branch identified with a type of car.
For each experiment, write the sample space and the total number of possible outcomes.
a. Tossing a die
b. Spinning the wheel shown, assuming that the arrow will never fall on the lines separating
the 3 sectors
c. Flipping a coin
d. Drawing a card from a deck of 10 identical card suits labelled 1 to 10
EVENTS – any collection of outcomes from the sample space of a
chance experiment.
Simple event – an event consisting of exactly one outcome.
Example 4: Car Preferences
Reconsider the situation in which a person who purchased Honda Civic was categorized by
gender (M or F) and type of car purchased (H = hybrid, T = traditional). Show the sample space
using different representations.
EXAMPLE 5:
VIDEO GAME
Suppose you believe that that after losing to an opponent in a video game,
a player is more likely to lose the next game. You conduct a chance
experiment that consists of watching two consecutive games for a
particular player and observing whether the player won, tied, or lost each
of the two games. In this case, (using W, T, and L to represent win, tie, and
loss, respectively), write the sample space and write the event lose exactly
one of the two games.
F O R MI N G N E W E V E N T
Definition:
Let A and B denote two events.
• NOT A: The event that consists of all experimental outcomes that
are not in event A. Not A is sometimes called as the complement of
A and is usually denoted by .
• A or B: The event that consists of all experimental outcomes that
are in at least one of the two events, that is in A or B or in both of
these. A or B is called the union of two events and is denoted by
The instructor in a seminar class consisting of four students has an unusual way of asking questions. Four
slips of paper numbered 1, 2, 3, and 4 are placed in a box. The instructor determines the student to whom
any particular question is to be addressed by selecting one of these four slips. Suppose that one question is
to be posed during each of the next two meetings. One possible outcome could be represented as (3, 1) –
the first question is addressed to student 3 and the second question to student 1.
Given:
a. Find A = the event that the same student is asked both questions,
b. Find B = the event that Student 1 is asked at least one of the two questions,
c. Find
d. Find