Probability Basics

Probability is the mathematical study of uncertainty, quantifying the likelihood of events occurring in a given scenario. It’s a fundamental concept in statistics, gaming, decision-making, and risk assessment, helping us predict outcomes in situations ranging from flipping a coin to forecasting weather. By understanding probability, we can make informed decisions under uncertainty, model real-world phenomena, and analyze data effectively. In this guide, we’ll explore probability through detailed examples, rules, visualizations, and practical applications, making the concept accessible and engaging.

Definition

Probability measures the likelihood of an event \( A \) occurring in a sample space (the set of all possible outcomes). For an event \( A \), the probability is defined as:

\[ P(A) = \frac{\text{Number of favorable outcomes for } A}{\text{Total number of possible outcomes}} \]

This formula assumes all outcomes are equally likely (classical probability). The value of \( P(A) \) ranges from 0 to 1, where:

  • \( P(A) = 0 \): The event is impossible.
  • \( P(A) = 1 \): The event is certain.
  • \( 0 < P(A) < 1 \): The event has some likelihood of occurring.
Probability can also be interpreted as a long-term frequency (e.g., the fraction of times an event occurs over many trials) or as a subjective belief in some contexts.

Examples: Rolling a Die, Drawing a Card, Flipping Coins, Rolling Two Dice, Picking Marbles, Selecting a Defective Item

Let’s explore probability through various scenarios, calculating probabilities and interpreting the results.

Example 1: Rolling a Die

A fair six-sided die has outcomes {1, 2, 3, 4, 5, 6}, each equally likely. The probability of rolling a 6 is:

\[ P(6) = \frac{\text{Number of ways to roll a 6}}{\text{Total outcomes}} \] \[ = \frac{1}{6} \] \[ \approx 0.1667 \]

Similarly, the probability of rolling an even number (2, 4, or 6) is:

\[ P(\text{even}) = \frac{\text{Number of even outcomes}}{\text{Total outcomes}} \] \[ = \frac{3}{6} \] \[ = \frac{1}{2} \] \[ = 0.5 \]

This means there’s a 50% chance of rolling an even number, reflecting the symmetry of the die’s outcomes.

Example 2: Drawing a Card

A standard deck has 52 cards: 13 ranks (Ace to King) in 4 suits (hearts, diamonds, clubs, spades). The probability of drawing an Ace is:

\[ P(\text{Ace}) = \frac{\text{Number of Aces}}{\text{Total cards}} \] \[ = \frac{4}{52} \] \[ = \frac{1}{13} \] \[ \approx 0.0769 \]

Now, the probability of drawing a heart is:

\[ P(\text{heart}) = \frac{\text{Number of hearts}}{\text{Total cards}} \] \[ = \frac{13}{52} \] \[ = \frac{1}{4} \] \[ = 0.25 \]

The probability of drawing an Ace of hearts (both an Ace and a heart) is:

\[ P(\text{Ace of hearts}) = \frac{\text{Number of Ace of hearts}}{\text{Total cards}} \] \[ = \frac{1}{52} \] \[ \approx 0.0192 \]

These probabilities help us understand the likelihood of specific card draws in games like poker or blackjack.

Example 3: Flipping Coins

Flip two fair coins, each with outcomes {Heads (H), Tails (T)}. The sample space is {HH, HT, TH, TT}, so there are 4 outcomes. The probability of getting exactly two heads (HH) is:

\[ P(\text{two heads}) = \frac{\text{Number of ways to get HH}}{\text{Total outcomes}} \] \[ = \frac{1}{4} \] \[ = 0.25 \]

The probability of getting at least one head (HH, HT, or TH) is:

\[ P(\text{at least one head}) = \frac{\text{Number of outcomes with at least one head}}{\text{Total outcomes}} \] \[ = \frac{3}{4} \] \[ = 0.75 \]

This high probability reflects that only one outcome (TT) has no heads, making the event of at least one head quite likely.

Example 4: Rolling Two Dice

Roll two fair six-sided dice. The total number of outcomes is \( 6 \times 6 = 36 \). The probability of rolling a sum of 7 (e.g., (1,6), (2,5), (3,4), (4,3), (5,2), (6,1)) is:

\[ P(\text{sum = 7}) = \frac{\text{Number of ways to get a sum of 7}}{\text{Total outcomes}} \] \[ = \frac{6}{36} \] \[ = \frac{1}{6} \] \[ \approx 0.1667 \]

The probability of rolling a sum less than 5 (sums 2, 3, or 4—e.g., (1,1), (1,2), (2,1), (1,3), (2,2), (3,1)) is:

\[ P(\text{sum < 5}) = \frac{\text{Number of ways to get sum 2, 3, or 4}}{\text{Total outcomes}} \] \[ = \frac{1 + 2 + 3}{36} \] \[ = \frac{6}{36} \] \[ = \frac{1}{6} \] \[ \approx 0.1667 \]

These probabilities are useful in games like craps, where specific sums determine outcomes.

Example 5: Picking Marbles

A bag contains 5 red, 3 blue, and 2 green marbles (10 total). The probability of picking a red marble without replacement is:

\[ P(\text{red}) = \frac{\text{Number of red marbles}}{\text{Total marbles}} \] \[ = \frac{5}{10} \] \[ = \frac{1}{2} \] \[ = 0.5 \]

If the first marble is red and not replaced, the probability of picking a blue marble next is:

\[ P(\text{blue after red}) = \frac{\text{Number of blue marbles}}{\text{Remaining marbles}} \] \[ = \frac{3}{9} \] \[ = \frac{1}{3} \] \[ \approx 0.3333 \]

The joint probability of picking a red then a blue (dependent events) is:

\[ P(\text{red then blue}) = P(\text{red}) \times P(\text{blue after red}) \] \[ = \frac{5}{10} \times \frac{3}{9} \] \[ = \frac{1}{2} \times \frac{1}{3} \] \[ = \frac{1}{6} \] \[ \approx 0.1667 \]

This example illustrates how probabilities change with dependent events, common in sequential selections.

Example 6: Selecting a Defective Item

A batch of 100 items contains 5 defective ones. The probability of selecting a defective item is:

\[ P(\text{defective}) = \frac{\text{Number of defective items}}{\text{Total items}} \] \[ = \frac{5}{100} \] \[ = \frac{1}{20} \] \[ = 0.05 \]

The probability of selecting a non-defective item is:

\[ P(\text{non-defective}) = 1 - P(\text{defective}) \] \[ = 1 - \frac{5}{100} \] \[ = \frac{95}{100} \] \[ = 0.95 \]

If two items are selected without replacement, the probability of both being defective is:

\[ P(\text{both defective}) = P(\text{first defective}) \times P(\text{second defective | first defective}) \] \[ = \frac{5}{100} \times \frac{4}{99} \] \[ = \frac{20}{9900} \] \[ = \frac{1}{495} \] \[ \approx 0.002 \]

This low probability reflects the rarity of selecting two defective items in a mostly non-defective batch, a scenario relevant in quality control.

Graphical View

Visualizations help understand probability distributions. Let’s plot probabilities for three scenarios.

Uniform Probability for a Fair Die:

Each outcome has probability \( \frac{1}{6} \).

Flipping Two Coins:

Probabilities for the number of heads (0, 1, or 2).

Sum of Two Dice:

Probabilities for sums 2 to 12.

Rules

Probability rules help calculate probabilities for combined or conditional events. Here are key rules with examples:

  • Addition Rule (Mutually Exclusive Events): For mutually exclusive events \( A \) and \( B \):
  • \[ P(A \text{ or } B) = P(A) + P(B) \]

    Example: For a die, probability of rolling a 1 or 2:

    \[ P(1 \text{ or } 2) = P(1) + P(2) \] \[ = \frac{1}{6} + \frac{1}{6} \] \[ = \frac{2}{6} \] \[ = \frac{1}{3} \] \[ \approx 0.3333 \]
  • Complement Rule: For any event \( A \):
  • \[ P(\text{not } A) = 1 - P(A) \]

    Example: Probability of not rolling a 6:

    \[ P(\text{not 6}) = 1 - P(6) \] \[ = 1 - \frac{1}{6} \] \[ = \frac{5}{6} \] \[ \approx 0.8333 \]
  • Multiplication Rule (Independent Events): For independent events \( A \) and \( B \):
  • \[ P(A \text{ and } B) = P(A) \times P(B) \]

    Example: Flipping two coins, probability of getting heads on both:

    \[ P(\text{HH}) = P(\text{H on first}) \times P(\text{H on second}) \] \[ = \frac{1}{2} \times \frac{1}{2} \] \[ = \frac{1}{4} \] \[ = 0.25 \]
  • Multiplication Rule (Dependent Events): For dependent events:
  • \[ P(A \text{ and } B) = P(A) \times P(B | A) \]

    Example: From the marbles example, red then blue without replacement:

    \[ P(\text{red then blue}) = P(\text{red}) \times P(\text{blue | red}) \] \[ = \frac{5}{10} \times \frac{3}{9} \] \[ = \frac{1}{6} \]
  • Conditional Probability: The probability of \( B \) given \( A \):
  • \[ P(B | A) = \frac{P(A \text{ and } B)}{P(A)} \]

    Example: Given a card is a heart, probability it’s an Ace:

    \[ P(\text{Ace | heart}) = \frac{P(\text{Ace and heart})}{P(\text{heart})} \] \[ = \frac{\frac{1}{52}}{\frac{13}{52}} \] \[ = \frac{1}{13} \] \[ \approx 0.0769 \]
  • Total Probability Rule: For a partition of the sample space into events \( B_1, B_2 \):
  • \[ P(A) = P(A | B_1) P(B_1) + P(A | B_2) P(B_2) \]

    Example: A factory has two machines, M1 (60% of items, 2% defective) and M2 (40%, 3% defective). Probability an item is defective:

    \[ P(\text{defective}) = P(\text{defective | M1}) P(\text{M1}) + P(\text{defective | M2}) P(\text{M2}) \] \[ = (0.02 \times 0.6) + (0.03 \times 0.4) \] \[ = 0.012 + 0.012 \] \[ = 0.024 \]

These rules allow us to handle complex scenarios involving multiple events and dependencies.

Applications

Probability underpins decision-making and modeling in diverse fields. Here are detailed examples:

  • Weather Forecasting: If there’s a 70% chance of rain (\( P(\text{rain}) = 0.7 \)), the probability of no rain is:
    \[ P(\text{no rain}) = 1 - P(\text{rain}) \] \[ = 1 - 0.7 \] \[ = 0.3 \]
    This helps in planning outdoor activities.
  • Insurance Risk Assessment: An insurer estimates a 2% chance of a car accident (\( P(\text{accident}) = 0.02 \)). The probability of no accident is:
    \[ P(\text{no accident}) = 1 - 0.02 \] \[ = 0.98 \]
    If the cost of an accident is $5000, the expected cost is:
    \[ E(\text{cost}) = P(\text{accident}) \times \text{cost} \] \[ = 0.02 \times 5000 \] \[ = 100 \]
    This expected cost informs premium pricing.
  • Machine Learning - Spam Detection: A model predicts a 90% chance an email is spam (\( P(\text{spam}) = 0.9 \)). The probability it’s not spam is:
    \[ P(\text{not spam}) = 1 - 0.9 \] \[ = 0.1 \]
    This probability guides filtering decisions.
  • Medical Testing: A test for a disease has a 95% true positive rate and a 1% false positive rate. If 0.5% of the population has the disease, the probability a positive test indicates the disease (using Bayes’ theorem):
    \[ P(\text{disease | positive}) = \frac{P(\text{positive | disease}) P(\text{disease})}{P(\text{positive})} \] \[ P(\text{positive}) = P(\text{positive | disease}) P(\text{disease}) + P(\text{positive | no disease}) P(\text{no disease}) \] \[ = (0.95 \times 0.005) + (0.01 \times 0.995) \] \[ = 0.00475 + 0.00995 \] \[ = 0.0147 \] \[ P(\text{disease | positive}) = \frac{0.95 \times 0.005}{0.0147} \] \[ = \frac{0.00475}{0.0147} \] \[ \approx 0.323 \]
    This shows only a 32.3% chance of having the disease despite a positive test, due to the low disease prevalence.
  • Gaming - Expected Winnings: In a game, you roll a die and win $10 if you roll a 6, otherwise you lose $2. Expected winnings:
    \[ E(\text{winnings}) = (P(\text{6}) \times 10) + (P(\text{not 6}) \times (-2)) \] \[ = \left(\frac{1}{6} \times 10\right) + \left(\frac{5}{6} \times (-2)\right) \] \[ = \frac{10}{6} - \frac{10}{6} \] \[ = 0 \]
    The expected winnings are $0, indicating a fair game on average.
  • Quality Control: From the defective items example, the probability of at least one defective in two selections:
    \[ P(\text{at least one defective}) = 1 - P(\text{both non-defective}) \] \[ P(\text{both non-defective}) = \frac{95}{100} \times \frac{94}{99} \] \[ = 0.95 \times 0.9495 \] \[ \approx 0.902 \] \[ P(\text{at least one defective}) = 1 - 0.902 \] \[ \approx 0.098 \]
    This helps assess the likelihood of detecting defects in sampling.