S1 5.3 - Expectation and variance
Find the mean and variance of a discrete random variable from its probability distribution. Then see how a fixed charge, a change of scale or a negative multiplier changes the average and the spread.
Expected value
Can the average prize be a value that nobody ever wins? Suppose a game pays , or pounds with probabilities , and . In a large number of plays, the more likely prizes contribute more often to the total. The average must therefore weight each prize by its probability.
Expected value
The expected value, , is the probability-weighted mean of a random variable. It describes the long-run average over many repetitions of the same random process; it need not be a possible value in one repetition.
Think of plays with frequencies close to , and . Their average prize is close to
The probabilities already account for relative frequency. There is no extra division by the number of possible values.
Discrete expectation
For values with probabilities ,
In the formula booklet.
Use every value in the support, including zero and negative values when they occur.
Worked example 1: the average prize
The distribution of , a prize in pounds, is
Find .
Plan. Multiply each prize by its probability, then add.
Answer. The expected prize is , although no single prize is .
Check. The -play frequency calculation gives a total of , or per play. The mean is between the smallest and largest prizes.
Keep the prizes fixed, but move probability from the -pound prize to the zero prize. The mean should fall.
Worked example 2: changing the probabilities
Find for this revised prize distribution.
Plan. Use the revised probability weights with the same prizes.
Answer. , or an expected prize of .
Check. Moving probability from a prize of to a prize of reduces the mean by . This agrees with .
If a player pays a fixed entry fee, expected profit is expected prize minus that fee. An expected profit of zero makes a game fair in the financial sense; it does not make all its prizes equally likely.
Watch out
is not the unweighted average of the listed values. Do not divide by the number of values: the probability weights sum to already.
Apply the weighting to a new distribution.
Second moments and variance
Two games can have the same average prize but very different risks. Variance measures how far the possible values lie from their mean, weighting those squared distances by probability.
Variance
If , the variance is
Its square root is the standard deviation. Variance has squared units; standard deviation has the same units as .
Expanding the square gives a convenient calculation:
The second moment, , means square each possible value before weighting it. This differs from squaring the mean.
Variance from moments
In the formula booklet.
Keep full precision in the mean until its square has been subtracted.
Worked example 3: a second moment
For taking with probabilities , find . Its mean is .
Plan. Find , then subtract the square of the mean.
Answer. .
Check. Direct squared deviations give
This is nonnegative, as a weighted sum of squares must be.
Now add to every prize, keeping the probabilities fixed. The mean moves, but the distances from the mean should stay the same.
Worked example 4: shifting every value
The random variable takes with probabilities . Find its variance.
Plan. Calculate both moments for the shifted values.
Answer. The variance is still .
Check. The deviations are , and , exactly the deviations in Worked example 3.
A negative variance signals an error, often confusing with or rounding too early.
Watch out
The wrong calculation subtracts the mean rather than its square. The correct calculation is . Neither moment needs a further division by the number of outcomes.
Find both moments before subtracting.
Continue this lesson.
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