MAT-144 · Mathematical Reasoning Topic 06 · Probability
Topic 06 · Glossary

Vocabulary & key terms

Every term defined across this topic, grouped by lesson. Tap a lesson title to jump back to the page where the term was introduced.

31 terms in this topic. Skim before the review.
Experiment
Any process with an uncertain outcome: rolling a die, flipping a coin, drawing a card, spinning a wheel. The probability questions in this topic are about experiments.
Outcome
A single possible result of the experiment. Rolling a die has 6 outcomes (1, 2, 3, 4, 5, 6). Drawing a card has 52.
Sample space
The set of all possible outcomes. For a die, the sample space is {1, 2, 3, 4, 5, 6}. For a card draw, the sample space has 52 elements.
Event
A subset of the sample space — the outcomes we're interested in counting as "yes." "Rolling an even number" is the event {2, 4, 6} inside the die's sample space.
Equally likely
Every outcome in the sample space has the same chance of occurring. This lesson assumes equally-likely outcomes (fair die, well-shuffled deck). When that assumption fails, the simple-ratio formula doesn't apply directly — you weight by individual outcome probabilities instead (Lesson 5).
Probability range
Every probability is a number between 0 and 1 (inclusive). 0 means impossible, 1 means certain, and everything in between is the rest of life. If you compute a probability that comes out negative or above 1, you made an arithmetic error somewhere.
Independent steps
Steps where the choice at one step does not constrain the choices at any other step. License-plate slots are independent (letter A in slot 1 doesn't block letter A in slot 2); medals in a race are not (the gold medalist can't also win silver).
With replacement / repeats allowed
After making a selection at step k, that choice is still available at step k+1. License plates allow repeats. A bag where you draw a ball, record it, and put it back is "with replacement."
Without replacement / no repeats
Once a choice is made, it can't be made again. Medals (gold, silver, bronze) can't go to the same person twice. The number of choices shrinks at each step (n, n−1, n−2, ...). That setup is a permutation, introduced in L4.
Tree diagram
A visual organizer for multi-step problems with few choices. Each step adds a layer of branches; the total leaves at the bottom equals the product of the branches per step. Useful for sample-space problems with 2-3 steps and small choice counts.
Shrinking choices
In a multi-step count where repeats aren't allowed, the number of choices drops by 1 at each step. "Pick 3 books from 10 with no repeats" = 10 × 9 × 8. The pattern of descending integers is the seed of the factorial.
Union (A or B)
The event "A happens OR B happens (or both)." Includes every outcome that's in either set. In set notation: A ∪ B.
Intersection (A and B)
The event "A happens AND B happens at the same time." Includes only the overlap. In set notation: A ∩ B. The intersection is what the addition rule subtracts.
Mutually exclusive
Two events are mutually exclusive when they cannot both occur on the same trial. Rolling a 3 and rolling a 5 on the same die roll. Their intersection is empty, so P(A and B) = 0 and the addition rule simplifies.
Standard 52-card deck
52 cards in 4 suits (♠ ♣ ♥ ♦), 13 cards per suit (A, 2-10, J, Q, K). Hearts and diamonds are red (26 cards); spades and clubs are black (26 cards). Face cards are J, Q, K (12 total, three per suit). The canonical deck shows up in every ALEKS probability review.
Double-counting
The mistake of including the same outcome twice. Happens when you compute P(A or B) as P(A) + P(B) without subtracting the overlap. Always subtract P(A and B) — the inclusion-exclusion rule is the fix.
Factorial (n!)
n! = n × (n−1) × (n−2) × ··· × 1. So 3! = 6, 4! = 24, 5! = 120, 10! = 3,628,800. By convention, 0! = 1. The factorial counts the number of ways to arrange n distinct items in a row.
P(n, r) — permutation
Number of ordered ways to pick r items from n: P(n, r) = n × (n−1) × ··· × (n−r+1), which is r terms total. Equivalently, n!/(n−r)!. Use when the position or identity of each pick matters.
C(n, r) — combination
Number of unordered ways to pick r items from n: C(n, r) = P(n, r) / r!. Use when the order or position doesn't matter and every selection of the same r items is the same answer.
The litmus test
"Does swapping two of my picks give me a different answer?" If yes (medals, schedules, podium positions), it's a permutation. If no (committees, card hands, pizza toppings), it's a combination. Ask this question first, before reaching for any formula.
Shrinking product
The descending multiplication n × (n−1) × (n−2) × … that shows up in every permutation. P(10,3) = 10 × 9 × 8 = 720. Stop after r factors. The factorial is just the shrinking product all the way down to 1.
Random variable (X)
A quantity whose value depends on the outcome of a random experiment. The payoff on a spinner spin, the number of heads in 10 coin flips, the score on a die roll. Usually written X (or another capital letter).
Expected value (E(X))
The mean (average) of the random variable, weighted by probability: Σ x · P(x). Also written μ in some textbooks. Has the same units as the random variable itself (dollars per spin, points per roll, etc.).
Fair game
A game with E(X) = 0. Neither player nor house has a long-run advantage. Pure fair games are rare in practice — most casino games have a slightly negative E for the player (the "house edge") and insurance premiums are set to give the insurance company a slightly positive E.
Long-run interpretation
E(X) is not what you should expect to win on any single trial — it's the average across many trials. If E(X) = $0.50, you should expect to be ahead by about $50 after 100 plays, $500 after 1,000 plays. Variance still matters in the short run.
House edge
When the operator of a game (a casino, a lottery, an insurance company) has a negative expected value from the player's side, the absolute value of that E(X) is the house edge. Roulette's edge is about $0.053 lost per dollar bet, every spin, on average. That's the long-run profit per trial that keeps the lights on.
Compound event
An event built from two or more simpler events (typically with AND or OR). "The ball is odd AND the card is K or J" is a compound event made from two simple ones.
Independent events
Two events are independent when the occurrence of one does not change the probability of the other. Drawing a card from one deck and rolling a die are independent. For independent A and B: P(A and B) = P(A) · P(B).
Law of Large Numbers
As the number of trials of a random experiment grows, the experimental probability of an event approaches the theoretical probability. Short runs are noisy; long runs are not. This is why casinos make consistent profits despite any individual player winning big — the house plays the long run.
Convergence (not equality)
The Law of Large Numbers says experimental P gets closer to theoretical P as n grows, not that they become equal. Even at n = 1,000,000, the experimental value will differ slightly from the theoretical — just by a smaller amount than at n = 100.
Experimental vs. theoretical
Two ways to assign a probability. Experimental: count what actually happened in the data — favorable trials ÷ total trials. Theoretical: compute from the structure of the experiment — favorable outcomes ÷ total outcomes. Both are valid; they should agree as the sample grows.