Probability — page 1
A bell curve assembled out of coin flips
Drop six hundred balls through a board of pegs, each bouncing left or right at random, and they pile up in a shape that can be predicted precisely. Nothing coordinated them.
Getting pi by dropping needles on the floor
Throw a needle at a lined floor enough times, count how often it crosses a line, and pi falls out. There is no circle anywhere in the experiment.
Twenty-three people
A room needs 253 people before someone probably shares a birthday with you. It needs 23 before two of them probably share one with each other. The gap between those numbers is the whole problem.
Bayes' theorem is a picture of a square
A test that is 99% accurate returns a positive result. The chance it is right can easily be under one in five, and the reason is visible the moment the population is drawn as a square rather than described as a formula.
A walk that always comes home, until it does not
Step left or right at random, forever, and the walk returns to where it started with certainty. On a grid it also returns. In space it does not, and about a third of walks leave and never come back.
The door that was not opened
Three doors, one prize, a host who opens a losing door and offers a swap. Switching wins two times in three, and the reason is not about doors — it is about what the host was allowed to do.
Nobody gets their own hat
Hand back a pile of hats at random and ask for the chance that not one person gets their own. The answer barely moves as the crowd grows — it is a third and a bit at four people, and a third and a bit at four thousand.
How long until every one turns up
Draw at random from six equally likely kinds until all six have appeared. The wait is not six draws, and it is not sixty; it is fourteen point seven, and the number is a harmonic sum wearing a hat.
The rule that forgets where it came from
A walk between a few states, with the next step decided by the current one and nothing else. Run it long enough and the starting point stops mattering — but only when two conditions hold, and both of them have a picture in which they fail.
How far from the average a thing can be
Knowing only an average and a spread — nothing about the shape, nothing about the number of outcomes, nothing about symmetry — the chance of landing three standard deviations out is at most one in nine. And there is a distribution that lands there exactly that often, so the bound cannot be improved.
The average settles and the wobble does not
Two theorems are usually met a page apart and sound as though one is a sharper version of the other. They are the same sums looked at through two different magnifying glasses: divide by the number of them and everything collapses to a point, divide by its square root and a shape appears.
When to stop looking
Candidates arrive one at a time in a random order. Each must be accepted or rejected on the spot, with no going back and no way to know what is still to come. The best possible rule is to look at about a third of them and then take the first one that beats everything seen — and it works about a third of the time, however many there are.
The path folded at its first touch
Counting the walks that touch a line looks like a question about a walk's whole history. Fold each one where it first touches, and it becomes a question about where walks end up — which is a binomial coefficient, and is already known.
Half the time is the rarest answer
In a fair game of many rounds, the fraction of the time one side is ahead is not usually near a half. It is usually near nought or one, and an even split is the single least likely outcome there is.
Two barriers and a fair game
A fair walk between two absorbing barriers is ruined with a probability that is a straight line in the starting stake, and lasts for a number of steps that is the product of what each side can lose. Both facts come from the same two-line recurrence, and both are bad news for the smaller player.
The walk that becomes a curve
Shrink the steps of a random walk and it disappears. Shrink them while stretching the time in the right proportion — space by the square root of whatever time is divided by — and something is left behind, which is a curve nobody could draw.
The shape that averaging leaves alone
Adding independent quantities blurs their distributions together, and rescaling restores the width. Almost every shape is changed by that operation. Exactly one is returned unaltered, and that is why sums of unrelated things keep arriving at it.
An average that never settles
The average of many independent quantities is supposed to steady as their number grows. For one famous distribution it does not steady at all — the average of a thousand draws has exactly the same distribution as a single draw, and no amount of further averaging changes it.
How fast the bell arrives
The limit theorem says a standardised sum approaches the bell curve and says nothing about when. The rate is one over the square root of the number of terms, the constant in front is made of the third moment, and both are visible.
The tail is not a bell
The limit theorem describes a window of width one over the root of n around the mean; ask instead for the chance that an average lands a fixed distance away and the answer falls exponentially, at a rate computed from the summand before any n is chosen.
When the whole histogram deviates
A rare average has a price, an exponent that grows with the number of trials. Ask instead for the chance that the whole tally of outcomes comes out wrong, and the exponent is no longer a function of one number — it is a distance between two distributions, and every rare-average rate is a shadow of it.
The moment everything joins up
Add edges to a set of points one chance at a time and the graph goes from dust to a single piece — not gradually, but over a window that narrows as the point count grows. The last obstacle is almost always a single point with no edge at all, and that is what fixes where the change happens.
The error that does not care how many dimensions
A grid gets rapidly better in one dimension and hopelessly worse in twenty. Random points get better at the same slow rate whatever the dimension, which is why a method that is bad everywhere ends up being the only one that works.
Sampling where the answer lives
Monte Carlo error cannot be made to fall faster than the square root, so the only thing left to attack is the constant in front of it. Drawing points where the integrand is large, and dividing by how often they were drawn, leaves the answer alone and can shrink the noise many times over.