Probability simulations, Part I
Interactive simulations for the STA102 slides. Press a button and thousands of random experiments run in your browser; watch the long-run frequencies settle on the values the slides prove.
Each page names the slides it belongs to. Everything is self-contained: no accounts, no downloads, no tracking.
Why should anyone care about chance?
The opening deck: long-run frequency, order out of chaos, and four puzzles.
The long run
Toss a coin, roll a die or bet on red thousands of times and watch the running fraction settle.
Also: Probability and what happens when you learn somethingOrder out of chaos
A Galton board, and the averages of several dice turning into a bell curve.
Estimating π with darts
Throw random darts at a square and count how many land inside the quarter circle.
Random walks
Step left or right at random. How far do you get after n steps? About √n.
The birthday problem
Fill a room with random birthdays. How often do two people share one — and how often does someone share yours?
Also: Probability and what happens when you learn somethingMonty Hall
Play the game yourself, then simulate thousands of games with 3 to 100 doors.
Also: Probability and what happens when you learn somethingThe positive test
A 95%-accurate test for a rare disease, drawn as a town of 10,000 people.
Also: Probability and what happens when you learn somethingDe Méré and Galileo
The Chevalier's two bets, and why three dice total 10 slightly more often than 9.
Also: Probability and what happens when you learn somethingSets: the language of events
Sample spaces, events and set operations on the two-dice grid.
Counting
Permutations, combinations and the numbers behind cards and lotteries.
Probability and what happens when you learn something
Axioms, equally likely outcomes, conditioning and total probability.
Additional material
The matching problem, the gambler's ruin and non-transitive dice.
The matching problem
Hand phones back at random. Nobody gets their own about 37% of the time, whatever the class size.
Also: Probability and what happens when you learn somethingThe gambler's ruin
Bet one unit at a time until you hit a target or go broke; bold play; deuce; a race to roll a six.
Also: Probability and what happens when you learn somethingNon-transitive dice
Four dice that beat each other in a circle. Pick one; I'll pick the one that beats it.