The Timpson Lyceum · Discrete Math (2025)
Probabilities and Sample Spaces - Lecture 14 (Discrete Math)
Overview
This lecture opens the unit on probability, the mathematics of how likely an outcome is. The central lesson is that probabilities are deeply unintuitive: you cannot trust gut instinct and must instead reason carefully through every possible outcome. We build the formal object that makes this reasoning precise — the sample space, an ordered pair of a set of outcomes together with a probability function. We practice modeling coins, dice, spinners, and poker hands as sample spaces, then apply the idea to a real medical-testing scenario to show why a "90% accurate" test does not mean a positive result is right 90% of the time. The recurring theme: think it out, do not assume you already know the answer.
Key Concepts
Counting outcomes. To find a probability, list every equally likely outcome, then count how many are the ones you care about. The probability is (favorable outcomes) / (total outcomes).
- Flipping a fair coin times gives equally likely sequences (2 flips → 4 outcomes, 3 flips → 8, 4 flips → 16).
- , , .
Order matters in a sequence. A single specific sequence (e.g. HTH) has probability , but an event described by a count (e.g. "two heads and one tail") collects several sequences. There are three sequences with exactly two heads (HHT, HTH, THH), so , while . You are three times more likely to get two-heads-one-tail than three heads.
The two-children puzzle. A couple has two children and at least one is a boy; the chance the other is also a boy is , not . The ordered outcomes are BB, BG, GB, GG. Knowing one child is a boy rules out GG, leaving three equally likely cases, only one of which (BB) is two boys.
Sample space (the key definition). A sample space is an ordered pair where:
- is a non-empty set — typically the set of all outcomes.
- is a function assigning each outcome a real number (its probability), subject to two conditions:
- Non-negativity: for every (a probability is never negative).
- Normalization: (all the probabilities add up to one, i.e. 100%).
is called the probability function and the set of outcomes.
There is no "right" or "wrong" sample space — only more or less useful ones. The same scenario can be modeled many ways. A fair die can be modeled as with , or with lopsided probabilities (as long as they are non-negative and sum to 1, it is still a valid sample space — just not a faithful model of a fair die). The "useful" model is the one that fits your purpose.
Shorthand notation. When every outcome shares the same probability, write instead of listing each outcome separately.
Standard sample spaces:
- One fair die: , .
- Two dice: , , . If instead you take to be the possible sums , the probabilities are no longer uniform — e.g. the sum 7 occurs 6 ways so , while the sum 2 occurs once so . (This is why a 7 is the most common roll, and Settlers of Catan prints more pips on the more probable numbers.)
- A poker hand: the 52-card deck is . But for hands, is the set of all 5-card hands, of size , each with probability . You may write in words ("the set of all possible poker hands") rather than enumerate it.
Independent trials and the gambler's fallacy. After spinning red five times in a row, the next spin is still equally likely red or black — past independent results do not change future ones. The confusion comes from mixing two different questions: before spinning four times, "three reds and one black" is more likely than "four blacks"; but given you have already seen reds, the next single spin is 50/50. The same logic explains why, among many mothers each guessing the sexes of three children, a majority guess "more than half" correct purely by chance — and the lucky ones wrongly credit a method.
Reading a probability function as a table. Given a list like , check it is a sample space: each value is (zero is allowed — an outcome can be impossible) and they sum to 1.
Conditional reasoning: accuracy is not predictive value. "90% accurate" means: if you have the condition, the test reads positive 90% of the time, and if you don't, it reads negative 90% of the time. It does not mean a positive result is correct 90% of the time. To find the chance you actually have the condition given a positive test, you must account for how rare the condition is in the whole population — base rates dominate when the condition is uncommon.
All scientific knowledge is probabilistic. Only in mathematics is a proven result certain. Empirical fields carry confidence levels — roughly physics 99.99%, chemistry 99.7–99.99%, biology 90–95%, social sciences 60–80%. Combined with the fact that only a small fraction of all proposed theories are correct, a "proven" social-science result can have a surprisingly low chance of actually being true (worked below).
Worked Example
Positive test, low prevalence. 10% of a population has a condition, and a test is 90% accurate. If your test comes back positive, what is the probability you actually have the condition? Use a population of 100 people and split by true status, then apply the test's accuracy to each group; the answer is (true positives) / (all positives).
Even with a "90% accurate" test, a positive result means only a 50% chance of actually having the condition — because most positives come from the much larger healthy group. Lowering the prevalence below 10% makes this even worse.
A social-science theory "proven true." Assume (generously) 10% of all proposed theories are correct, and the field's tests run at 60% accuracy. Among 100 theories:
So a "proven" result in such a field has only about a 14% chance of being correct.
Summary
- To compute a probability, enumerate all equally likely outcomes and count the favorable ones; do not rely on intuition.
- A sample space is an ordered pair with a non-empty set of outcomes and a probability function where for all and .
- The same scenario has many valid sample spaces; there is no "correct" one, only models that are more or less useful.
- A specific ordered sequence and an event defined by a count are different events: but .
- Independent trials have no memory — the gambler's fallacy comes from confusing "before any trials" probabilities with "given past results" probabilities.
- Test accuracy is not the same as the chance a positive result is correct; rare conditions make positives misleading, and outside mathematics all knowledge is probabilistic.