In simple terms
A friendly intro before the formal notes — no formulas yet.
Putting a number on chance, then averaging it
A discrete random variable turns countable chance outcomes into numbers, and its probability distribution is just a table listing each number beside how likely it is. The expected value is the probability-weighted average of that table - the result you would settle towards if you repeated the experiment thousands of times.
Picture a spinner at a fair with slices worth 1, 2, 5 and 10 points, but the slices are different sizes. You cannot land 'half a slice' - the score is discrete. Because the slices differ in size, a plain average of 1, 2, 5, 10 would be dishonest; the big-money slice might be tiny. Expected value fixes this by weighting each score by the fraction of the wheel it occupies. Spin once and you get one score; spin all afternoon and your average score homes in on the expected value - even if that number, say 3.4, is a score you can never actually land.
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Identify the discrete random variable and list every value it can take.
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Write the probability beside each value to build the distribution table, and check the probabilities add to 1 - if one is unknown, that condition finds it.
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Form the expected value : multiply each value by its probability and add the products.
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Read the answer in context - as a long-run mean, or, for a game, as the expected gain that decides whether the game is fair.
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Key formulas
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Full topic notes
Formal explanation with the rigour you need for the exam.
Discrete random variables and probability distributions
A discrete random variable assigns a number to each outcome of a random experiment, and takes only separate, countable values - for example the number of heads in four coin flips, which can be or but never . We write the variable with a capital letter, , and a particular value with a lowercase . This is the difference from a continuous variable such as height, which can take any value in a range.
A probability distribution lists every value the variable can take alongside its probability , almost always as a table. The table is the object every 4.5 question works from, so building it correctly - and completely - is the first skill to master.
The condition is more than a check: when a distribution contains an unknown probability - often written in terms of a constant - you find it by setting the total equal to 1 and solving.
Each probability lies between 0 and 1 inclusive: .
The probabilities of all possible outcomes sum to exactly 1: .
The table must list every possible value of - a missing outcome is the usual reason a distribution fails to sum to 1.
The expected value $E(X)$
The expected value of a discrete random variable is its theoretical long-run average - the mean you would approach if you repeated the experiment a very large number of times. It is a probability-weighted average: each value is weighted by how likely it is, so common outcomes count for more than rare ones. It is also called the mean and written or .
Expected value: .
To compute it, multiply each value by its probability and add the products. Two ideas trip students up. First, this is a weighted average - averaging the values without their probabilities is only correct when every outcome is equally likely. Second, the expected value need not be a value the variable can actually take: a fair die has , and you never round that to a real face.
On Paper 2, let the GDC do the sum: enter the values in one list and the probabilities in a second, then run one-variable statistics with the second list set as the frequencies. The reported mean is . But still write the substituted line on the page - that written method is where the method mark lives.
Applications: fair games
Expected value is the tool for judging games of chance. A game is fair when the player's expected gain is - on average the player neither wins nor loses. The expected gain is the expected winnings minus the cost to play: . If the expected gain is positive the game favours the player; if negative it favours the organiser (which is how casinos make money). The single most common error here is comparing the expected winnings with zero and forgetting to subtract the stake.
Model answer - marked the way our engine marks it
On Paper 2 the marks are analytic: each is tied to a specific line of working - a method mark (M) or an accuracy mark (A) - and an accuracy mark depends on the method mark it follows. Follow-through (FT) means an earlier slip need not cost the marks that depend on it, provided the later step is carried out correctly on your own figures. The engine also ignores subsequent working (ISW) once a correct answer appears and accepts any equivalent form or correctly-rounded value - but only if the method is on the page. Study how each mark below is earned by a specific line.
Common mistakes examiners penalise
Probabilities that do not sum to 1 - every valid distribution needs . If the total is off you have miscounted a probability or, more often, missed a possible value of . Use the sum as a routine check.
Averaging the outcomes instead of weighting them - , not the plain mean of the -values. Taking a straight average is only correct when every outcome is equally likely.
Rounding to a 'possible' outcome - the expected value can be a number the variable never takes (a fair die gives ). Leave it as the exact weighted sum; do not force it to a real value.
Judging a game on winnings, not gain - a game is fair when the expected gain is 0. You must subtract the stake: . Comparing alone with zero is the classic fair-game error.
Dropping a zero-value or zero-probability term - a value of , or an outcome with a small probability, still belongs in the table and the sum. Omitting it changes both the total and .
Multiplying probabilities by the wrong values - each multiplies its own . Lining the table up carelessly (pairing a probability with the wrong outcome) is an easy, avoidable slip.
No method for an unknown probability - to find an unknown , write explicitly and solve. A bare answer with no equation forfeits the method mark and any follow-through.
Over-rounding mid-calculation - carry full figures through the weighted sum and round only the final answer, to 3 significant figures unless told otherwise.
Where this leads
The distribution table and the weighted sum you have built here are the template for every named distribution in the course. The binomial and, later, other models are just probability distributions with a formula for instead of a hand-filled table, and their means are the same expected value specialised to that formula. The fair-game idea generalises to expected profit in any decision under uncertainty - insurance premiums, expected returns, risk. Master the two moves in this lesson - make the probabilities sum to 1, then form the probability-weighted average - and the rest of the probability course is variations on a calculation you already know how to lay out.
Worked examples
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The discrete random variable has the probability distribution below, where is a constant.
| 1 | 2 | 3 | 4 | |
|---|---|---|---|---|
(a) Find the value of . (b) Find . [4]
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(a) Use the total-probability condition. All the probabilities must sum to 1: [M1: set the sum of probabilities equal to 1] [A1]
A spinner is divided into unequal sectors scoring 0, 1, 3 and 5. The score has the distribution
| 0 | 1 | 3 | 5 | |
|---|---|---|---|---|
(a) Find the expected score . (b) Interpret this value. [4]
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(a) Apply the formula : [M1: substitute values and probabilities into the weighted sum] [A1]
A player pays $5 to roll a fair eight-sided die (faces 1 to 8). If the number is even they win $4; if it is 1 or 3 they win $10; if it is 5 or 7 they win nothing.
(a) Find the expected winnings . (b) Find the player's expected gain per game. (c) State, with a reason, whether the game is fair. [5]
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(a) Build the prize distribution. The die is fair, so each face has probability . [A1: correct prize probabilities]\nThen apply : [M1: substitute into weighted sum] [A1]
A discrete random variable has for . Find , then find . [5]
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Model answer - full working. \nThe distribution is , , , .
How it all connects
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Glossary
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Quick check
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Revision flashcards
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Discrete random variable
A variable, written with a capital letter such as , whose value is a numerical outcome of a random experiment and which can only take separate, countable values (for example ), not every value in an interval.
Key takeaways
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Each probability lies between 0 and 1 inclusive: .
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The probabilities of all possible outcomes sum to exactly 1: .
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The table must list every possible value of - a missing outcome is the usual reason a distribution fails to sum to 1.
Practice — then mark it
The whole point: a real Cambridge question, marked mark-by-mark.
Get a Paper 2 distribution marked: find the unknown probability, then $E(X)$, with full working
Get a Paper 2 distribution marked: find the unknown probability, then , with full working
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