EXPECTED VALUE
The probability-weighted average of all outcomes; linearity of expectation turns hard problems into sums of simple indicator variables.
Overview
The expected value (or expectation) of a random variable is the long-run average outcome if the experiment were repeated many times. It is defined as
You can think of it as a weighted average where each possible value is weighted by its probability. If you roll a fair die many thousands of times, the average result will get closer and closer to — that is what "expected value" means in practice.
AMC10 loves expected value because it appears in games, random walks, and counting problems that would be nearly impossible to solve by brute force. The most powerful tool is linearity of expectation, which lets you compute complex expectations by breaking them into tiny, easy pieces — each piece being an indicator variable that equals 1 when some event happens and 0 otherwise.
Key facts
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Basic formula: Use when you can list all values can take with their probabilities.
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Linearity of expectation (the star tool): This holds for any random variables and — they do not need to be independent.
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Scaling: for constants and .
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Indicator variable trick: For any event , define the indicator which equals 1 if occurs and 0 otherwise. Then To find the expected number of objects satisfying a property, write the count as a sum of indicators and apply linearity:
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Independent variables: When and are independent, Note: this requires independence; linearity holds without it.
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Expected value in a game / fair price: A game is fair if its expected payout equals the cost to play. The fair price to pay for a game with payout is .
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Geometric expectation: If each trial succeeds independently with probability , the expected number of trials until the first success is .
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Expected counts via indicators: The expected number of "good" objects among is where is the probability that any single object is "good" — even if the objects are not independent.
Worked example 1
A bag contains 4 red and 6 blue marbles. A marble is drawn at random. Red pays \5$2$. What is the expected payout?
List the outcomes:
| Outcome | Value | Probability | |---------|-------|-------------| | Red | \5\dfrac410 = \dfrac25$2\dfrac610 = \dfrac35$ |
The expected payout is \\dfrac165$.
Worked example 2
Five students line up at random. What is the expected number of students standing in their original position (i.e., student is in spot )?
It would be painful to count all derangement-related cases. Instead, use linearity of expectation with indicators.
For each student (where ), define:
The total number of "fixed" students is .
By symmetry, for each (student is equally likely to occupy any of the 5 spots).
By linearity:
The expected number of students in their original position is — regardless of how many students there are! The same calculation works for any students: .
Key insight: We never needed to worry about whether and are independent — linearity works anyway.
Common traps
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Confusing with . These are equal only when is constant. In general (Jensen's inequality). For a fair die: so , but .
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Requiring independence for linearity. Linearity of expectation holds always. Only the product rule requires independence.
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Forgetting to include all outcomes. If a game can end with "no payout," that \00$. You must account for all outcomes summing to probability 1.
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Mixing up "expected value" and "most likely value." The expected value of a die roll is , which is not even a possible outcome. "Expected" means the long-run average, not the mode.
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Double-counting with indicators. When setting up indicator variables, make sure each object gets exactly one indicator — do not define for both an ordered pair and the reversed pair if they represent the same event.