
expected value 179
Computing the product of 23 and 42
expanding brackets The geometric figure of a rectan-
gle explains the process of expanding brackets. Take, for
example, a 23-by-42 rectangle. Its
AREA
is given by the
product 23 ×42. This product can easily be computed
by thinking of 23 as 20 + 3 and 42 as 40 + 2. This corre-
sponds to subdividing the rectangle into four pieces:
We thus have (20 + 3) ×(40 + 2) = 20 ×40 + 20 ×
2 + 3 ×40 + 3 ×2, which equals 800 + 40 + 120 + 6,
or, 966, which is indeed 23 ×42.
Note that each of the four terms in the sum is the
product of one number in the first set of parentheses
(20 or 3), and one number in the second set (40 and 2),
with all possible pairs of numbers appearing. This prin-
ciple holds in general. For example, the quantity (x+
y)(a+ b+ c) equals the sum of six products: xa + xb +
xc + ya + yb + yc (this corresponds to subdividing a
rectangle into six pieces), and (r+ s+ t+ u+ v)(k+ l+
m+ n+ o+ p+ q) is the sum of 35 individual products.
This principle extends to any number of sets of
parentheses. For example:
(2 + 3) ×(4 + 5) ×(6 + 7) = 2 ×4 ×6 + 2 ×4 ×7 + 2
×5 ×6 + 2 ×5 ×7 + 3 ×4
×6 + 3 ×4 ×7 + 3 ×5 ×6
+ 3 ×5 ×7
(Again select one term from each set of parentheses,
making sure to include all possible combinations.) This
corresponds to subdividing a cube into eight pieces.
It also holds for products containing single terms
along with sets of parentheses. For example, we have:
(a+ b) ×x×(c+ d) = a×x×c+ a×x×d+ b×x×c+
b×x×d.
Many schools teach mnemonic devices for cor-
rectly expanding brackets. These can be more compli-
cated than simply understanding the simple process
at hand.
See also
DISTRIBUTIVE PROPERTY
;
NESTED
MULTIPLICATION
.
expected value (expectation, mean) The expected
value of a game of chance involving monetary bets is
the average or
MEAN
profit (or loss) per game you
would expect if the game were played a large number
of times. The expected value illustrates the extent to
which a game is set to, or against, your favor. To
demonstrate: imagine you have the opportunity to play
the following dice game:
You toss a single die and look at the score cast.
If a 1 comes up you win $10, and if a 2
appears you win $5. If any other number is
cast, you pay a fee of $3 for playing the game.
Is this a game worth playing?
With 600 plays of this game, one would expect
close to one-sixth of those rolls (around 100 of them)
to yield a 1, and hence a gain of $10, another sixth of
the rolls (that is, about 100 rolls) to yield a 2 and a
gain of $5, and two-thirds of the rolls (around 400 of
them) to result in a loss of $3 (that is, a –$3 profit).
The average profit over 600 rolls would thus be:
that is, a gain of 50 cents per game. This positive
expected value shows that the game is indeed worth play-
ing. Note, however, that one might still lose money while
playing the game. What has been demonstrated here is
that, for the long run, the game is set to your favor.
Note the appearance of the fractions 1/6, 1/6, and
4/6 in our computation of expected value. These are
the probabilities of each identified outcome actually
occurring. Such probabilities always appear when com-
puting expected value. In general, if an experiment
yields numerical values x1, x2,…,xn, with pibeing the
probability that outcome xioccurs, then the expected
value of the experiment is given by:
x1p1+ x2p2+…+ xnpn
100 10 100 5 400 3
600
1
610 1
654
63
050
×+ ×+ ×−
=× +×+×−
=
() ()
.