Expected Value
A spinner pays you £1, £2 or
£5 depending on where it stops. You can't know what a single spin will
give — but if you played all afternoon, what would you win on average per spin? That
long-run average is the expected value of the payout, and it is one of the most
useful numbers in all of probability.
First, package the situation as a discrete random variable
X — a quantity whose value is decided by chance — together with its
distribution:
a table listing each value X can take and the
probability of
each.
\begin{array}{c|cccc} x & 1 & 2 & 3 & 4 \\ \hline P(X = x) & 0.1 & 0.2 & 0.4 & 0.3 \end{array}
Because X must take some value, the probabilities always
add to 1: 0.1 + 0.2 + 0.4 + 0.3 = 1.
The expected value formula
The expected value E(X) (also written \mu) is
each value weighted by how likely it is — multiply every outcome by its
probability and add them up:
- E(X) = \sum_x x \, P(X = x).
- It is the long-run mean: the average value of X over very many independent repetitions.
- It is a weighted average — common outcomes pull it toward themselves, rare ones barely move it.
For the table above:
E(X) = 1(0.1) + 2(0.2) + 3(0.4) + 4(0.3) = 0.1 + 0.4 + 1.2 + 1.2 = 2.9.
Notice 2.9 is not one of the outcomes — and that's fine. The
expected value is a summary of the whole distribution, not a prediction of any single result.
The mean is the balancing point
Picture the distribution as bars of "probability weight" sitting along a ruler. The expected value
is exactly the point where the ruler would balance — heavier (more probable) bars
tug the balance point toward them. Here the balance sits at E(X) = 2.9,
pulled right by the tall bars at 3 and 4:
This is why E(X) behaves like a centre of mass. Shift probability toward
the high values and the balance point slides right; pile it on the low values and it slides left.
Worked examples
-
A fair die. Each face 1–6
has probability \tfrac{1}{6}, so
E(X) = \tfrac{1}{6}(1 + 2 + 3 + 4 + 5 + 6) = \tfrac{21}{6} = 3.5. A
"half" no face shows — the long-run average of many rolls.
-
Is the game worth it? You pay £2 to spin, and win
£5 with probability 0.3, otherwise nothing.
Expected winnings are 5(0.3) + 0(0.7) = £1.50. Since
£1.50 < £2, on average you lose
£0.50 per go — a bad bet.
-
A weighted spinner. X \in \{0, 10\} with
P(X=10) = 0.2. Then
E(X) = 0(0.8) + 10(0.2) = 2 — nowhere near the "middle" of
0 and 10, because the big value is rare.
Every casino game is engineered so the player's expected value is slightly negative. On
European roulette a £1 bet on a single number pays
£35 (plus your stake back) with probability
\tfrac{1}{37}:
E = 36 \cdot \tfrac{1}{37} - 1 = -\tfrac{1}{37} \approx -£0.027 per
pound. Any single player might walk away rich, but expected value is a statement about the
long run — and the house plays a very long run indeed.
-
E(X) is not the most likely value, nor the middle
value. You must weight by probability — averaging the outcomes
1,2,3,4 to 2.5 ignores that
3 is four times as likely as 1.
-
Check your table first: if the probabilities don't sum to 1, something is
missing or wrong, and E(X) will be meaningless.