Sample Spaces
Before you can find a single probability, you have to answer one question first:
what could possibly happen? Roll a die and you know it in your bones — a
1, 2, 3,
4, 5 or 6.
That complete list of everything that could come out is called the
sample space.
It sounds almost too simple to bother naming. But the moment two things happen at once —
two dice, or a coin and a spinner — the possibilities multiply and it becomes horribly
easy to miss one, or to count the same thing twice. The whole secret to getting probabilities
right is to organise the sample space so you can count it without slipping up.
A neat list, a grid, or a table turns a confusing muddle into a simple tally.
P(\text{event}) = \frac{\text{favourable outcomes}}{\text{total outcomes in the sample space}}
Every probability is really just two counts — and both of them are read
straight off the sample space. Get the sample space right and the probability falls out on its
own.
Listing a small sample space: two coins
Toss a 10p and a 20p at the same time.
Each coin lands Heads (H) or Tails (T), so
together there are four possibilities. Because the coins are different, we track them in
order — first coin, then second:
\{\, HH,\ HT,\ TH,\ TT \,\}
Four outcomes, each equally likely. Now any question is just counting. What is the chance of
getting exactly one head? Two of the four outcomes fit — HT
and TH — so
P(\text{exactly one head}) = \frac{2}{4} = \frac{1}{2}.
Notice that HT and TH are
different outcomes, even though both are "one head and one tail". Keeping them
separate is exactly what makes the count come out right.
To work out a probability when two events happen together:
- list every possible outcome — don't miss any and don't repeat any;
- a grid (two-way diagram) handles two events neatly, one per axis;
-
the total number of outcomes is
(\text{ways for the first}) \times (\text{ways for the second});
-
then, exactly as before,
P(\text{event}) = \frac{\text{favourable outcomes}}{\text{total outcomes}}.
The grid for two dice
With two dice the list gets long — 36 outcomes — so a plain list is
clumsy. A two-way sample space diagram is far better: die A runs down the rows,
die B across the columns, and every cell is one combined outcome. The grid is
6 \times 6, which is
6 \times 6 = 36 \text{ outcomes.}
Step through to fill in the sums, then to spot every way of making a total of
7. Count the highlighted cells and the probability is immediate.
Six cells light up, so
P(\text{sum} = 7) = \frac{6}{36} = \frac{1}{6} \approx 0.17.
No cleverness, no formula to memorise — just count the favourable cells and divide by
36.
Combining different things: a spinner and a coin
The two events don't have to match. Spin a spinner with three colours —
Red, Green, Blue — and toss a coin
(H or T). A little table lays out the whole
sample space: three colours across, two coin faces down.
\begin{array}{c|ccc} & R & G & B \\ \hline H & RH & GH & BH \\ T & RT & GT & BT \end{array}
That is 3 \times 2 = 6 outcomes. Want the chance of
Blue and Heads? Exactly one cell fits, so
P(\text{Blue and Heads}) = \frac{1}{6}.
And the chance of Heads with any colour? The whole top row —
3 cells — so \tfrac{3}{6} = \tfrac{1}{2},
just as you'd hope for a fair coin.
One grid, many questions
The beauty of a sample space diagram is that one picture answers a whole family of
questions. Keep the two-dice grid in mind and count the favourable cells for each:
-
A total of 10 or more? The cells summing to
10, 11 or 12
are 3 + 2 + 1 = 6, so
P(\text{sum} \ge 10) = \tfrac{6}{36} = \tfrac{1}{6}.
-
At least one six? The last row and the last column together cover
11 cells (they share the corner (6,6), so
count it once), giving P(\text{at least one six}) = \tfrac{11}{36}.
-
An even total? Exactly half the grid — 18 cells —
so P(\text{even sum}) = \tfrac{18}{36} = \tfrac{1}{2}.
Same 36 outcomes every time; only the count of favourable cells
changes. That is the whole method — build the sample space once, then answer anything by counting.
The classic blunder is to list the sample space haphazardly and either miss an
outcome or count one twice. The cure is to be systematic — march through it in a
fixed order (all the first-die-1 outcomes, then all the first-die-2 outcomes, and so on) so you
can see that nothing is skipped.
The sneakiest trap of all: for two distinguishable dice, (2,5)
and (5,2) are different outcomes — die A shows
2 and die B shows 5 in one, the other way
round in the other. That is why there are 36 outcomes, not
21. If you lazily treat "a 2 and a 5" as a single outcome you'll get
21 and every probability afterwards will be wrong. When you can tell
the two dice apart, order matters.
Glance at the two-dice grid and something jumps out: the total 7 runs
right down the whole diagonal — (1,6),(2,5),(3,4),(4,3),(5,2),(6,1) —
six ways. Meanwhile 2 happens only as
(1,1) and 12 only as
(6,6) — one way each, the rarest of all.
Seeing the whole sample space at once turns a confusing probability into an obvious count. This
is no accident of gambling folklore: the game of craps and countless board games
are designed around the fact that 7 is the most common roll
and 2 and 12 the least. The grid doesn't
just answer the question — it shows you why the answer had to be what it is.
See it explained