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Hello carnival owner! In this analysis of our product, the probabilities of this wonderful
form of entertainment will be calculated and presented. Theoretical (probabilities in theory) and
experimental probabilities (from actually conducting trials of the game) will be recorded to prove
that this game is well worth every penny. Just like the Late Great Houdini, this game is sure to
attract a plethora of customers and become the hottest story in the news. In memory of Houdini,
The Great Pauldini is a fantastic adventure for all ages. Enjoy the wonders of magic while
playing the game. It goes no further than three stages and all players win if they pass the first
stage, regardless of what happens later in the game. This game involves ping pong balls in a
magician’s hat, a deck of cards with an automatic shuffler, and a wheel with 5 slots. Directions to
1. Place the handkerchief over the hat, shake the hat, and pull one ping pong ball out of it by
putting your hand underneath the handkerchief and turning your head away.
2. If the ball has a bunny drawn on it, place the ball back into the hat and move on to the
next step. If the ball does not have a bunny drawn on it place the ball back in the hat and
3. Place the deck of cards into the automatic card shuffler and let the cards be shuffled.
4. Remove the cards from the automatic shuffler and pick any desired card.
5. If the card is an ace, two, or three of any suit, put the card back into the deck and split the
deck in half, placing each half on one side of the card shuffler. Then move onto the next
stage. If the card is not an ace, two, or three still cut the deck and place each half on the
6. Chose a slot on the wheel and spin the wheel in one direction. Gently roll the ball in the
7. If the ball lands on your chosen slot, you win and receive $15! Given the wheel does not
8. If perhaps several ping pong balls are removed from the hat, the deck of cards spill, or the
In reality, the only rule is to abide by these directions and follow no others. Do not stray
from the directions at all, in any circumstances. For the analyzation of this proposed probability
miracle, the results will be given as if it was the player’s point of view, not the operator’s.
Figure 1 gives a quick snapshot as to what this beautiful carnival game looks like. A
lovely roulette wheel that was edited by hand and an electronic card shuffler are important
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components to this game. The color of the ping pong balls is not an important factor because the
player will remove a ball from the hat without the ability to even see the balls.
To even start to fathom how extraordinary this form of entertainment is, the theoretical
probability will be computed. The theoretical probability is what the results would be in theory,
without actually playing the game. One such way to easily find this probability is with a tree
diagram. In a tree diagram, each stage will show the possible outcomes of what could happen
next, creating a branching out pattern and hence the name a tree diagram.
What can seem confusing immediately is the solid line above the outcome. This line
simply means the probability when what is under the line is not true. In example, the first stage is
either picking the correct ball or not picking the correct ball. The P and parenthesis are proper
notation as the event is within the parenthesis. It is read as “the probability of the event
happening is” and then the probability. The event would be the words within the parenthesis.
Stage One’s setup required ten ping pong balls. Also, in the directions the player is said
to remove one ping pong ball, no more. Therefore, the denominator (or total number of
outcomes) is ten in the fraction. Contrary, the numerator is the total number of favorable
outcomes, such as choosing one of the four correct balls or not one of those balls, depending on
the event. In the latter, the number of outcomes that would favor not picking a correct ball is the
difference between the total and correct number of balls. Since there are ten balls and four are
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correct, and ten minus four is six, the probability of not picking one of the four correct balls is
six out of ten. There are four correct balls and ten in total, so the probability of picking one of
Branching from the outcome required to move onto the second stage are the probabilities
for Stage Two. These probabilities were calculated in the same logic and manner as Stage One’s.
To get past Stage Two, the player must pick an ace, two, or three, and has only one attempt.
There are four suits in a standard deck, each containing one of the desired cards. Therefore, there
are four aces, four twos, and four threes. Adding all the aces, twos, and threes up results in a sum
of 12. Once again, the denominator is the total number of outcomes and since there are fifty two
cards in a deck, there are fifty two possibilities. In the case of the probability of picking a correct
card, the numerator (or number of favorable outcomes) is twelve, found earlier. That is the
probability for picking an ace, two, or three given one try and the card can be from any suit. With
fifty two cards in a deck and twelve as the favorable outcome, the difference of total and
favorable will result in the total number of unfavorable outcomes, or fifty two minus twelve,
which is forty. So, the probability of not choosing an ace, two, or three is forty out of fifty two.
In the third and possibly most suspensive part of the game, the player must have picked
an ace, two, or three to move on, which is why in Figure 2 the branch extends from that specific
probability. With five slots and only one chance to spin, the denominator of the probabilities will
be five. There is only one favorable slot, meaning the probability of the spinner landing on that
chosen slot is one out of five. Contrarily, with only four slots left that you would not get the
chosen slot, the probability of the spinner not landing on the chosen slot if four out of five.
Table 1
Sample Space Of Game
{~P,P~A,PA~C,PAC}
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There are a total of four different possibilities that can result from this game, as seen in
Table 1. The ~ symbol contains the same meaning as the solid line above the event, which means
the the event not happening. Looking back at Figure 2, there were three instances where the
player did not receive the grand prize and one instance where they went all the way. So, three
possibilities involve the ~ and one does not have the ~. The first possibility of not finishing the
game is not picking one of the four balls in Stage One, which is defined as ~P in Table 1, or not
picking the correct ping pong ball. From there, the player can pick the right ball, but not pick an
ace, two, or three, denoted as P~A. As the third instance of not completing the game, the player
can pick the correct ball, draw the right card, but not get their choice of slot in Stage Three,
denoted with PA~C. Finally, the only circumstance of finishing the game is when the player
passes all stages, written as PAC (correct ping pong ball, correct ace, two, or three, and correct
choice of slot) in Table 1. The probabilities for each of these occurring are following in Table 2 .
The exact costs of the game will be analyzed in Table 2 later, but the probability of
winning can be calculated now. The cost to play is $2 and the player will win more than $2 if
they pass Stage One, so the probability of winning Stage One is the same as winning the game
which is 4/10. Therefore, the only time the player would lose money is by not winning more than
$2. There is only one time this occurs: losing in Stage One; the probability of losing is then 6/10.
Table 2
Probability Distribution Chart
Money Player Earns -$2 +$1 +$3 +$13
Table 2 will help aid in calculating the average how much money the player is expected
to gain per game, also known as the expected value. Referencing the directions at the top, if the
player puts in $2 and gains more that that, the have won money. How much they have won is
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determined by subtracting 2 from it since it cost $2 to play the game. The decimal probabilities
were determined by multiplying across the fractions in Figure 2 that correspond to what part of
the game. For example, to determine the probability of winning $13 the faction for winning
Stage One (4/10), winning Stage Two (12/52), and winning Stage Three (1/5) are all multiplied.
These will be known as the theoretical probabilities, for they are what the probabilities would be
6 6 40 6 12 4 6 12 1
𝐸($) = (−2 ∗ ) + (1 ∗ ∗ ) + (3 ∗ ∗ ∗ ) + (13 ∗ ∗ ∗ )
10 10 52 10 52 5 10 52 5
Figure 3. Expected Value Of Carnival Game
To calculate the expected value, denoted as E($) the probabilities of each event occurring
multiplied by how much money is either gained or lost must be added. Figure 3 shows the exact
fractions while Table 2 estimates them to four decimal places. After computing the math, the
result is E($) = -$0.43. This means, on average, the player can expect to lose 43 cents per game.
Table 3
Results Of 50 Trials
Outcome Times Occurred
Table 3 are the total number of times each outcome occurred when the carnival game was
Table 4
Probabilities From 50 Trials
Money Player Earns -$2 +$1 +$3 +$13
Table 4 has two rows that are used in finding the expected value of this specific
simulation. The money each player receives or loses to the game was found using the same logic
that 2 must be subtracted from the advertised win amount since the game costs $2 to play. The
probability of each outcome was calculated by dividing how many times the outcome occurred in
Similar calculations to find the expected value of this simulation were used to find the
theoretical expected value of the carnival game. The money gained or lost was multiplied by its
probability and added to the remaining outcomes. In this case, the expected value of the carnival
Table 5
500 trials
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To run 500 simulation of the game, a TI - Nspire calculator spreadsheet was used. The
figures above show the first 5 trials and the last 5 trials. Since there are three rounds in the game
it was broken up into three parts. First was the simulation of picking ping pong balls out of the
hat. 500 random numbers were generated from 1 to 10. Since there was a 4 in 10 chance of
winning the ping pong game, if numbers one, two, three, or four were chosen that means the
round was won. The numbers were then sorted and out into ascending order. It was found how
many ones, twos, threes, and fours there were total. In this simulation there were 206 winning
numbers. That means out of 500 times the player moved on to round two 206 times. Next, to
simulate round two only 206 trials were ran because that is only how many times stage one was
won and the player cannot move on without winning round one. In the second column of the
spreadsheet numbers one through 26 were generated. Since in the card game pulling an ace, two,
or a three has a 12 out of 52 chance, that number was divided by two to deal with smaller
numbers making it 6 out of 26. The numbers were then sorted and put into ascending order. If a
number one through six was pulled that meant the second round was won. A number one through
six was pulled 46 times meaning round two was won and could advance to round three. To
simulate the third and final round, a random number 1 through 5 was generated for each slot on
the wheel. Since there is a one out of five chance of winning on the wheel, if a one was chosen
then the third round was one and a prize was given. In the 46 trials from winning round one and
two, eight ones were generated. Out of the 500 times the game was simulated, only four times
Table 6
Probabilities From Simulation
Money Player Earns -$2 +$1 +$3 +$13
The table above shows the probabilities of how much money the player will earn or lose.
The probabilities were found by taking the number of times a certain amount of money was lost
or gained and dividing it by 500, the total number of trials. There is the highest probability of
losing two dollars. Out of 500 trials this is where no rounds were won. The probability of this
was 0.588 . The smallest probability is gaining $13 which is winning all rounds which has a
probability of 0.016.
The equation above shows how to find the cost on average to play the game for the 500
simulated trials. Using the data from Table 4, each value of money gained or lost was multiplied
by its probability and then all of them were added together. Solving that equation gets a total of
about -0.41 or -41 cents. This means in the long run, the player will lose 41 cents per game. This
also means that the carnival owner makes 41 cents on average per game.
Another simulation was ran that contained 5000 trials, in other words, the game was
played 5000 times. Although the creators of The Great Pauldini would just relish playing it 5000
times, they had a busy schedule. So, a Java program was created to simulate this. The results
were recorded and are pictured below. Writing the code included an efficient and simple method
of the loop. A description of how the Java code was written can be found in the appendix.
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To run a five thousand trial simulation instead of playing the game five thousand times,
the Java program was used. Figure 6 summarizes the results from the Java simulation in a format
Table 7
Probability Chart From Code
Money Player Gains -$2 +$1 +$3 +$13
The expected value was calculated in the program, which used the same arithmetic as the
simulation with 500 and 50 trials. Table 7 combines the probabilities found by the program with
their corresponding money gains. To compute the expected value, the program did the following
calculation.
The money amount gained or lost is multiplied by the found probability and added with
the remaining outcomes. When this calculation is complete, the expected value of the carnival
game is revealed to be -$0.42. Once again meaning the player loses $0.42 per game and the
These three simulations: the 50 trials, 500 on the calculator, and Java program prove a
probability principle known as the Law of Large Numbers. Each time in a simulation the number
of trials increased by 10 fold, the data analyzed approached the theoretical values, or the values
that would occur in theory using equations. All the results were recorded in a table similar to that
of Table 2 and the expected value in the case of each simulation were also calculated likewise to
Figure 3. Both Table 2 and Figure 3 represent the theoretical values of the carnival game.
Starting with the 50 trials, in Figure 4 and Table 4 the experimental values seem far off from the
theoretical ones. The experimental expected value was -$0.36 while the theoretical one was -
$0.43. Experimental probabilities were also far from the theoretical values, for in Table 4 the
probability of the last two stages are equal and in Table 2 they are about 0.6 apart. In the next
simulation, with the calculator, the experimental expected value was much more close to the
theoretical, only 0.2 off. The individual experimental probabilities also greatly approach the
theoretical ones, with the probabilities of winning $3 and $13 accurate to two decimal places.
Finally, the Java simulation was the most accurate, for 5000 trials were accounted for. The
experimental expected value was only one cent off and and the experimental probabilities were
accurate to two decimal places for the first three probabilities. All three simulations had fairly
close conclusions with the theoretical results and each simulated result grew closer to the
The Great Pauldini is a great game for people of all ages. The appeal of magic draws
people in from the start. The game has three stages, first pulling a ping pong ball out a hat, next
picking a random card from an automatic shuffler, and finally spinning a wheel. Once the first
stage is surpassed the player has an opportunity to win money no matter if they win or lose. The
appeal of winning money even when they lose truly entices people to want to play. The operator
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of the game can just sit back and relax as the game itself can be ran smoothly by the player
alone. When the game was physically played 50 times when the math was done the average
money made per game for the owner was about 36 cents. When the game was simulated 500
times on the TI - Nspire, the average gain for the owner per game over the 500 rounds was 41
cents. From there, the expected value when the Java program simulated the game, the operator
should profit 42 cents per game in the case of 5,000 runs of the game. This means that the
operator will make about $2,100 dollars over the course of 5,000 games. The money made per
game by the owner approaches the theoretical expected value as more people play The Great
Pauldini. From 50, to 500, to 5000 the owner’s gain on average per round nears 43 cents or the
expected value. But, there will not only be 5000 trials, The Great Pauldini will want to be played
continuously by so many players because they see they can win so easily. Quite frankly, the
more times played, the more money the clever Pauldini will make.
The Great Pauldini was a project done together with each person having a leading role in
a certain spot. The idea, theme, and prices for the game were all collaborated about together as a
group bouncing ideas off of each other. Paul did the Java program and the math following that
along with finding the expected values. He also wrote anchors to the figures and tables in the
paper. Madeleine double checked the math that was done by Paul. She also did the instructions,
500 trials with the math and anchors, along with the summary. Lanie created the poster board
and the wheel for the game. She went over the entire paper to check for grammar and ensured the
sentences were smooth and flowed together and gave advice on main parts of the paper. There
was agreement in the group for every decision, problems were addressed immediately, and it was
Appendix
count = count + 1;
countLoseRound3 = countLoseRound3 + 1;
}
if(randSlot == randCharacter){
count = count + 1;
moneyGain = moneyGain + 13;
countWinRound3 = countWinRound3 + 1;
}
}}
if(ballPicked > 4){
moneyLoss = moneyLoss - 2;
countLoseRound1 = countLoseRound1 + 1;
}}
c = moneyLoss/total;
b = moneyGain/total;
EV = c + b;
System.out.println("P(lossing $2) = " + twoDec.format(countLoseRound1/5000));
System.out.println("P(winning $1) = " + twoDec.format(countLoseRound2/5000));
System.out.println("P(winning $3) = " + twoDec.format(countLoseRound3/5000));
System.out.println("P(winning $13) = " + twoDec.format(countWinRound3/5000));
System.out.println("Money Lost " + twoDec.format(moneyLoss/total));
System.out.println("Money Gained " + twoDec.format(moneyGain/total));
System.out.println("Expected Value " + twoDec.format(EV));
System.out.println("P(winning) = " + twoDec.format(count/total));
Figure 7. Java Code
The code started with generating a random integer 1-10, and if that integer was a 4 or
lower, the player passes Stage One. Within that loop, a random integer was generated 1-13 to
simulate the card drawing. The suit does not matter in the game and therefore only the numbers
1-13 were generated. If the random integer was less than or equal to a 3, the loop for the Third
Stage was ran. This time two random integers were generated 1-5 and if both matched, the count
of money gained would have 13 added to it. When the integer in Stage One was not 4 or lower
the money lost amount would have 2 subtracted. In Stages Two and Three when the number was
not the required one to move on, the specified amount was added on, as described in Table 2.
Each time a player either won or lost in any stage, the count of how often that happened was
recorded. All the numbers were divided by the total number of trials (5000) and for the expected
value, the average money lost and gained were added together.
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