|
The technical processes of a
game stand for experiments that generate aleatory events.
Throwing the dice in
craps is
an experiment that generates events such as occurrences of certain numbers
on the dice, obtaining a certain sum of the shown numbers, obtaining
numbers with certain properties (less than a specific number, higher that
a specific number, even, uneven, and so on). The sample space of such an
experiment is {1, 2, 3, 4, 5, 6} for rolling one die or {(1, 1), (1, 2),
..., (1, 6), (2, 1), (2, 2), ..., (2, 6), ..., (6, 1), (6, 2), ..., (6,
6)} for rolling two dice. The latter is a set of ordered pairs and counts
6 x 6 = 36 elements.
The events can be identified
with sets, namely parts of the sample space. For example, the event occurrence
of an even number is represented by the following set in the
experiment of rolling one die: {2, 4, 6}.
Spinning the
roulette wheel
is an experiment whose generated events could be the occurrence of a
certain number, of a certain color or a certain property of the numbers
(low, high, even, uneven, from a certain row or column, and so on). The
sample space of the experiment involving spinning the roulette wheel is
the set of numbers the roulette holds: {1, 2, 3, ..., 36, 0, 00} for the
American roulette, or {1, 2, 3, ..., 36, 0} for the European. The event occurrence
of a red number is represented by the set {1, 3, 5, 7, 9, 12, 14, 16,
18, 19, 21, 23, 25, 27, 30, 32, 34, 36}. These are the numbers inscribed
in red on the roulette wheel and table.
Dealing cards in
blackjack is
an experiment that generates events such as the occurrence of a certain
card or value as the first card dealt, obtaining a certain total of points
from the first two cards dealt, exceeding 21 points from the first three
cards dealt, and so on.
In card games we encounter
many types of experiments and categories of events. Each type of
experiment has its own sample space. For example, the experiment of
dealing the first card to the first player has as its sample space the set
of all 52 cards (or 104, if played with two decks). The experiment of
dealing the second card to the first player has as its sample space the
set of all 52 cards (or 104), less the first card dealt. The experiment of
dealing the first two cards to the first player has as its sample space a
set of ordered pairs, namely all the 2-size arrangements of cards from the
52 (or 104).
In a game with one player,
the event the player is dealt a card of 10 points as the first dealt
card is represented by the set of cards {10♠, 10♣, 10♥,
10♦, J♠, J♣, J♥, J♦, Q♠, Q♣, Q♥,
Q♦, K♠, K♣, K♥, K♦}.
The event the player is
dealt a total of five points from the first two dealt cards is
represented by the set of 2-size combinations of card values {(A, 4), (2,
3)}, which in fact counts 4 x 4 + 4 x 4 = 32 combinations of cards (as
value and symbol).
In 6/49 lottery, the
experiment of drawing six numbers from the 49 generate events such as
drawing six specific numbers, drawing five numbers from six specific
numbers, drawing four numbers from six specific numbers, drawing at least
one number from a certain group of numbers, etc. The sample space here is
the set of all 6-size combinations of numbers from the 49.
In classical poker, the
experiment of dealing the initial five card hands generates events such as
dealing at least one certain card to a specific player, dealing a pair to
at least two players, dealing four identical symbols to at least one
player, and so on. The sample space in this case is the set of all 5-card
combinations from the 52 (or the deck used). Dealing two cards to a player
who has discarded two cards is another experiment whose sample space is
now the set of all 2-card combinations from the 52, less the cards seen by
the observer who solves the probability problem.
For example, if you are in
play in the above situation and want to figure out some odds regarding
your hand, the sample space you should consider is the set of all 2-card
combinations from the 52, less the three cards you hold and less the two
cards you discarded. This sample space counts the 2-size combinations from
47.
All these isolated examples
are not the most representative from the respective games. They are
presented as an introduction to what mathematics in games of chance means,
namely particular probability models, in which probability theory can be
applied to obtain the probabilities of the events we are interested in.
A probability model starts
from an experiment and a mathematical structure attached to that
experiment, namely the field of events. The event is the main unit
probability theory works on. In gambling/online
gambling, there are many categories of
events, all of which can be textually predefined. In the previous examples
of gambling experiments we saw some of the events that experiments
generate. They are a minute part of all possible events, which in fact is
the set of all parts of the sample space. For a specific game, the various
types of events can be: – Events related to your own play or to opponents’
play; – Events related to one person’s play or to several persons’
play; – Immediate events or long-shot events.
Each category can be further
divided into several other subcategories, depending on the game referred
to. From a mathematical point of view, the events are nothing
more than subsets and the field of events is a Boole algebra.
The complete mathematical model is given by the
probability field attached to the experiment, which is the triple sample
space—field of events—probability function. For any game of chance, the probability model is of the simplest type—the
sample space is finite, the field of events is the set of parts of the
sample space, implicitly finite, too, and the probability function is
given by the definition of probability on a finite field of events. From this definition and the axioms of a Boole algebra flow all the
properties of probability that can be applied in the practical calculus in
gambling. Any predictable event in gambling, no matter how complex,
can be decomposed into elementary events with respect to the union of
sets.
For example, if we consider the event player 1 is dealt
a pair in a Texas Hold’em game before the flop, this event is the
union of all combinations of (xx) type, x being a value from 2 to A.
Each such combination (xx) is in turn a union of the
elementary events (x♣ x♠), (x♣, x♥), (x♣, x♦),
(x♠, x♥), (x♠, x♦) and (x♥, x♦), all
of which are equally possible. The entire union counts 13C(4, 2) = 78 elementary events
(2-size combinations of cards as value and symbol).
This is in fact the basic principle that make the
probability calculus performable in gambling: any compound event can be
decomposed into equally possible elementary events, then the probability
properties and formulas can be applied to it to find its numerical
probability.
|
Sources |
|
We
present here some precalculated probability results for the major
casino
games (Slots, Roulette, Blackjack, Draw Poker and Texas Hold'em Poker).
They are extracted from the books PROBABILITY GUIDE TO GAMBLING, TEXAS
HOLD"EM ODDS, ROULETTE ODDS AND PROFITS and DRAW POKER ODDS and
are partial. In the books you may find the complete results, covering all
gaming situations of respective games. In the book PROBABILITY GUIDE TO
GAMBLING you may also find consistent sections dedicated to Baccarat,
Lottery and Sport Bets. See the Books
section for details. You can also consult our Articles
section for subjects on mathematics applied in gambling, written by
specialists. |
 |
|