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Carnival Paper
Carnival Paper
There have been crimes committed all over the city and the police are having a difficult
time finding the criminal. Havoc has wreaked amongst citizens, who are either scared to leave
their homes or panicking to evacuate the city as soon as possible. This cannot go on for any
longer! Law enforcement has hired you, a private investigator, to explore the evidence left
behind and catch this villian. Will you be able to save the city from this dangerous perpetrator?
The objective of this game is clear, find the criminal. The table accompanying this game
has outcomes of Round 1 on the left side and outcomes of Round 2 on the right. Whichever
outcome is received, by either spinning the spinner or rolling the pair of dice, is accompanied
with an envelope that is labeled with that outcome. The participant, or investigator, is required to
reach into that envelope after receiving a specific outcome, and following what the card says.
Round 1 requires the player, or the investigator, to spin a spinner that contains six equal
sections. The player would have to spin the spinner and have the arrow land on the number four,
five, or six. If the spinner lands on one, two or three, then the investigator let the criminal get
away and lost the game. However, if four, five or six is obtained, then the investigator has found
evidence and can move on to the next round! The next round involves the rolling of two dice; the
sum must add up to the number two or to the number twelve. If this is not achieved, the
investigator incorrectly identified the owner of the evidence and sent the wrong person to jail. If
the player rolls a two or a twelve, then the investigator has cracked the case and found the true
criminal, saving the citizens and earning a key to the city. The cost to play is one dollar and if the
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investigator was able to put the criminal in jail, retrieving a key to the city, which is worth
The figure above contains images of the carnival game itself. The first round is the first
picture. Six envelopes had been arranged, each containing a piece of paper, informing the player
of their fate. Envelopes labeled four through six contain fingerprints, or evidence that can be
used to identify the criminal. Envelopes one through three contain pieces of paper that inform the
player that they have lost the game and cannot continue to the next round. The second picture
displays the table surface of the game. The second round is the third picture. Once the
investigator has found the evidence, they roll the pair of dice and pick from the designated
envelope. Envelopes labeled two or twelve contains a mugshot of the criminal and the key to the
city, meaning they won and caught the criminal. Otherwise, the investigator receives a slip
saying they have imprisoned the wrong person and lost the game.
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The images above show all the possible papers that the player can receive placed in the
envelopes. The image on the top far left shows what are inside envelopes if you lose Round 1,
whilst the image in the top middle is the slip they will receive if they win Round 1. The image on
the far right exhibits what the investigator would receive if the sum of the die was anything other
than a 2 or 12, meaning they lose Round 2. Finally, the image on the bottom depicts what the
investigator would get for finding the evidence and correctly identifying the criminal, which
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Table 1
Sample Space
Spinner Number
1 2 3 4 5 6
2 (1,X) (2,X) (3,X) (4,2) (5,2) (6,2)
3 (1,X) (2,X) (3,X) (4,3) (5,3) (6,3)
4 (1,X) (2,X) (3,X) (4,4) (5,4) (6,4)
5 (1,X) (2,X) (3,X) (4,5) (5,5) (6,5)
6 (1,X) (2,X) (3,X) (4,6) (5,6) (6,6)
Sum of
7 (1,X) (2,X) (3,X) (4,7) (5,7) (6,7)
Dice
8 (1,X) (2,X) (3,X) (4,8) (5,8) (6,8)
9 (1,X) (2,X) (3,X) (4,9) (5,9) (6,9)
10 (1,X) (2,X) (3,X) (4,10) (5,10) (6,10)
11 (1,X) (2,X) (3,X) (4,11) (5,11) (6,11)
12 (1,X) (2,X) (3,X) (4,12) (5,12) (6,12)
Table 1 above displays the set of all possible outcomes in the experiment. The first
number in the set represents the number on the spinner obtained. The second number in the set
represents the sum of the two dice received after rolling. If the number received when spinning
the spinner is 1, 2 or 3, you cannot move on to the next round, which is why there is an ‘X’ as the
second number.
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Figure 3 represents a tree diagram of all the possible outcomes for this game. The
diagram displays the possible outcomes for each round and which outcomes are required to move
on to the next round. For the outcomes of 1, 2 and 3, “X”s are displayed as, if the investigator
Table 2
Probability of Each Outcome
Spinner Number
1 2 3 4 5 6
2 0.1667 0.1667 0.1667 0.0046 0.0046 0.0046
3 0.1667 0.1667 0.1667 0.0093 0.0093 0.0093
4 0.1667 0.1667 0.1667 0.0139 0.0139 0.0139
5 0.1667 0.1667 0.1667 0.0185 0.0185 0.0185
6 0.1667 0.1667 0.1667 0.0231 0.0231 0.0231
Sum of
7 0.1667 0.1667 0.1667 0.0278 0.0278 0.0278
Dice
8 0.1667 0.1667 0.1667 0.0231 0.0231 0.0231
9 0.1667 0.1667 0.1667 0.0185 0.0185 0.0185
10 0.1667 0.1667 0.1667 0.0139 0.0139 0.0139
11 0.1667 0.1667 0.1667 0.0093 0.0093 0.0093
12 0.1667 0.1667 0.1667 0.0046 0.0046 0.0046
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The table above displays the theoretical probability of getting each individual outcome in
the game.
approximately 0.1667. This is because each section of the spinner is divided equally into six
sections, causing there to be an equal chance. The columns with the spinner numbers of 1,2, and
3 stayed as 0.1667 as the player cannot move on to the next round. The same cannot be said
about Round 2, as each outcome is more or less likely to occur. Refer to Appendix B for these
probabilities. Depending on the certain sum of the dice, that probability, P(D), was multiplied by
the probability of getting a certain number on the spinner, P(S), to get the probability above or
P(O). This can be represented by the equation below. Refer to Appendix C for a sample
calculation.
The probability of winning this carnival game can be represented by the equation below.
This equation is similar to the equation above, where P(S) represents the probability of getting a
winning outcome on the spinner, and P(D) represents the probability of of getting a winning
outcome with the sum of the pair of dice. However P(O), the probability of an outcome, was
P (W ) = P (S) * P (D)
P (W ) = P (S) * P (D)
3 2
P (W ) = 6 * 36
1
P (W ) = 36
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Figure 4 above shows the probability of winning this carnival game. The probability of
getting a winning outcome on the spinner is 3/6, as there is 3 ways out of the possible 6 to move
on to the next round. The probability of getting a winning outcome on the pair dice is 2/36, as
there is a total of 2 ways (getting a sum of 2 or getting a sum of 12) out of the possible 36 to win
the key to the city. These probabilities would be multiplied together to receive the probability of
winning, or 1/36, which approximates to 0.0278 or 3%. To find the probability of losing, first it
should be known that winning and losing are complementary events. Since we know the
probability of winning, the probability of losing would be the probability of winning subtracted
from 1. This would entail that the probability of losing, or P(L), equals 35/36, which
approximates to 0.9722.
Table 3
Expected Value
Winning Losing
Money +4 -1
The table above displays how the expected value was found. The values above are from
the players point of view. As the investigator has to pay one dollar to participate in the game,
they would only be winning four dollars. The probabilities were acquired from Figure 4. These
values were multiplied together vertically to receive the bottom row, which were then added, to
receive the expected value of -$0.86. This signifies that the player is expected to lose $0.86 in the
long run.
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The tables above display the probability distribution of every outcome in this game. It
should be noted that this chart should be together, but was split up to maximize space. All the
probabilities add up to 0.9999 or approximately 1, proving that this chart is correct. Probabilities
Table 8
First Simulation
Money
Trial Spinner Dice Win?
Lost/Gained
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1 3 X No -1
2 4 11 No -1
3 5 5 No -1
4 4 7 No -1
5 2 X No -1
6 3 X No -1
7 1 X No -1
8 3 X No -1
9 4 10 No -1
10 4 8 No -1
11 6 5 No -1
12 4 7 No -1
13 4 6 No -1
14 3 X No -1
15 5 12 Yes +4
16 6 10 No -1
17 5 12 Yes +4
18 1 X No -1
19 5 11 No -1
20 1 X No -1
21 6 9 No -1
22 5 3 No -1
23 4 10 No -1
24 3 X No -1
25 5 6 No -1
Table 8
First Simulation (Continued)
Money
Trial Spinner Dice Win?
Lost/Gained
26 1 X No -1
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27 3 X No -1
28 2 X No -1
29 3 X No -1
30 3 X No -1
31 1 X No -1
32 4 5 No -1
33 1 X No -1
34 3 X No -1
35 1 X No -1
36 3 X No -1
37 5 7 No -1
38 5 8 No -1
39 6 3 No -1
40 3 X No -1
41 4 7 No -1
42 4 11 No -1
43 6 7 No -1
44 5 7 No -1
45 4 7 No -1
46 4 9 No -1
47 6 6 No -1
48 6 10 No -1
49 3 X No -1
50 4 9 No -1
Table 8 above displays the data collected when the game was physically played.
Calculations for money gained/lost was fairly easy as the player lost one dollar if they did not
win and gained four dollars if they won. The average money lost from this simulation can be
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found by adding all of the amount gained/lost and then dividing that sum by the amount of trials,
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Average = − 5
= − 0.80
Figure 5 displays the average calculated for the first simulation. The average money lost
This fairly high amount of money lost is close to the relative frequency of losing, which
is approximately 96% of the time. The relative frequency of winning, in turn, was 4%, which is
higher than the theoretical probability of approximately 2.7778%. Although the relative
frequency was in fact higher, there was not much of a difference between the percentages.
Simulation 2:
To produce 100 trials ran by a random number generator, the TI-Nspire software had
manifested itself to being an extremely helpful resource. To simulate these trials, a new
spreadsheet was created. Two columns had been labeled “round one” and “round two”. To
determine the numbers generated for Round 1, the command “randint(1,6,100)” had been
entered. The beginning two numbers, the one and six, informs the software that the numbers
should be produced randomly within one and six, inclusive. The one hundred notifies the
software to only produce one hundred trials. To determine the numbers generated for Round 2,
the same command had been entered except the numbers had been altered. The range entered
was two through twelve but the number of trials had stayed consistent. This data was then
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transferred onto a Google Spreadsheet and analyzed further. The results of this trial can be found
in Appendix A.
Out of the hundred trials that had been simulated, only one trial had met the requirements
and won the game. This was Trial 10, as shown in Appendix A. This data is used to assist in
calculating the relative frequency for this simulation. The relative frequency of winners is 1/100,
or 1%. This means that from the experiment conducted, only 1% of the trials had won the game,
2.7778%, would win. The relative frequency for losing was 99/100, or 99%. This means that
from the experiment conducted, 99% of the trials had failed to meet the requirements for
winning.
Running 100 trials does not come without a cost. The game costs $1 to play and includes
a prize worth approximately $5. The average money lost by the person playing the game can be
found by finding the sum of all of the numbers and dividing it by 100. Using the equation in
Figure 5, it was determined that the investigator/player lost an average of 95¢ per game.
Simulation 3:
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Figure 6 above displays the code written to simulate 500 trials of the game invented. The
game is first set under a “while” loop that keeps the game running for a determined amount of
times, in this case 500. Contained within this while loop, is the code for the spinner and dice
probabilities. First, the game detects if the spinner value falls within a 3/6 margin. If it does, it
sets a keyword “gameDecider” to 1. If the code detects that the gameDecider value is 1, it allows
for the continuation of the game and checks if the dice probabilities fall within a 2/36 margin. If
it does, the program adds a number to the “timesWon” variable and recycles through the code, if
it does not fall within the correct margin, the trial simply ends and recycles. At the bottom of the
code is some fairly simple calculations made to display the number of winners, relative winning
frequency, and expected value of the 500 generated games. It should be noted that the reason the
code detects “if(spinner<4)” is because there are 3/6 numbers less than 4, and in the game
description the chosen winning numbers of 4, 5, and 6 also have a 3/6 probability of occuring. It
should also be noted that instead of simulating 2 separate dice and summing them for each trial,
it was found to be easier to simply represent the chances of getting a dice sum of 2 or 12 as
“2/36”. This code was written on the website CodeSkulptor using the Python coding language.
The link to the code can be found here. See Appendix A for a sample of 500 randomly generated
trials. Shown in the code, the average money the player lost was 83¢.
While the simulations had contained the same general ideas, the outcomes were not
exactly the same. The first simulation had the highest relative frequency of winning, which was
approximately 4% while the second stimulation had the lowest relative frequency of about 1%.
Both however strayed further from the theoretical probability than the final trial, who’s relative
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frequency was approximately 3.4%. The relative frequencies were reasonably similar, but the
average amount of money lost by the players had slight variations. While the expected value was
a loss of 86¢, the second simulation did not follow that reasoning. The average amount of money
lost per trial was approximately 95¢ during that simulation, displaying an even smaller profit
which results from the 9¢ difference. The second stimulation was the only simulation out of the
V. Summary
This game is simple yet exciting. It’s fresh and thrilling concept as well as intracy of
construction invites everyone to become a private investigator. The directions are easy to follow
and requires no skill at all. Additionally, with the probability of the player winning being quite
small, and the expected value showing the player will lose money in the long run, a large amount
of money can be raised towards the fundraiser. This game is very straight forward when it comes
to winning or losing. The theoretical probability of winning is 1/36, with a expected value of
-86¢ per trial for the player. Despite this low chance of winning, however, the murderously
charming design and internal drive of wanting to catch that rapscallious criminal are sure to keep
When it came to partner participation, the work was split relatively evenly. Each partner
had contributed to the building of the actual game. There had been two occasions in which the
team had met to discuss ideas, work on building the board, and eventually play the game 50
times. As for the paper, Tazkira had done most of the math. Tia had ran and typed the second
stimulation of one hundred trials as well as creating a table for the sample space, assisting in the
writing of the introduction, and formatting the majority of the tables, figures, and appendices.
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As well as working on the building of the game, Luke had also written the code for the third
simulation, as seen in Figure 6, and typed the corresponding information that went with that
simulation. Luke had also contributed in the calculations of the theoretical probability and
While the tasks were not divided beforehand, not one partner did too little or too much.
There was always someone doing something and not one person had been slacking off. There
were no problems between the partners in the group either and communication was not a
problem, for the members were constantly updating the others if something had been altered or if
there was a difficulty in any of the tasks. Each partner had an equal contribution to the
Table 1
Simulation 2 Data
Amount Amount
Trial Round Round of Money Trial Round Round of Money
Number One Two Lost/Gain Number One Two Lost/Gain
ed ($) ed ($)
1 2 X -1 51 6 9 -1
2 1 X -1 52 1 X -1
3 1 X -1 53 6 5 -1
4 1 X -1 54 6 6 -1
5 4 6 -1 55 2 X -1
6 2 X -1 56 1 X -1
7 1 X -1 57 4 3 -1
8 3 X -1 58 3 X -1
9 2 X -1 59 2 X -1
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10 6 12 4 60 2 X -1
11 4 11 -1 61 5 4 -1
12 2 X -1 62 2 X -1
13 5 3 -1 63 3 X -1
14 2 X -1 64 6 3 -1
15 6 10 -1 65 1 X -1
16 5 6 -1 66 2 X -1
17 1 X -1 67 5 6 -1
18 6 6 -1 68 1 X -1
19 3 X -1 69 3 X -1
20 2 X -1 70 1 X -1
21 5 9 -1 71 6 10 -1
22 1 X -1 72 5 6 -1
23 1 X -1 73 2 X -1
24 6 3 -1 74 3 X -1
25 1 X -1 75 5 5 -1
26 1 X -1 76 1 X -1
27 5 3 -1 77 4 9 -1
Table 1
Simulation Two Data (Continued)
Amount Amount
Trial Round Round of Money Trial Round Round of Money
Number One Two Lost/Gain Number One Two Lost/Gain
ed ($) ed ($)
28 5 3 -1 78 1 X -1
29 6 6 -1 79 2 X -1
30 5 9 -1 80 4 4 -1
31 6 8 -1 81 6 10 -1
32 4 6 -1 82 4 5 -1
33 1 X -1 83 1 X -1
34 6 6 -1 84 3 X -1
35 4 4 -1 85 3 X -1
36 4 8 -1 86 2 X -1
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37 5 8 -1 87 1 X -1
38 5 4 -1 88 6 9 -1
39 6 9 -1 89 6 6 -1
40 5 6 -1 90 4 6 -1
41 6 7 -1 91 4 7 -1
42 1 X -1 92 5 7 -1
43 3 X -1 93 3 X -1
44 6 6 -1 94 4 10 -1
45 4 7 -1 95 4 7 -1
46 3 X -1 96 1 X -1
47 2 X -1 97 6 11 -1
48 6 5 -1 98 2 X -1
49 4 7 -1 99 1 X -1
50 5 9 -1 100 1 X -1
Table 1 above displays the numbers simulated by a random number simulator. Each
pairing represents one trial and there are one hundred recorded trials. To the left of the pairings
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Figure 1 displays 500 simulated trials of the game. The trial number is displayed,
followed by the spinner value obtained for that trial, followed by the dice roll probability
obtained, then, an output is displayed on whether or not the trial is a winning trial. At the bottom
of the output screen, 3 calculations for the 500 trials are made: number of winners, relative
frequency of winning, and the average amount of money lost per trial. In this case, the number of
winners were 17, with a relative winning frequency of 0.034, and an average amount of money
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Table 1
Probabilities of Each Sum
Probability of Receiving Each Dice Sum
2 3 4 5 6 7 8 9 10 11 12
Probability
(Decimals) 0.03 0.06 0.08 0.11 0.14 0.17 0.14 0.11 0.08 0.06 0.03
Probability
(Fractions) 1/36 2/36 3/36 4/36 5/36 6/36 5/36 4/36 3/36 2/36 1/36
The table above shows the probabilities of receiving each of the sums. The probabilities
are recorded in both decimal and fraction form, as labeled above. These probabilities are not
similar to each other in comparison to the spinner because there are more combinations to get a
sum such as 6 than there is with a sum of 2. This can assist in understanding why winning the
game is in fact fairly difficult as the only winning outcomes are 2 and 12, the two sums that are
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To find the probability of receiving a certain outcome, P(O), the probability of receiving
a certain number on the spinner, P(S), must be multiplied with the probability of receiving a
This equation can be used to calculate the probability of any given outcome but is widely
P (O) = 0.0185
The formula identified above had been use to calculate the probability of spinning a four
and rolling the die to get a sum of five. While in the game this pairing of numbers will not
provide a win, this shows that this equation can be used to calculate every possible outcome.
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