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Experiential Learning Project Group 2
Experiential Learning Project Group 2
Project Group 2
2.
1. 4.
Assumption 3. Data
Background Implication
s
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Background:
Mark Six is a 6-out-of-49 lottery-style
game, with seven prize levels. The
winning numbers are selected
automatically from a lottery
machine that contains balls with
numbers 1 to 49. It is a very popular
gambling event in HK. Therefore,
we sought to discover whether in
any situation would a person be
able to profit in a bet.
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Assumptions:
Assumption 1
6
Assumption 2
7
Assumption 3
8
Assumption 4
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Data:
Prizes:
1st Prize Pick all the 6 Drawn Numbers $14,105,370 on 31st Aug
2nd Prize Pick 5 Drawn Numbers plus the Extra Number $1,017,560 on 31st Aug
4th Prize Pick 4 Drawn Numbers plus the Extra Number A fixed prize of $9,600
6th Prize Pick 3 Drawn Numbers plus the Extra Number A fixed prize of $320
*P = Probability
P1 = P of getting the 1st Prize = 6C6/49C6 = 1/13983816
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Probability of getting no prize
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P1 P2 P3 P4 P5 P6 P7 No prize
Average gain/loss of each ticket
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Conclusion
Mark Six is not favourable to the player.
It is advised that players not be obsessed
with the game as the experiment presents
an unfavourable case to them.
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Thank You!
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