Math 1 Quiz: Simulating Probabilities
20 questions · exam conditions
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Simulating ProbabilitiesQuestion 1 of 20

A simulation is designed to estimate the probability that a family with 3 children has at least one boy, assuming equal probability for boys and girls. The simulation uses coin flips where heads = boy and tails = girl. After 1,000 trials of 3 flips each, the results show 863 trials with at least one head. A student claims this simulation overestimates the true probability because 863/1,000 = 86.3%, but the theoretical probability is 87.5%. What is the error in the student's reasoning?

The student incorrectly calculated the theoretical probability; the true value should be 75%, making the simulation result an overestimate
The student failed to account for simulation variability; 86.3% is reasonably close to 87.5% and represents normal sampling variation
The student misinterpreted the simulation setup; three coin flips cannot properly model the probability of having boys and girls in a family
The student used an insufficient number of trials; at least 10,000 trials are required before comparing simulation results to theoretical values
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Math 1 Quiz

Math 1 Quiz: Simulating Probabilities

Practice Simulating Probabilities in Math 1 with focused quiz questions that help you check what you know, review explanations, and build confidence with test-style prompts.

What this quiz covers

This quiz focuses on Simulating Probabilities, giving you a quick way to practice the rules, question types, and explanations that matter most for Math 1.

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Try each quiz question before looking at the correct answer. Use the explanations to review missed ideas, then come back to similar questions until the pattern feels familiar.

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Question 1

A simulation is designed to estimate the probability that a family with 3 children has at least one boy, assuming equal probability for boys and girls. The simulation uses coin flips where heads = boy and tails = girl. After 1,000 trials of 3 flips each, the results show 863 trials with at least one head. A student claims this simulation overestimates the true probability because 863/1,000 = 86.3%, but the theoretical probability is 87.5%. What is the error in the student's reasoning?

  1. The student incorrectly calculated the theoretical probability; the true value should be 75%, making the simulation result an overestimate
  2. The student failed to account for simulation variability; 86.3% is reasonably close to 87.5% and represents normal sampling variation (correct answer)
  3. The student misinterpreted the simulation setup; three coin flips cannot properly model the probability of having boys and girls in a family
  4. The student used an insufficient number of trials; at least 10,000 trials are required before comparing simulation results to theoretical values
Explanation: The theoretical probability of at least one boy in 3 children is 1 - (1/2)³ = 1 - 1/8 = 7/8 = 87.5%. The simulation result of 86.3% is within normal sampling variation of this value (difference of only 1.2 percentage points). With 1,000 trials, some variation from the theoretical value is expected and normal.

Question 2

An epidemiologist designs a simulation to model disease transmission in a population where 15% of individuals are initially infected. The simulation uses a grid where each cell represents a person, and infected cells are randomly distributed. In each time step, an uninfected cell becomes infected if at least 2 of its 8 neighboring cells are infected, with probability 0.3. After running this simulation, a colleague argues that the results cannot reliably estimate real-world disease probabilities. What is the strongest basis for this criticism?

  1. The simulation fails to account for recovery and immunity, making it unsuitable for modeling realistic disease progression over time
  2. The 15% initial infection rate is too low to generate meaningful transmission dynamics in a grid-based spatial model
  3. The probability value of 0.3 for transmission is arbitrary and not based on empirical data from actual disease studies
  4. The simulation uses a fixed grid structure that doesn't reflect the complex social networks and movement patterns in real populations (correct answer)
Explanation: When evaluating mathematical models and simulations, you need to consider how well the model's assumptions reflect the real-world system being studied. The key question is whether the simulation's structure captures the essential features of actual disease transmission. The correct answer is D because real disease transmission occurs through complex social networks—people interact with family, coworkers, friends, and strangers in patterns that change throughout the day. A fixed grid assumes each person only interacts with their immediate spatial neighbors in a rigid pattern, which severely misrepresents how diseases actually spread through human contact networks. This fundamental structural limitation makes the simulation unreliable for estimating real-world probabilities. Let's examine why the other options are weaker criticisms: A suggests the lack of recovery modeling is the main issue, but many epidemiological models focus on initial transmission phases where recovery isn't the primary concern. B claims 15% is too low, but this infection rate is reasonable for studying outbreak dynamics—the specific percentage isn't the core problem. C argues the 0.3 probability is arbitrary, but transmission probabilities can be calibrated based on empirical data, so this parameter choice alone doesn't invalidate the model. The strongest criticism attacks the model's fundamental structure rather than its specific parameters. When evaluating mathematical models on exams, always ask: "Does the model's basic framework capture the essential features of the real system?" Structural flaws that misrepresent core mechanisms are more serious than parameter choices that can be adjusted through calibration.

Question 3

Two students design different simulations to estimate the probability that exactly 1 out of 3 traffic lights encountered on a route will be red, given that each light has a 30% chance of being red. Student A uses a 10-sided die where 1-3 represent red lights. Student B uses a random number generator producing decimals from 0.000 to 0.999, where 0.000-0.299 represent red lights. Which statement best compares these simulation designs?

  1. Student A's simulation is more accurate because dice provide truly random outcomes, while computer generators produce only pseudo-random sequences
  2. Student B's simulation is more accurate because it provides a more precise representation of the 30% probability than the 3/10 approximation
  3. Both simulations are equally valid since they both correctly represent the 30% probability, though they use different random mechanisms (correct answer)
  4. Student A's simulation is flawed because physical dice cannot adequately model the independence assumption required for traffic light probabilities
Explanation: Both simulations correctly model 30% probability: Student A uses 3 out of 10 outcomes (3/10 = 0.30), and Student B uses 0.000-0.299 (300 out of 1000 possible values = 0.30). The choice of random mechanism doesn't affect the validity of the probability model, as long as the outcomes are appropriately random and independent.

Question 4

A researcher wants to simulate the probability that exactly 2 out of 4 randomly selected students are left-handed, given that 12% of the population is left-handed. She uses a random number generator that produces integers from 1 to 100, where 1-12 represents left-handed and 13-100 represents right-handed. In her simulation design, what constitutes one complete trial?

  1. Generating random numbers until exactly 2 left-handed students are found, then recording how many total students were needed
  2. Generating exactly 4 random numbers, then checking whether exactly 2 of them fall in the range 1-12 (correct answer)
  3. Generating 100 random numbers and counting how many times exactly 2 consecutive numbers fall in the range 1-12
  4. Generating random numbers in groups of 2 until both represent left-handed students, then recording the number of groups needed
Explanation: One trial simulates selecting exactly 4 students and checking if exactly 2 are left-handed. This matches the original probability question. Choice A simulates a different question (how many students needed to find 2 left-handed), Choice C looks for consecutive pairs rather than any 2 out of 4, and Choice D simulates finding 2 left-handed students in a row.

Question 5

A pharmaceutical company wants to simulate clinical trial results where a new drug has a 40% cure rate. They plan to simulate trials of 25 patients each using a random number table. Numbers 00-39 represent cured patients, and 40-99 represent non-cured patients. However, their random number table only contains single digits 0-9. How should they modify their simulation approach?

  1. Use digits 0-3 for cured patients and 4-9 for non-cured patients, which maintains the approximate 40% cure rate
  2. Generate random single digits until exactly 40% represent cured patients, discarding any excess digits that don't fit the target percentage
  3. Use digits 0-4 for cured patients and 5-9 for non-cured patients, then adjust results mathematically to account for the 50% vs 40% difference
  4. Read pairs of single digits to create two-digit numbers from 00-99, then apply the original 00-39 classification scheme (correct answer)
Explanation: When simulating probability scenarios, the key principle is maintaining the exact probability distribution you're trying to model. Here, you need to preserve the 40% cure rate using only single digits 0-9. Option D is correct because reading pairs of single digits creates two-digit numbers from 00-99, giving you 100 equally likely outcomes. This perfectly matches the original simulation design where 00-39 (40 outcomes) represent cured patients and 40-99 (60 outcomes) represent non-cured patients. The probability remains exactly 40/100 = 40%. Option A seems tempting since digits 0-3 versus 4-9 gives you 4 out of 10 outcomes for "cured," which equals 40%. However, this creates a 4/10 = 2/5 probability, which only approximates 40% when you need the exact value for a proper simulation. Option B is fundamentally flawed because you can't force random data to meet predetermined percentages - this would eliminate the randomness entirely and bias your results. Option C gives you a 50% cure rate (digits 0-4 are 5 out of 10 possibilities), then suggests mathematical adjustment. This approach introduces unnecessary complexity and potential error, since the mathematical adjustment would need to somehow convert 50% results back to 40% - but there's no valid statistical method to do this while preserving randomness. Strategy tip: In simulation problems, always preserve the original probability structure. If you need more precision than your random source provides, combine multiple random elements (like pairing digits) rather than approximating or adjusting results.

Question 6

A simulation study examining the probability of rain on at least 3 days during a 5-day period uses the following setup: random numbers 1-100 are generated, where 1-25 represent rainy days and 26-100 represent dry days. After running 200 trials, each consisting of 5 random number generations, the researcher finds that 89 trials resulted in at least 3 rainy days. What weather assumption is built into this simulation design?

  1. The probability of rain increases each day if no rain occurred the previous day, following a compensatory weather pattern
  2. Each day has a 25% probability of rain, and the weather on different days occurs independently of each other (correct answer)
  3. Rain events follow a cyclical pattern where exactly 25% of all days in any extended period will have precipitation
  4. The weather system has memory, where rainy days tend to cluster together and dry days tend to cluster together
Explanation: The simulation design uses 1-25 out of 1-100 (25% probability) for each day independently. Each of the 5 random number generations in a trial represents an independent day with the same 25% rain probability. The design assumes independence - each day's weather doesn't depend on previous days.

Question 7

A quality control manager wants to estimate the probability that a randomly selected item from a production line is defective. She designs a simulation using a spinner divided into 100 equal sections, where 8 sections represent defective items. After running 50 trials of the simulation, with each trial consisting of 25 spins, she calculates the proportion of defective items in each trial. What is the most appropriate way to use these results to estimate the true defective rate?

  1. Calculate the average of all 50 trial proportions, since this eliminates the random variation present in individual trials
  2. Use the trial that produced results closest to 8%, since this trial best represents the theoretical probability built into the simulation
  3. Count the total number of defective items across all trials and divide by the total number of items tested across all trials (correct answer)
  4. Identify the median proportion from the 50 trials, since this value is less affected by extreme outlier trials than the mean
Explanation: The most accurate estimate comes from pooling all the data: total defective items ÷ total items tested. This gives the largest sample size (50 × 25 = 1,250 items) and the most precise estimate. While choice A (averaging proportions) seems similar, it weights each trial equally regardless of sample size and can be less precise than pooling when trial sizes are equal.

Question 8

A medical researcher wants to simulate the probability that a new treatment works for at least 7 out of 10 patients, given that the treatment has a 60% success rate. She plans to use a bag containing colored balls, where drawing a red ball represents treatment success. How should the bag be configured for an appropriate simulation?

  1. 6 red balls and 4 blue balls, drawing 10 balls with replacement to simulate treating 10 patients in each trial (correct answer)
  2. 7 red balls and 3 blue balls, drawing 10 balls with replacement to ensure the desired outcome occurs in each trial
  3. 60 red balls and 40 blue balls, drawing 10 balls without replacement to simulate the finite population of patients
  4. 10 red balls and 10 blue balls, drawing until 7 red balls are obtained to simulate achieving the target success rate
Explanation: To simulate a 60% success rate, the bag needs 60% red balls. Choice A provides 6 red out of 10 total (60%), with replacement ensuring each draw maintains the 60% probability. Choice B creates 70% success rate, Choice C changes probabilities without replacement, and Choice D simulates a different question entirely.

Question 9

A company claims that 85% of their customers are satisfied. To test this claim, a simulation is designed where a spinner is divided into 20 equal sections, with 17 sections colored green (satisfied) and 3 sections colored red (unsatisfied). Each trial consists of 40 spins. If the company's claim is true, what would be the most likely range for the number of green sections in a typical trial?

  1. Between 30 and 38 green sections, representing the expected value plus or minus roughly 2 standard deviations (correct answer)
  2. Between 32 and 36 green sections, capturing the central 85% of possible outcomes around the expected value
  3. Exactly 34 green sections in most trials, since simulations should closely match the theoretical probability
  4. Between 28 and 40 green sections, since results cannot exceed the total sample size of 40
Explanation: With p = 17/20 = 0.85 and n = 40 spins, the expected value is 40 × 0.85 = 34. The standard deviation is √(40 × 0.85 × 0.15) ≈ 2.26. The range within 2 standard deviations of the mean is approximately 34 ± 4.5, or about 30 to 38. Choice A gives the most reasonable range for typical results.

Question 10

A lottery simulation aims to estimate the probability of winning at least once in 20 attempts, where each individual attempt has a 1 in 50 chance of winning. The simulation uses random integers from 1 to 50, where only the number 1 represents a win. After 500 trials of 20 attempts each, the simulation shows 164 trials with at least one win. A student argues this result is suspicious because 164/500 = 32.8%, but 20/50 = 40%. What is wrong with the student's reasoning?

  1. The student incorrectly assumes that 20 attempts with 1/50 probability each should give a 40% chance of winning at least once (correct answer)
  2. The student failed to account for the possibility of multiple wins within a single trial, which would increase the success rate
  3. The student used the wrong simulation setup; random integers 1-50 with only 1 as a win represents a 2% win rate, not 1/50
  4. The student's calculation is correct, indicating a fundamental error in either the simulation design or the execution of the trials
Explanation: The probability of winning at least once in 20 attempts is 1 - (49/50)^20 ≈ 1 - 0.665 = 0.335 or about 33.5%. The student incorrectly calculated 20/50 = 40%, which would only be correct if the events were mutually exclusive or if we wanted exactly one win. The simulation result of 32.8% is very close to the correct theoretical probability.

Question 11

A quality control manager wants to estimate the probability that a randomly selected batch of 5 items contains at least 2 defective items, given that each item has a 15% chance of being defective. She designs a simulation using random digits 0-9, where digits 0 and 1 represent defective items. After running 200 simulations of 5-item batches, she counts how many batches had at least 2 defective items. Which aspect of this simulation design contains an error?

  1. Using digits 0-9 creates groups of unequal probability since there are 10 digits but only 2 outcomes needed
  2. The simulation should use digits 0, 1, and 2 to represent defective items to properly model 15% probability
  3. 200 simulations is too few trials to produce reliable results for this type of probability estimation
  4. The random digit assignment gives 20% probability for defective items instead of the required 15% (correct answer)
Explanation: Using digits 0 and 1 out of 0-9 gives 2/10 = 20% probability for defective items, not 15%. The simulation doesn't match the real scenario. Choice A is incorrect because using 10 digits is fine as long as the assignment is correct. Choice B would give 30% probability. Choice C is wrong because 200 trials is reasonable for estimation.

Question 12

A simulation estimates the probability that in a group of 4 randomly selected people, at least 2 share the same birth month. The simulation uses random integers from 1 to 12 to represent birth months. After 500 trials, the simulation shows 271 groups where at least 2 people shared a birth month. A student claims this result seems too high and suspects an error. Which statement best evaluates the student's concern?

  1. The concern is valid because the probability should be much lower, around 25-30%
  2. The concern is unfounded because 271/500 = 54.2%, which is reasonable for this scenario (correct answer)
  3. The simulation is flawed because it should use days of the year, not just months
  4. The result indicates a programming error because exactly 2 people sharing should occur about 50% of the time
Explanation: The probability that at least 2 people in a group of 4 share a birth month is actually quite high (about 55%). The student's intuition is wrong. The simulation design is correct for the stated problem. Choice A reflects the same misconception as the student. Choice C changes the problem. Choice D misunderstands what 'at least 2' means and makes an incorrect probability claim.

Question 13

A lottery simulation tests the probability of winning at least once in 10 plays, where each play has a 1/50 chance of winning. The simulation uses random integers 1-50, with 1 representing a win. After 2000 trials of 10 plays each, the results show 362 trials with at least one win. To verify this result, which calculation provides the best theoretical comparison?

  1. 10×150=0.20=20%10 \times \frac{1}{50} = 0.20 = 20\%
  2. 1(4950)1018.3%1 - \left(\frac{49}{50}\right)^{10} \approx 18.3\% (correct answer)
  3. (101)×150×(4950)916.7%\binom{10}{1} \times \frac{1}{50} \times \left(\frac{49}{50}\right)^9 \approx 16.7\%
  4. 3622000×5010=90.5%\frac{362}{2000} \times \frac{50}{10} = 90.5\%
Explanation: To find the probability of at least one win in 10 plays, calculate 1 minus the probability of no wins: 1(49/50)1018.3%1 - (49/50)^{10} ≈ 18.3\%. The simulation result of 362/2000 = 18.1% closely matches this. Choice A incorrectly adds individual probabilities. Choice C calculates exactly one win, not at least one. Choice D is a meaningless calculation.

Question 14

A simulation models a carnival game where players draw 3 cards from a deck without replacement. The simulation uses random numbers 1-52 to represent cards, with 1-13 as spades, 14-26 as hearts, 27-39 as diamonds, and 40-52 as clubs. The goal is to estimate the probability of drawing exactly 2 spades. After observing the first few trials, a student notices that some random numbers are being generated multiple times within the same 3-card draw. How should this situation be handled?

  1. Ignore repeated numbers since they represent different physical cards in the deck
  2. Discard the entire trial and start over whenever any number repeats
  3. Keep the first occurrence of each number and generate new random numbers to replace repeats (correct answer)
  4. Continue the simulation as planned since repetition doesn't affect the final probability calculation
Explanation: Since the game involves drawing without replacement, each card can only be drawn once per trial. When a random number repeats, it represents trying to draw the same card twice, which is impossible. The correct approach is to keep the first occurrence and generate new random numbers for the repeats to maintain the without-replacement condition. Choices A and D ignore the constraint, while B wastes valid draws.

Question 15

A teacher designs a simulation to estimate the probability that a 10-question true/false quiz will have exactly 4 consecutive true answers somewhere in the sequence. She uses random numbers 0 and 1, where 1 represents true. After 1000 simulations, she finds 187 quizzes with at least one sequence of 4 consecutive trues. A student argues that this result is too low because each question has a 50% chance of being true. What is the most likely explanation for the student's reasoning error?

  1. The student failed to account for the without-replacement nature of the quiz questions
  2. The student assumed the simulation should show exactly 4 consecutive trues, not at least 4
  3. The student incorrectly calculated that 4 out of 10 questions should be true 40% of the time
  4. The student confused the probability of individual events with the probability of sequential patterns (correct answer)
Explanation: When analyzing probability simulations, it's crucial to distinguish between the probability of individual events and the probability of specific patterns or sequences occurring. The student's error stems from conflating two very different types of probability calculations. While each individual question does have a 50% chance of being true, finding exactly 4 consecutive true answers in a 10-question sequence is a much more complex probability problem. The student likely thought that since each question has equal odds, patterns should occur more frequently than they actually do. The correct answer is D because the student confused individual event probability (50% per question) with sequential pattern probability (finding 4 consecutive trues somewhere in the sequence). Sequential patterns are significantly less likely than individual events because they require multiple specific outcomes to occur in a particular order and position. Looking at the wrong answers: A is incorrect because true/false questions are independent events with replacement-like behavior - each question's answer doesn't affect others. B misses the mark since the simulation correctly looked for "at least one sequence" as stated in the problem. C doesn't capture the core issue - the student's error wasn't about calculating 4 out of 10 questions being true, but about understanding pattern probability. When you encounter probability problems involving sequences or patterns, remember that the probability of a specific pattern is always much lower than the probability of individual events within that pattern. Sequential events require compound probability calculations, not simple individual event probabilities.

Question 16

A simulation estimates the probability that a basketball team wins at least 3 out of their next 5 games, where each game has a 40% win probability. The simulation runs 1200 trials using random decimals, where values ≤ 0.40 represent wins. Results show 346 trials with 3+ wins. To increase confidence in this estimate, which modification would be most effective?

  1. Increase the number of trials from 1200 to 5000 while keeping the same simulation design (correct answer)
  2. Change to random integers 1-10 where 1-4 represent wins, keeping 1200 trials
  3. Run multiple sets of 1200 trials and average the results from each set
  4. Modify the simulation to test 10 games instead of 5 to get more data per trial
Explanation: Increasing the number of trials is the most direct way to improve the precision of a simulation estimate. The current design correctly models the scenario, so more trials will reduce random variation. Choice B changes the method but doesn't improve precision significantly. Choice C is essentially the same as A but less efficient. Choice D changes the problem being studied rather than improving the estimate.

Question 17

A basketball player claims she makes 70% of her free throws. To test this claim, a simulation is designed where a random number generator produces values from 1 to 100, with 1-70 representing a made shot and 71-100 representing a miss. After running 50 trials of 20 shots each, the simulation shows that 32 trials resulted in 14 or more made shots out of 20. Based on these simulation results, what is the most reasonable conclusion about the player's claim?

  1. The claim is likely false because 32/50 = 64%, which is less than 70%
  2. The claim is supported because making 14+ shots occurs in 64% of simulations under the 70% assumption (correct answer)
  3. The simulation is invalid because 50 trials is too small a sample size to draw conclusions
  4. The claim is false because the player should make exactly 14 shots if she truly shoots 70%
Explanation: The simulation assumes the 70% claim is true and tests what outcomes we'd expect. Since 64% of trials resulted in 14+ made shots, this suggests such performance is reasonably likely if the claim is true, supporting the claim. Choice A misinterprets what the 64% represents. Choice C incorrectly dismisses the simulation size. Choice D ignores natural variation in shooting performance.

Question 18

Two simulations estimate the probability that exactly 3 out of 6 randomly chosen students are left-handed, assuming 12% of students are left-handed. Simulation 1 uses random integers 1-100 where 1-12 represent left-handed students. Simulation 2 uses random integers 1-25 where 1-3 represent left-handed students. After 800 trials each, Simulation 1 reports 8.4% and Simulation 2 reports 8.7%. Which statement best interprets these results?

  1. Simulation 1 is more accurate because it uses a larger range of random numbers
  2. Simulation 2 is more accurate because 3/25 = 12% exactly matches the given probability
  3. Both simulations are properly designed and the results show reasonable agreement (correct answer)
  4. The results suggest an error because both simulations should converge to exactly the same value
Explanation: Both simulations correctly model 12% probability: Simulation 1 uses 12/100 = 12%, and Simulation 2 uses 3/25 = 12%. The small difference between 8.4% and 8.7% is normal random variation. Both results are close to the theoretical probability. Choice A incorrectly suggests range size affects accuracy. Choice B incorrectly favors exact fractional representation. Choice D misunderstands that simulations naturally vary.

Question 19

Two students design simulations to estimate the probability of getting exactly 3 heads in 8 coin flips. Student A uses a random number generator producing 0s and 1s with equal probability, while Student B uses the same generator but counts the number of 1s in groups of 8 and records whether exactly 3 occur. After 1000 trials each, Student A reports 22.1% and Student B reports 21.9%. What can be concluded about their simulation designs?

  1. Both simulations are correctly designed, and the small difference is due to random variation in sampling (correct answer)
  2. Student A's design is flawed because using 0s and 1s doesn't properly simulate fair coin flips
  3. Student B's design is superior because counting occurrences is more accurate than using random numbers
  4. The difference in results indicates that one student made an error in counting or recording data
Explanation: Both simulation designs correctly model the scenario. Using 0s and 1s with equal probability properly simulates fair coin flips, and both students are testing the same event (exactly 3 successes in 8 trials). The theoretical probability is about 21.9%, so both results are reasonable. The small difference (0.2%) is expected random variation. Choices B, C, and D incorrectly identify problems where none exist.

Question 20

A medical researcher wants to estimate the probability that a new treatment will be effective for at least 7 out of 10 patients, given that the treatment has a 60% success rate for individual patients. She plans to run a simulation to help make this estimate.

Based on the passage above, which simulation design would most accurately model this scenario?

  1. Generate random decimals from 0 to 1; values ≤ 0.60 represent success, then count successes in groups of 10 (correct answer)
  2. Generate random integers from 1 to 10; values ≤ 7 represent success, then count successes in groups of 10
  3. Generate random integers from 1 to 5; values 1 and 2 represent success, then count successes in groups of 10
  4. Generate random integers from 0 to 9; values 0-4 represent success, then count successes in groups of 10
Explanation: Choice A correctly models 60% success rate using random decimals where values ≤ 0.60 represent success. Choice B gives 70% success rate (7/10). Choice C gives 40% success rate (2/5). Choice D gives 50% success rate (5/10). Only A matches the required 60% probability.