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In Rachel’s video game, she receives a treasure box for completing a mission. Each treasure box gives Rachel a special item. Every treasure box has a 34% chance of having an amulet, a 47% chance of having a wand, and a 19% chance of having a ring

In Rachel’s video game, she receives a treasure box for completing a mission. Each-example-1

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ANSWER and EXPLANATION

(a) We want to find the range of values that Rachel can use to represent a treasure box that has a wand.

The chances of getting an amulet, a wand, or a ring all add up to 100.

This implies that from the number 1 to 100, 1 - 34 can represent a treasure box having an amulet.

In other words, the next 47 numbers can represent a treasure box having a wand i.e. 35 - 81.

Finally, the last 19 numbers can represent a treasure box having a ring i.e. 82 - 100.

Therefore, the range of values that Rachel can use to represent a treasure box having a wand is 35 - 81.

(b) To find the percentage of the treasure boxes that had a wand, find the number of random numbers that fall in the range of 35 - 81, divide by 10, and multiply by 100.

There are 8 simulated treasure boxes whose random number falls in the given range, hence, the percentage of boxes that had a wand is:


\begin{gathered} (8)/(10)*100 \\ \\ \Rightarrow80\% \end{gathered}

That is the answer.

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