| A popular television game show (Let's Make a Deal from the 1960s and 1970s, revived in 2009) featured a new car hidden behind one of three doors, selected at random by the producers. Behind the other two doors were less appealing prizes (e.g., goats!). When a contestant played the game, they were asked to pick one of the three doors. If the contestant picked the correct door, they won the car!
However, there was a twist! Once a contestant picked a door, instead of showing the prize behind that door, Monty would reveal a goat behind one of the other two doors. Then he gave the contestant a choice - stick with their original door choice or switch to the remaining unopened door.
For example, suppose you pick Door 1 and then Monty shows you that there is a goat behind Door 3. Now you have to decide, do you want to move forward with Door 1 or switch to Door 2, or does it not matter?
Assuming there is no set pattern to where the game show puts the car initially, this game is an example of a random process: Although the outcome for an individual game is not known in advance, we expect to see a very predictable pattern in the results if you play this game many, many times.
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