2.2 Cracking Level 1 with Area Models Megan is designing a computer game called treasure hunt. The computer chooses one of the 100 squares at random, and then hides the treasure in the room containing that square. Let's play a few times. We will use 10-sided dice to randomly generate numbers and assume that the grid is numbered numerically, left to right, top to bottom, starting at one. How can the floor plan and the information on how the computer hides the treasure help you? You have just entered level 1 of Treasure Hunt. What is the probability that the treasure is hidden in the . . . Great Hall? Den? Dining Hall? Library? Front Hall? Megan enlarges the floor plan in the game grid above by a scale factor of 2. How does this affect the probabilities that the treasure is in each room? F. They are unchanged. G. They are the original probability. H. They are twice the original. J. They are four times the original. 1. The first time you played level 1, the treasure was hidden in the library. What is the probability that the treasure will be hidden in the library when you play level one the second time? 2. Monty says that since the computer randomly picks the location of the treasure, the treasure is just as likely to be hidden in the Great Hall as in the Dining Room. Is Monty correct? Explain your answer. Queen's lady-in-waiting's room King's steward's room King's chancellor's room Queen's maid's room King's marshal's room
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