(as best as I can figure):
Expected value is the sum of the probabilities (a number less than one) times the value matched with that probability. For example, if I have coin with a 5 on one side and a 10 on the other, assuming 50/50, then the expected value is 5*.5 + 10*.5 = 7.5. In this case "expected value" is a bad term since you can't actually get this value. But neither can you roll a 13.825 (or whatever) on a d20. I don't remember the right term, maybe I'll just call it "average value".
So in the case of the 2d20 throw away the lowest, you could do the same thing. The chance of getting a 1 is .0025 (1 in 400).
The chance of getting a 2 is the chance of rolling 2-2, 2-1, or 1-2. That's .0075.
The chance of getting a 3 is the chance of rolling 3-1, 3-2, 3-3, 2-3, 1-3. That's .0125.
Maybe there's a pattern here, I don't know right now. When you're done, you could add them up:
1*.0025 + 2*.0075 + 3*.0125 + ... (and so on)
The sum would be the average/expected value.
For any given result, X, the chance of producing that result using the 2d20 scheme described seems to me to be a combinatorics question - but I'd have to think more about it.
It probably would be faster just to write a random number generator program, run it 10,000 times, add up the results, and divide by 10,000 to get a good approximation.