1/75
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced | Call with Kai | Chat |
|---|
No analytics yet
Send a link to your students to track their progress
Automatic Thinking
immediate thinking
Controlled Thinking
required deliberation (“what if” thinking)
Bounded Rationality
due to the limited amount of time and info we have, our decisions are optimal
Normative
how people should make decisions
Descriptive
how people actually do make decisions
Expected Value
amount x chance (%)
Perceived Probability
people tend to overvalue the likelihood of small probability events and undervalue the likelihood of large probability events
Sunk costs effect
taking post investments in a decision alternative into account, even when they should not affect decisions about the future
Honoring a sunk cost
choosing to continue investing in a less optimal option on the basis of past investments
Overinclusive thinking
considering extraneous information while making a decision
Primacy effect
a decision maker’s thoughts are usually dominated by the initial impression, confirmatory hypothesis testing
Incomplete thinking
make decisions without considering all relevant information
Decision Trees
consider all possible decisions and all possible outcomes
Probability Theory
expected utility is the probability-weighted sum of the utilities possible outcomes, used to compare and choose between risky options under uncertainty
Value
how much gamble will pay
Utility
how much the gamble is worth to decision maker
The Lens Model
we make decisions about underlying criteria based on multiple cues
Decision Making Process
1.) Possible actions
2.) Possible consequences
3.) Uncertainty about those consequences
4.) Goals or values
Judgment
estimate/prediction
Decision
choosing an action based partly on judgments
Heuristics
methods from making decisions or solving problems
Heuristics
“quick & dirty” methods if making a decision
The Availability Heuristic
estimating the likelihood of an event on the basis of how easily memories of such events can be recalled
Biased Samples IN memory
vividly emotionally-charged events can be recalled more easily
Overgeneralization
cognitive distortion in which someone draws broad, inaccurate conclusion based on limited evidence
Based Sampling FROM memory
easier recall increases estimate of frequency,
more likely to recall the vivid events than the mundane events, after learning of both
Availability to the Imagination
Events that are more easily imagined are judged to be more probable
Subadditivity
the actual probability of all events is less than the sum of estimated probabilities of all possible events (greater than 100%)
Superadditivity
the actual probability of all events is greater than the sum of estimated probabilities of all possible events (less than 100%)
Anchoring
people make an initial estimate of a situation, which may be arbitrary
Adjustment
people use new info to adjust their estimate from the previous anchor
Preference reversals
a case in which people choose inconsistently (irrationally) depending on how a problem is presented
Judgment by Similarity
similarity to a known category is often give more weight than it should be relative to probability in decision-making
Subjective
Belief
Objective
calculated
Conditional Probability
P (A|B) (a give b)
The Contrast Model
we tend to judge similarity of an instance to a category by looking for matches or mismatches between attributes of an instance and attributes of a category
Stereotypes
examples of categories
Similarity heuristic
judging the probability of category of membership on the basis of similarity to the category
Baye’s rule
The conditional probability of an event A given B is P(A | B) = (P (B|A)P(A)) / P(B)), allowing you to update prior beliefs using new evidence
Counterfactual
a situation that could’ve happened but didn’t
The Endowment Effect
people are willing to pay less money to buy an object than they would demand in payment to sell the same object
Illusion of Control
the perception that one can control chance events
The Hot Hand Fallacy
the perception that one who is winning is likely to continue winning, even when the events are random (underestimate probability of change)
The Gambler’s Fallacy
the false perception that the outcome of a current random event is dependent on the outcomes of preceding random events, especially in overestimating the likelihood of changes from one event to the next (overestimate probability of change)
The Texas Sharpshooter Fallacy
it occurs when a person focuses on similarities in data while ignoring differences, creating the illusion of a meaningful pattern
The disjunction probability fallacy
incorrectly rating A or B as less probable than A (or B) often because one of the options seems more vivid, specific, or representative
Regression to the mean
the expected value is (correctly) unchanged, though the next sample is more likely closer to the mean
The Envelope Problem
naive expected-value reasoning incorrect suggests you should always switch envelopes, but correct analysis shows no advantage to switching once a probability distribution is specified
The Monty Hall Problem
switching doors gives a 2/3 chance of winning the car, while staying with your original choice gives only a 1/3 chance
Iowa Gambling Task
Individuals w/ damage to the brain areas damaged in Gage’s brain tend to be insensitive to likely punishment and choose decks A and B
The Somatic Marker Hypothesis
Individuals experience a negative or unpleasant physiological response when contemplating certain potential choices
Counterfactual emotions
an emotion that is generated by the possibility of what if
Weber’s Law
the Just Noticeable Difference between intensities of two stimuli is proportional to the intensity of the stimuli
Fechner’s law
basically a corollary of Weber’s law — the psychological intensity is the logarithm of the physical intensity
Value
the quality of a thing by which its worth its estimated. The fair price of something
Personal value
the value to the person making a decision
Framing Effect
people make different decision depending on whether identical information is presented as a gain or a loss
The value graph
describes how people value gains and losses
The probability graph
shows that people overestimate the likelihood of infrequent events and underestimate the likelihood of more frequent events
Pseudocertainty effect
adopting uncertain future events as the status quo from which prospects are evaluated
Dominance
looking for alternatives that are better than any other alternatives for every attribute considered
Additive Linear
the linear model approach. Each alternative gets assigned an overall score
Additive Difference
consider all possible pairs of alternatives and choose the best, like playoffs in sports
Satisficing (conjuctive)
find the first alternative that is “good enough” on all attributes considered
Lexicographic
pick the best alternative(s) on one attribute. Then consider remaining attributes successively to pare down the list to one remaining alternative
Elimination by aspects
like lexicographic, but set a minimum threshold for each attribute in turn and throw out the alternatives that don’t meet the threshold. Then repeat for the remaining attributes
Recognition Heuristic
name or brand recognition
Disjunctive
find the alternatives that are good enough on at least one of the attributes considered
Normative Theory
the utility is the product of the value of an outcome (x) and how likely the outcome is (p)
U = PxX
Descriptive Theory
the value V of each prospect is V(X)^xpi(p), where V and po are nonlinear functions
Perceived value
v(x)
Confirmation Bias
pick likely scenario, and then only look for confirming evidence.
Persistence of discredited evidence
people tend to fail at discounting discredited evidence, treating it as though it were still valid
Satisfaction of search
disengaging a search for additional objects or events after finding one instance of the searched for objects or event
Probability matching
selecting options at frequencies that match payoff probabilities instead of always selecting the option with the highest payoff