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Judgement
Draw conclusions from evidence often from life experience
Tradition Belief
Emotions skew logic and everything is based on emotions
Idealized Belief
Decision uses formal logic
Inductive Reasoning
Bottom up reasoning using observation to make a theory
Deductive Reasoning
Top down reasoning using the general idea and observations to confirm
Belief Perseverance
Even with disconfirming evidence, people will still cling to belief and seek to confirm it
Even when aware of bogus praise,
People will still think they’re great because when given information, you search for evidence to confirm in memory
Balance
Aims to give attention to both sides but ends up making people think experts are stupid
Frequency Estimate
Assessment of how often various events have occured in the past
Attribute Substitution
Strategy relying on easier accessed information as a measure for information you need
Availability Heuristic
Using memory of frequency of event to judge how likely something is to occur
The way memory is organized
Changed judgment
Conjunction Fallacy
Assuming more specific scenario is more probable than a more statistical general one
What’s feared is
What’s perceived as uncontrollable
Imagery increases
The chance you think it happened
Kahneman
People guided by emotions rather than reson, easily swayed by detail
Representative Heuristics
Assumes homogeneity and each member in that category is representative of the category (usually when you lack experience)
People use similarity to
Prototypical members rather than probability for judgment
Types of Attribute Substitution
Availability
Representative
Affect
Effort
Availability Attribute Substitution helps with
Frequency but many factors other than frequency can influence from memory
Representative Attribute Substitution helps with
Probability of things have certain features
Affect Attribute Substitution helps with
Risks and benefits with an outcome, but often emotionally and other factors influenced with no connection
Effort Attribute Substitution helps with
Estimate value but value is independent of effort
Heuristics
Efficient strategy that usually leads to the answer
Von Restoff Effect
Memory is better for things that stand out, is dated, humorous, bizarre
When looking for evidence
Use event frequency influenced by memory
More likely to overestimate frequency of
Rare events, especially emotional one because well recorded in memory
Anchoring
Cognitive bias people rely on the 1st piece of information received when making decisions/judgment
Juries like to fall for
Conjunction fallacies because more specific
Sunk Cost Fallacy
To keep doing something because of previously invested resources have been spent even when it’s more rational to stop
Gambler’s Fallacy
Prior outcomes can influence the outcome of probabilistic events by assuming homogeneity for small data pools
Law of Large Numbers
Things tend to even out in large samples but not smallM
Man Who Argument
A view of something used to persuade someone as an assumption of homogeneity
Hindsight Bias
People thinking after that they would’ve known something before the fact
Illusory Superiority Effect
On average, people think they’re better than average
Most accurate calibrated people are
Clinically depressed
Covariation
Relation between two variable where presence of a variable can be predicted from the presence of the other
Illusions of Covariation
Prone to detect patterns that aren’t there
People are really good at learning
Statistics in real world with no bias and are systematically conservative
When people have pre-existing theories, they get
Inaccurate, variable overestimates
Confirmation Bias
Tendency to be more alert to evidence that confirms beliefs rather than challenging it
Memory Scheta
Evidence that fits in schemata stays and counter evidence doesn’t have space in schemata
Paranormist and Conspirators tends to
See more illusory patterns and more likely to narcissistic
Base Rate Information
Information about how frequently something occurs in general
Diagnostic Information
Information about a particular case
When given base rates and descriptive information,
Only use descriptive information
Dual Process Model
Any model of thinking that claims people have a distinct judgment process type 1 or 2
Type 1
Fast, effortless, prone to error reasoning, heuristicsT
Type 2
Slow, effortful reasoning
Type 2 triggered by
Certain cues, if the circumstances are right to focus attention on judgement
Type 1 more likely when
Under pressure but also considers accidents or flukes if chance is involved
Base Rate Neglect happens for
Probabilties or proportion, but not frequency
Overconfidence Effect
More confidence in judgments than justifiable in both amateur and expert, even though the expert you are, the less confident
Categorical Syllogisms
Form of deductive reasoning with a major and minor premise
Valid Syllogism
Conclusion follows premises
Invalid Syllogism
Conclusion is not logically following premises
People are bad at
Reasoning syllogism and often approach with a consistently bad, illogical strategy
Conditional Syllogism
Uses if, then formate with the 1st part giving a condition under which the 2nd part has to be true, but not reversed
Modus Ponens
Affirms antecedent
Modus Tollens
Denying consequent (If not p, then not q)
Inverse Fallacy
Assumes negation of antecedent implies negation of the 2nd part (if not p, then not q)
Converse Error
Incorrectly concluding antecedent of conditional statement must be true because consequent is true
Bidirectional Premise
Uses if and only if allowing to use a conclusion about both premises because there’s no other way
Belief Bias
Tendency to endorse a conclusion if they believe to be true, and ignore premises of logic and argument to rely on broader pattern of belief of what’s true and what isn’t
Atmosphere Errors
Some conclusions seem more appropriate given context
Conversion Errors
Incorrectly assuming promise that’s illogically valid
Pragmatic Reasoning Schemata
Generalized, context-sensitive set of rules like syllogism to reason situations related to permission/obligation that people are better at
Formal Logic uses
Sufficiency, but languages allows people to reason necessity or sufficiency
Reasoning Schemata can be improved by
Examples that trigger pragmatic reasoning and guiding interpretation to the right frame
Selection Task
A person is shown 4 cards with certain information on each card, and given a rule that may describe the cards, people decide which cards must be turned to find out if the rule is right or not
Utility Theory
People should make decisions on what you value and want based on cost and benefit of choice (subjective)
Expected Utility
Value determined on probabilites
Certainty Effect
People prefer sure gain
Risk Seeking
Dealing with possible losses
Risk Aversion
Dealing with gains made lost
Reasoning is based on
Percentages than numbers
Prospect Theory
Value potential losses more heavily than equivalent gains, risk-averse for gains but risk-seeking for losses
Loss Aversion
Given a choice between avoiding loss and gains, strong preference to keep gains
Utility Theory says
Sunk cost is stupid
Reasoning Based Choice
People guided by decision that they feel good about and thought to be reasonably justified
People rely on
Justification and shifting frame causes a change in factor relevant to justification
Regret Theory
Avoiding regret is a big motivation
Somatic Markers
A way of evaluating options using “gut feeling”
Affective Forecasting
Predicting future emotions, often inaccurate
People overestimate how long
Feelings last and underestimate ability to adjust to changes in the future
People prefer to endure
More pain and it to gradually get better because it’s remembered better
Game Theory
Defeating is dominant strategy because it has the highest payoff but best outcome is mutual cooperation
Pretrail Publicity is rarely neutral
Emphasizes police and prosecution POV, causing confirmation bias
Jury decisions are based on
Evaluation of evidence which is filtered with confirmation bias of information previously seen
Problem-Solving
Needing to figure a path to a goal, either a process of search or visually
Operations
Relevant things you can do
Problem Space
Set of all relevant things you can do
Intial State
Givens in a problem
Operators
Tools and actions that can change current state
Path Constraints
Limitations on what you can do
Brute Force Solution
Going through every single solution
Hill Climbing
Always have to move uphill but sometimes solving it requires you to step away
Means End Analysis
Comparing difference between current state with goal and seeing which means can be used to make them more alike
Working Backwards is helpful if
Number of ways backwards is less than choices forward
Analogies are useful but it’s
Hard to come up with them to solve your own problems, especially since they aren’t obvious