Chapter 14 Flashcards
actor-critic learning model
A framework for learning that posits two independent elements: a critic that learns rules mapping actions to rewards, and an actor that learns the optimal policy for selecting actions.
altruistic punishment
An action taken to harm another individual, at personal cost, in order to enforce a social norm (e.g., sacrificing one’s own money in order to punish someone who cheats in a game).
ambiguity aversion
The tendency to prefer choice options whose outcome probabilities are known over options with unknown probabilities (i.e., that have ambiguity).
behavioral economics
A new social science discipline that combines elements of traditional economics and psychology to explain real-world decisions, including observed biases in choice.
bounded rationality
The idea that biological limitations on cognitive processing prevent people from making decisions or from reasoning in a fully rational manner.
dopamine
A catecholamine neurotransmitter involved in learning and reward evaluation, among other roles in the nervous system of humans and other animals.
drift-diffusion model
A mathematical description of decision making behavior in terms of competing processes that drift in a random-walk fashion toward boundaries. Also called diffusion decision model.
dual-system model
A framework for decision making that posits the existence of two independent systems—typically, a fast emotional system and a slower cognitive system—whose interactions over time predict choices.
endowment effect
A bias in decision making in which people will pay less to buy something than they would accept to sell the same thing, if they already possessed it.
expected utility
The personal value (i.e., utility) placed on the potential outcome of a decision, as derived from the combination of the value and probability of its potential outcomes.
expected value
The average value in a particular currency (e.g., dollars) of the potential outcome of a decision as weighted by the relative probabilities of those outcomes.
fictive learning
The adjustment of rules for behavior based on reward outcomes that were observed, but not received directly.
framing effect
A mode of representing a decision-making scenario that changes the decisions people make, even though the basic structure of the problem is left unchanged.
game theory
A subfield of behavioral economics that investigates how people make decisions in simple, well controlled games.
habit
A well-established pattern of thought or behavior.
heuristic
A rule or procedure derived from past experience that can be used to solve a problem (e.g., in decision making, perception, or some other aspect of cognition).