Decision Making Flashcards

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1
Q

Heuristics

A

Rules of thumb that are likely to provide the correct answer to a problem but are not foolproof.

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2
Q

Availability heuristic

A

states that events that are more easily remembered are judged as being more probable than events that are less easily remembered (homicide vs. appendicitis deaths)

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3
Q

Illusory correlations

A

occur when a correlation between two events appears to exist, but in reality there is no correlation or it is much weaker than it is assumed to be.

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4
Q

Representativeness Heuristic

A

states that the probability that A is a member of class B can be determined by how well the properties of A resembles the properties we usually associate with class B.

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5
Q

Base rate

A

relative proportion of different classes in the population (librarians vs. farmers)

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6
Q

Conjunction rule

A

states that the probability of a conjunction of two events (A and B) cannot be higher than the probability of the single constituents (A alone or B alone).

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7
Q

Law of large numbers

A

the larger the number of individuals that are randomly drawn from a population, the more representative the resulting group will be of the entire population.

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8
Q

Myside bias

A

Tendency for people to generate and evaluate evidence and test their hypotheses in a way that is biased toward their own opinions and attitudes.

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9
Q

Confirmation bias

A

Selectively looking for information that conforms to a hypothesis and overlooking information that argues against it.

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10
Q

Utility

A

outcomes that achieve a person’s goals.

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11
Q

Expected Utility Theory

A

People are basically rational

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12
Q

Expected emotions

A

Emotions that people predict they will feel for a particular outcome. People believe that a loss will have a greater impact than a gain of the same size.

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13
Q

Incidental emotions

A

Emotions not caused by having to make a decision; related to a person’s general disposition and feelings at the time.

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14
Q

Status quo bias

A

the tendency to do nothing when faced with making a decision.

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15
Q

Ultimatum game activates

A

Anterior insula when rejecting an offer, PFC when accepting or rejecting an offer.

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16
Q

Syllogism

A

Two premises followed by a third statement called the conclusion.

17
Q

Validity

A

Whether the conclusion logically follows from the premises. Does not have to be true.

18
Q

Belief Bias

A

The tendency to think a syllogism is valid if its conclusion is believable. “Some students are irritable.”

19
Q

Mental Model

A

A specific situation represented in a person’s mind that can be used to help determine the validity of syllogisms in deductive reasoning.

20
Q

Modus Ponens

A
First premise: if p then q
Second premise: p
Conclusion: therefore, q
Valid
"If I study, I'll get a good grade. I studied. Therefore, I'll get a good grade."
21
Q

Modus Tollens

A

1: If p then q
2: not q
Conclusion: therefore, not p
Valid

22
Q

Falsification principle

A

To test a rule, it is necessary to look for situations that would falsify the rule.

23
Q

Permission schema

A

If a person satisfies a specific condition, then he or she gets to carry out an action.

24
Q

Deductive Reasoning

A

Reasoning that involves syllogisms in which a conclusion logically follows from premises.

25
Q

Inductive Reasoning

A

Reasoning in which a conclusion follows from a consideration of evidence. Stated as probably true.

26
Q

Dual Systems Theory

A

Fast system: heuristics, emotions, framing effects

Slow system: deductive and inductive reasoning