Probability Judgement Flashcards

1
Q

Normative, Descriptive, Prescriptive

A

Normative is how people should make decisions according to theory of rationality.

Descriptive is the way people actually tend to behave

Prescriptive how we might use knowledge to help people make better decisions

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2
Q

Coherence

A

Internal consistency between your judgements

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3
Q

Correspondence

A

Accuracy with respect to world

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4
Q

Money Pump Problem

A

Thought experiment, shows preferences can be intransitive - not coherent.

If I would pay more ££ for A then B, and Pay more ££ for B then C, BUT would pay more for C then A - could theoretically create a ‘money pump’

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5
Q

Expected Value

A

Expected Value =(O1 * P1) + (O2 * P2)

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6
Q

St Peters Paradox Paradox

A

Shows failure of expected Value to capture how people actually make decisions

Toss coin, every time lands on tails, double prize - starting with £2 - How much would you be willing to pay to play?

Paradoxical as has infinite expected value

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7
Q

Expected Utility

A

Utility doesn’t equal value

For example the utility of money decreases as £ increases

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8
Q

Bounded Rationality Theory

A

How people actually make decisions
Based on imperfect knowledge
Context sensitivity
“satisficing” - adequate rather than optimal

Herbert Simon - economic decision making

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9
Q

Alias Paradox

A

Choice problem showing inconsistency of observed choices with predictions of expected utility

In first gamble less risky choice is preferred over a higher expected utility, while in the second gamble a higher expected utility is preferred over a less risky choice.

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10
Q

Brunswick Lens Model

A

Indirect interaction with objects / events
Internal perceptions of external events mediated through sense organs

“Lense of Cues”

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11
Q

Multiple Cue Probability Learning

A

Experimental Paradigm for learning relationships between cues and events

  • Learning over many trials, hypothesis testing
  • Learning to to Predict outcome
  • Cues in environment vary in validity
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12
Q

Key processes in making judgments

A

1 - Discovering Information
2 - Acquiring & searching through Information
3 - Combining information
4 - Feedback

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13
Q

1 - Discovering Information

A
  • Identification of new valid predictive cues
  • Incorporation into mental model

Klayman (1988)

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14
Q

2 - Acquiring Information

A

*When information is costly DM needs to balance against improved Decision accuracy

People tend to use under optimal samples, why? costs, working memory, amplification effect?

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15
Q

2 - Searching for Information

A
  • Alternative based strategy - consider each option in turn

* Consider by attribute (easier elimination)

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16
Q

Elimination by Aspects Model (EBA)

A

A theory of choice - presented by Tversky (1972)

Identify a dimension, alternatives that don’t posses this are eliminated
Choose aspects acording to weight

17
Q

Compensatory versus non-compensatory stratagies

A

Compensatory strategies allow trade off between attributes, ie a high score in a lower weighted attribute can compensate for low score in a more important attribute.
Conflict confronting, e.g Weighted Additive strategies.

** Linear Model as all info included

Non compensatory strategies do not allow trade off - e.g if most important attribute scores low, that alternative will not be chosen - eg lexicographic. (Conflict avoiding)

18
Q

3 - Combining Information

A

How process information to make decision?

Include all cues? Weight information same?

Compensatory or non-compensatory?

19
Q

Proper Linear models versus bootstrap model

A

Proper linear models -> optimized mathematically

Bootstrap model -> Formalise judgers use of cues, express judgment policy in model

20
Q

Should wherever possible a human judge be replaced with a machine?

A
  • Statistical models routinely outperform humans
  • Statistical model always arrive at same judgment given a data set
  • Computers process all of the data
  • Humans prone to bias (confirmation, availability)
    • BUT
  • humans good at identifying & quantifying cues
  • still need experts to provide information
21
Q

Recognition Heuristic

A

If one of two things recognised and not the other - infer the recognized one have a higher value with respect to criterion

22
Q

Maximising Expected Utility

A

Assessing decisions on states, outcomes, acts

EU = S Utility (outcome ij) * Probability (statej)

Four axioms of MEU Theory

23
Q

Four axioms of expected Utility

A

1 - cancellation
2 - transitivity
3 - Dominance
4 - Invariance

24
Q

1) Cancellation Axiom

A

If states of world give same outcome - regardless of choice, can eliminate from decision

E.g broken by Ellsberg paradox

25
Q

2) Transitive axiom

A

Preferences should be transitive

LInked to money pump

26
Q

3) Dominance

A

If A is better than B is 1 respect and at least as good as in all other - A should always be preferred

27
Q

4) Invariance

A

Given the same information we should make same decisions regardless of how presented

28
Q

Prospect Theory

A

People evaluate gambles in terms of losses of gains according to a reference point

Concave function of value - losses loom larger than gains

Reference point open to manipulation