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Heuristics (from Ancient Greek εὑρίσκω, heurískō, "I find, discover") is the process by which humans use mental shortcuts to arrive at decisions. Heuristics are simple strategies that humans, animals, [1] [2] [3] organizations, [4] and even machines [5] use to quickly form judgments, make decisions, and find solutions to complex problems.
A heuristic device is used when an entity X exists to enable understanding of, or knowledge concerning, some other entity Y. A good example is a model that, as it is never identical with what it models, is a heuristic device to enable understanding of what it models. Stories, metaphors, etc., can also be termed heuristic in this sense.
The heuristic-systematic model of information processing (HSM) is a widely recognized [citation needed] model by Shelly Chaiken that attempts to explain how people receive and process persuasive messages. [1] The model states that individuals can process messages in one of two ways: heuristically or systematically. Systematic processing entails ...
Explanations include information-processing rules (i.e., mental shortcuts), called heuristics, that the brain uses to produce decisions or judgments. Biases have a variety of forms and appear as cognitive ("cold") bias, such as mental noise, [5] or motivational ("hot") bias, such as when beliefs are distorted by wishful thinking. Both effects ...
Fast-and-frugal tree or matching heuristic [1] (in the study of decision-making) is a simple graphical structure that categorizes objects by asking one question at a time. These decision trees are used in a range of fields: psychology , artificial intelligence , and management science .
The class of phenomena described by social heuristics overlap with those typically investigated by social psychology and game theory. At the intersection of these fields, social heuristics have been applied to explain cooperation in economic games used in experimental research.
Heroic theory of invention and scientific development; Heuristic; Heuristic (psychology) Heuristic argument; Heuristic-systematic model of information processing;
The priority heuristic correctly predicted the majority choice in all (one-stage) gambles in Kahneman and Tversky (1979). Across four different data sets with a total of 260 problems, the heuristic predicted the majority choice better than (a) cumulative prospect theory , (b) two other modifications of expected utility theory , and (c) ten well ...