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  2. Heuristic (psychology) - Wikipedia

    en.wikipedia.org/wiki/Heuristic_(psychology)

    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.

  3. Means–ends analysis - Wikipedia

    en.wikipedia.org/wiki/Meansends_analysis

    Meansends analysis [1] (MEA) is a problem solving technique used commonly in artificial intelligence (AI) for limiting search in AI programs.. It is also a technique used at least since the 1950s as a creativity tool, most frequently mentioned in engineering books on design methods.

  4. Heuristic - Wikipedia

    en.wikipedia.org/wiki/Heuristic

    Gigerenzer & Gaissmaier (2011) state that sub-sets of strategy include heuristics, regression analysis, and Bayesian inference. [14]A heuristic is a strategy that ignores part of the information, with the goal of making decisions more quickly, frugally, and/or accurately than more complex methods (Gigerenzer and Gaissmaier [2011], p. 454; see also Todd et al. [2012], p. 7).

  5. List of cognitive biases - Wikipedia

    en.wikipedia.org/wiki/List_of_cognitive_biases

    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 ...

  6. General Problem Solver - Wikipedia

    en.wikipedia.org/wiki/General_Problem_Solver

    The user defined objects and operations that could be done on the objects, and GPS generated heuristics by meansends analysis in order to solve problems. It focused on the available operations, finding what inputs were acceptable and what outputs were generated.

  7. Social heuristics - Wikipedia

    en.wikipedia.org/wiki/Social_heuristics

    Peak-and-end heuristic. When past experiences are practically exclusively judged on how the agent was affected at the peak (both unpleasant and pleasant) and the end of event, creating a natural bias in the decision-making process as the whole experience is not analysed. [26] Familiarity heuristic. The agent's approach to solve a social ...

  8. Peak–end rule - Wikipedia

    en.wikipedia.org/wiki/Peak–end_rule

    The peak–end rule is a psychological heuristic in which people judge an experience largely based on how they felt at its peak (i.e., its most intense point) and at its end, rather than based on the total sum or average of every moment of the experience. The effect occurs regardless of whether the experience is pleasant or unpleasant.

  9. Familiarity heuristic - Wikipedia

    en.wikipedia.org/wiki/Familiarity_heuristic

    In psychology, a heuristic is an easy-to-compute procedure or rule of thumb that people use when forming beliefs, judgments or decisions. The familiarity heuristic was developed based on the discovery of the availability heuristic by psychologists Amos Tversky and Daniel Kahneman; it happens when the familiar is favored over novel places, people, or things.