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  2. The Adapted Mind - Wikipedia

    en.wikipedia.org/wiki/The_Adapted_Mind

    ISBN. 978-0195101072. The Adapted Mind: Evolutionary Psychology and the Generation of Culture is a 1992 book edited by the anthropologists Jerome H. Barkow and John Tooby and the psychologist Leda Cosmides. [1] First published by Oxford University Press, it is widely considered the foundational text of evolutionary psychology (EP), and outlines ...

  3. Play (activity) - Wikipedia

    en.wikipedia.org/wiki/Play_(activity)

    Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. [ 1 ] Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds.

  4. Psychological adaptation - Wikipedia

    en.wikipedia.org/wiki/Psychological_adaptation

    Psychological adaptations are those adaptive traits that we consider cognitive or behavioral. These can include conscious social strategies, subconscious emotional responses (guilt, fear, etc.), or the most innate instincts. Evolutionary psychologists consider a number of factors in what determines a psychological adaptation, such as ...

  5. John Tooby - Wikipedia

    en.wikipedia.org/wiki/John_Tooby

    In 1992, together with Cosmides and Jerome Barkow, Tooby edited The Adapted Mind: Evolutionary Psychology and the Generation of Culture. Tooby and Cosmides also co-founded and co-direct the UCSB Center for Evolutionary Psychology. Cosmides and Tooby jointly received the 2020 Jean Nicod Prize. [3] Tooby died on November 10, 2023, at the age of ...

  6. Artificial intelligence in video games - Wikipedia

    en.wikipedia.org/wiki/Artificial_intelligence_in...

    t. e. In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1948, first seen in the game Nim. [ 1 ]

  7. Blink: The Power of Thinking Without Thinking - Wikipedia

    en.wikipedia.org/wiki/Blink:_the_Power_of...

    Outliers, 2008. Blink: The Power of Thinking Without Thinking (2005) is Malcolm Gladwell 's second book. It presents in popular science format research from psychology and behavioral economics on the adaptive unconscious: mental processes that work rapidly and automatically from relatively little information. It considers both the strengths of ...

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