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Hindsight bias is more likely to occur when the outcome of an event is negative rather than positive. [14] This is a phenomenon consistent with the general tendency for people to pay more attention to negative outcomes of events than positive outcomes.
In other words, even though our deliberations, choices, and actions are themselves determined like everything else, it is still the case, according to causal determinism, that the occurrence or existence of yet other things depends upon our deliberating, choosing and acting in a certain way.
Pronounced "A-star". A graph traversal and pathfinding algorithm which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. abductive logic programming (ALP) A high-level knowledge-representation framework that can be used to solve problems declaratively based on abductive reasoning. It extends normal logic programming by allowing some ...
Learned helplessness is the behavior exhibited by a subject after enduring repeated aversive stimuli beyond their control. It was initially thought to be caused by the subject's acceptance of their powerlessness, by way of their discontinuing attempts to escape or avoid the aversive stimulus, even when such alternatives are unambiguously presented.
Declarative learning is not solely affected by sleeping but can also be affected by levels of stress as well as hormones. In a study conducted by Espin et al. [6] stress, hormones and menstrual cycle phases in women, were tested for their effect on declarative learning in young adults. Participants were asked to participate in a Trier Social ...
The difference between learning automata and Q-learning is that the former technique omits the memory of Q-values, but updates the action probability directly to find the learning result. Learning automata is a learning scheme with a rigorous proof of convergence. [21] In learning automata theory, a stochastic automaton consists of:
Social learning theory is a theory of social behavior that proposes that new behaviors can be acquired by observing and imitating others. It states that learning is a cognitive process that takes place in a social context and can occur purely through observation or direct instruction, even in the absence of motor reproduction or direct reinforcement. [1]
In the process of learning a language through an online game, there is a strong relationship between the learner's prior knowledge of that language and their cognitive learning outcomes. For the people with prior knowledge of the language, the learning effectiveness of the games is much more than those with none or less knowledge of the language.