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In psychology, game theory, statistics, and machine learning, win–stay, lose–switch (also win–stay, lose–shift) is a heuristic learning strategy used to model learning in decision situations. It was first invented as an improvement over randomization in bandit problems . [ 1 ]
The wise decision is to wager that God exists, since "If you gain, you gain all; if you lose, you lose nothing", meaning one can gain eternal life if God exists, but if not, one will be no worse off in death than if one had not believed. On the other hand, if you bet against God, win or lose, you either gain nothing or lose everything.
There are several examples of religious interpretation being used to explain events. These include: The mercy and justice of God, the devil, religious rituals, and effective or ineffective prayers. [2] A miracle is an example of an event that is often attributed to supernatural causality due to the lack of natural or scientific explanation.
This list comprises examples of battles that ended in a Pyrrhic victory. It is not intended to be complete but to illustrate the concept. Battle of Asculum (279 BC), [4] Pyrrhus of Epirus and Italian allies against the Roman Republic: the Romans, though suffering twice as many casualties, could easily replenish their ranks. Pyrrhus lost most of ...
In studies of the bias, options are presented in terms of the probability of either losses or gains. While differently expressed, the options described are in effect identical. Gain and loss are defined in the scenario as descriptions of outcomes, for example, lives lost or saved, patients treated or not treated, monetary gains or losses. [2]
Most people enter military service “with the fundamental sense that they are good people and that they are doing this for good purposes, on the side of freedom and country and God,” said Dr. Wayne Jonas, a military physician for 24 years and president and CEO of the Samueli Institute, a non-profit health research organization. “But things ...
Below is an example of the fourfold pattern of risk attitudes. The first item in each quadrant shows an example prospect (e.g. 95% chance to win $10,000 is high probability and a gain). The second item in the quadrant shows the focal emotion that the prospect is likely to evoke.
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