Decision-Making Flashcards

1
Q

judgement and decision-making

A

Combines cognitive psychology, social psychology, and behavioural economics

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2
Q

what is a decision? what is a risky decision? what are parameters of decisions?

A
  • Anything with >1 response option
  • Risky decisions: those with emotional outcomes (good things and bad things)
  • Decisions can vary along a number of parameters:
    • Size of the outcomes (gain and loss)
    • Probabilities of the outcomes occurring (judgment)
    • Delay to receiving outcome
    • Effort to obtain outcome
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3
Q

what is risk?

A
  • hard to define
  • 3 ways:
    • risk as variance (economics)
    • risk as hazard (psych/med)
    • risk vs. uncertainty (coined by Knight)
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4
Q

risk as variance

A
  • economic viewpoint
  • Ex. If you flip a coin and heads gains you $10 and tails gains you $90, or you flip one where heads gains you $40 and tails gains you $60, the first coin is more risky because there’s a bigger discrepancy between 10 and 90, even though you’ll gain either way
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5
Q

risk as hazard

A
  • potential for negative consequence (psychology and medicine)
  • Ex. If you flip a coin and heads loses you $10 and tails gains you $50, or you flip one where heads gains you $10 and tails gains you $30, the first coin is more risky because there’s a risk of losing money
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6
Q

risk vs. uncertainty

A
  • term coined by Knight
  • Decisions under risk = known probability distribution (ie. You know your chance of winning the lottery is 1 in 14 million, for example)
  • Decisions under uncertainty/ambiguity = unknown probability distribution; must be estimated or learned through experience (ie. You have no idea what your probability of winning is if you’re sports betting)
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7
Q

expected value

A
  • EV = [probability x value] for all outcomes for an option
  • Choose option that maximises expected value
  • Example: Will you bet $5 for chance of winning $50 by rolling snake eyes?
    • Statistical chance of snake eyes is 1/36 (1 in 6 chance on one and 1 in 6 chance on the other)
    • EVa: (1/36 x 45 -> what you’d profit) + (35/36 x –5 -> what you’d lose) = -3.6
    • EVb: 0 (you won’t win or lose anything if you walk away)
    • EVb is better option -> walk away
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8
Q

expected utility

A
  • Life’s not all about money -> if an apple and an orange cost the same amount of money, but you like apples better, apples have higher utility
  • A common currency
  • Example: should I buy a lottery ticket?
    • Options:
  • – Buy: Win jackpot -> Many “utils”; Lose -> Negative “utils”; Feeling hopeful that you might win -> some “utils”
  • – Don’t buy: Anticipatory regret (wondering if the numbers you always play are going to win) -> negative “utils”
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9
Q

The Bernoulli Effect

A
  • “gain of 1000 ducats is more significant to the pauper than the rich man”
  • Diminishing marginal utility with increasing value
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10
Q

Violations of expected utility

A
  • ex. Tropical Flu problem: choose to save 200 people or take a 1/3 chance of saving 600 (2/3 of saving nobody); or choose not to save 400 people or take a 1/3 chance of saving everyone (2/3 chance 600 people die)
  • The “Framing” effect: All four choices are mathematically identical in their EV -> according to economists, people shouldn’t have a strong preference
    • However, psychologists found that in the gains version, most subjects are risk averse (A>B) and in the risk version, most subjects are risk preferred (D>C)
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11
Q

How to we explain the framing effect in the tropical flu problem?

A
  • the value function
  • In the gains domain, the curve is concave, in the losses domain, the curve is convex; curve is steeper in the loss domain (-> loss aversion)
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12
Q

prospect theory: 3 ingredients

A
  • The Value Function (relating objective value to subjective value)
  • Decisions made relative to a “reference point” (the origin)
  • Probability converted to subjective probability via the Weighting Function (an inverted S shape)
    • Meaning that people tend to overestimate unlikely things and underestimate likely things -> ex. We over-estimate rare causes of death and underestimate common causes
    • People are very accurate at judging probability when it’s 0, 1, or around 0.4-0.5 (when they cross over)
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13
Q

Heuristics

A
  • Although economic approaches to decision-making argue that people maximize expected value (utility) by combining gains and losses with subjective probabilities to make sound decisions
  • However, much of the time people use heuristics: short-cuts that avoid algorithmic processing
  • Heuristics are fast, usually give an answers that is good enough and well-suited to the everyday world, but can sometimes generate silly responses
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14
Q

Bayes’ Rule

A
  • Gives us a way to revise our probability estimates in light of new information
  • Takes into account the Initial estimate/prior probability/base rate, the hit rate, the false alarm rate
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15
Q

Bayes’ rule: breast cancer example

A
  • People tend to overestimate chances of the woman having cancer, but if you actually crunch the numbers using Bayes’ rule, it’s much lower
  • Why are estimates so high?
    • People show base rate neglect – they ignore the low initial probability
    • Instead, they make their estimate using the information (the test accuracy) that appears representative or what they are trying to do
    • The representativeness heuristic: probability of an event is estimated from a similar situation with a known probability
  • Often better to use frequencies to crunch numbers rather than probabilities
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16
Q

The Gambler’s Fallacy

A
  • Imagine you are betting on a colour in roulette -> last 4 outcomes are red, red, red, red
  • What do you bet on? Many will say black because they feel like it’s “due” -> this is the gambler’s fallacy (failing to understand that each spin is independent of the last -> the roulette wheel isn’t taking all of those reds into account)
17
Q

The Gambler’s Fallacy as the representativeness heuristic

A
  • People expect short sequences of outcomes to be representative of the overall population; runs of one outcome appear non-random
  • In reality, “chance is lumpy”
18
Q

Heuristics in blackjack (Wagenaar study)

A
  • Wagenaar field study of backjack players in the casino: How do players respond to runs of wins and runs of losses?
  • Most increased their bet after runs of losses, and decreased their bet after runs of wins -> representativeness
  • Some showed the opposite, increasing bets after a win and decreasing bets after losses -> availability heuristic
19
Q

Illusory correlations

A
  • Seeing a correlation (or relationship) where none exists
    • Ex. Chapman study: random pairs show up on screen equally often, but participants rank the 2 “familiar” pairs (Bacon and eggs; lion and tiger) as showing up more often -> availability heuristic
    • Ex. You remember the instances where you wore your lucky t-shirt and won much more easily than when you wore the lucky t-shirt and lost, or won without wearing the t-shirt (Related to availability heuristic and confirmation bias)
20
Q

Hindsight bias

A
  • The “you knew it all along” effect – an event is more predictable/was more likely after it has occurred
    • Ex. Fischoff study: 4 groups estimated likelihood of 4 different outcomes of a British conflict in Nepal, estimates were higher after they found out result (memory of their knowledge shifts their memory of the estimates)
21
Q

The bias blind spot

A
  • We believe we’re not influenced by bias, but that others are
  • This happens in gambling -> odds apply to the other gamblers, but not to me
22
Q

Overcoming biases/”debiasing”

A
  • Education on gambling and statistics
  • Experiential debiases (ie. See how many throws it takes you to roll “snake eyes” in an intervention for explaining rare events