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Heuristic

A heuristic (/hjʊˈrɪstɪk/; from Ancient Greek εὑρίσκω (heurískō) 'method of discovery',[1] or heuristic technique (problem solving, mental shortcut, rule of thumb)[2][3][4][5] is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless "good enough" as an approximation or attribute substitution.[6][7] Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution.[8][9] Heuristics can be mental shortcuts that ease the cognitive load of making a decision.[10][11][12]

For other uses, see Heuristic (disambiguation).

 – Decision-making strategy[26][27][28]

Take-the-best heuristic

Hiatus heuristic: a "recency-of-last-purchase rule"

[29]

 – Tendency to accept the default option[30]

Default effect

[31]

Priority heuristic

Take-the-first heuristic

[32]

[70][71][67]

George Polya

[70]

Herbert A. Simon

[70]

Daniel Kahneman

[70][72]

Amos Tversky

[70]

Gerd Gigerenzer

[73]

Judea Pearl

[74]

Robin Dunbar

[75]

David Perkins Page

[75]

Herbert Spencer

[75]

Charles Alexander McMurry

[75]

Frank Morton McMurry

[76]

Lawrence Zalcman

[77]

Imre Lakatos

[78][79]

William C. Wimsatt

[80]

Alan Hodgkin

[80]

Andrew Huxley

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Stereotyping[edit]

Stereotyping is a type of heuristic that people use to form opinions or make judgements about things they have never seen or experienced.[106] They work as a mental shortcut to assess everything from the social status of a person (based on their actions),[12] to classifying a plant as a tree based on it being tall, having a trunk, and that it has leaves (even though the person making the evaluation might never have seen that particular type of tree before).


Stereotypes, as first described by journalist Walter Lippmann in his book Public Opinion (1922), are the pictures we have in our heads that are built around experiences as well as what we are told about the world.[107][108]

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 – software

ACT-R

 – Sequence of operations for a task

Algorithm

 – Application of epistemology in specific fields

Applied epistemology

 – Optimization by eliminating non optimal solutions to sub-problems

Branch and bound

 – Thought experiment, to justify Bayesian probability

Coherence (philosophical gambling strategy)

 – Branch of applied probability theory

Decision theory

 – Interdisciplinary theory

Embodied cognition

 – Analysis of potential system failures

Failure mode and effects analysis

 – Mathematical models of strategic interactions

Game theory

Heuristic-systematic model of information processing

 – Simple strategies or mental processes involved in making quick decisions

Heuristics in judgment and decision-making

 – Typological term

Ideal type

 – Systematic patterns of deviation from norm or rationality in judgment

List of biases in judgment and decision making

 – Figure of speech[109]

Metalepsis

 – School of medicine in ancient Greece and Rome[109]

Methodic school

 – Terms to describe a conditional relationship between two statements

Necessity and sufficiency

Neuroheuristics

 – Concept in behavioral economics, political theory and behavioral sciences

Nudge theory

 – Theory of brain function

Predictive coding

 – Principle of social research

Principle of good enough

Priority heuristic

 – Theory of behavioral economics

Prospect theory

 – Type of computer system

Rule-based system

 – Systematic logical process capable of deriving a conclusion from hypotheses[110]

Rule of inference

 – SCAMPER is an acronym for the creative development process proposed by Alex Faickney Osborn.

SCAMPER

 – theory that posits that knowing is inseparable from doing by arguing that all knowledge is situated in activity bound to social, cultural and physical contexts

Situated cognition

 – 1985 book by Maltese Dr. Edward de Bono

Six Thinking Hats

 – Decision-making processes in social environments

Social heuristics

 – Concept in decision theory

Subjective expected utility

 – Hypothetical situation

Thought experiment

 – Problem-solving tools

TRIZ

 – Type of educational intervention

Tutorial

How To Solve It: Modern Heuristics, Zbigniew Michalewicz and David B. Fogel, Springer Verlag, 2000.  3-540-66061-5

ISBN

; Norvig, Peter. (2021). Artificial Intelligence: A Modern Approach (4th ed.). Hoboken: Pearson. ISBN 9780134610993. LCCN 20190474.

Russell, Stuart J.

11 December 2002, Persi Diaconis

The Problem of Thinking Too Much

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