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Heuristics (from Ancient Greek εὑρίσκω, heurískō, "I find, discover") is the process by which humans use mental shortcuts to arrive at decisions. Heuristics are simple strategies that humans, animals, [1] [2] [3] organizations, [4] and even machines [5] use to quickly form judgments, make decisions, and find solutions to complex problems.
A heuristic device is used when an entity X exists to enable understanding of, or knowledge concerning, some other entity Y. A good example is a model that, as it is never identical with what it models, is a heuristic device to enable understanding of what it models. Stories, metaphors, etc., can also be termed heuristic in this sense.
Examples of social information include information about the behavior of a social entity or the properties of a social system, while nonsocial information is information about something physical. Contexts in which an organism may use social heuristics can include "games against nature" and "social games".
The availability heuristic (also known as the availability bias) is the tendency to overestimate the likelihood of events with greater "availability" in memory, which can be influenced by how recent the memories are or how unusual or emotionally charged they may be. [20] The availability heuristic includes or involves the following:
The ant colony optimization algorithm is a probabilistic technique for solving computational problems that can be reduced to finding good paths through graphs.Initially proposed by Marco Dorigo in 1992 in his PhD thesis, [1] [2] the first algorithm aimed to search for an optimal path in a graph based on the behavior of ants seeking a path between their colony and a source of food.
The availability heuristic suggests that the likelihood of events is estimated based on how many examples of such events come to mind. Thus the familiarity heuristic shows how "bias of availability is related to the ease of recall." [1] Tversky and Kahneman created an experiment in order to test this heuristic. They devised four lists of 39 names.
The affect heuristic is a heuristic, a mental shortcut that allows people to make decisions and solve problems quickly and efficiently, in which current emotion—fear, pleasure, surprise, etc.—influences decisions. In other words, it is a type of heuristic in which emotional response, or "affect" in psychological terms, plays a lead role. [1]
The limitation of HSM exists in the inability to define the specific motivations of persuasion, which is why Chaiken expanded HSM to illustrate that heuristic and systematic processing can "serve defense-motivation, the desire to form or defend particular attitudinal positions, and impression- motivation, the desire to form or hold socially ...