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  2. Pick chart - Wikipedia

    en.wikipedia.org/wiki/Pick_chart

    There are four categories on a 2*2 matrix; horizontal is scale of payoff (or benefits), vertical is ease of implementation. By deciding where an idea falls on the pick chart four proposed project actions are provided; Possible, Implement, Challenge and Kill (thus the name PICK). Low Payoff, easy to do - Possible High Payoff, easy to do - Implement

  3. Template:Payoff matrix/doc - Wikipedia

    en.wikipedia.org/wiki/Template:Payoff_matrix/doc

    This is a documentation subpage for Template:Payoff matrix. It may contain usage information, categories and other content that is not part of the original template page.

  4. Template:Payoff matrix - Wikipedia

    en.wikipedia.org/wiki/Template:Payoff_matrix

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us; Pages for logged out editors learn more

  5. Influence diagram - Wikipedia

    en.wikipedia.org/wiki/Influence_diagram

    An influence diagram (ID) (also called a relevance diagram, decision diagram or a decision network) is a compact graphical and mathematical representation of a decision situation. It is a generalization of a Bayesian network , in which not only probabilistic inference problems but also decision making problems (following the maximum expected ...

  6. Decision table - Wikipedia

    en.wikipedia.org/wiki/Decision_table

    Decision tables are a concise visual representation for specifying which actions to perform depending on given conditions. Decision table is the term used for a Control table or State-transition table in the field of Business process modeling; they are usually formatted as the transpose of the way they are formatted in Software engineering.

  7. Outcome (game theory) - Wikipedia

    en.wikipedia.org/wiki/Outcome_(game_theory)

    "A best response to a coplayer’s strategy is a strategy that yields the highest payoff against that particular strategy". [9] A matrix is used to present the payoff of both players in the game. For example, the best response of player one is the highest payoff for player one’s move, and vice versa.