heuristic

Information about heuristic



A heuristic is a method for helping in solving of a problem, commonly informal. It is particularly used for a method that often rapidly leads to a solution that is usually reasonably close to the best possible answer. Heuristics are "rules of thumb, educated guesses, intuitive judgments or simply common sense. In more precise terms, heuristics stand for strategies using readily accessible though loosely applicable information to control problem-solving in human beings and machine[sic]"[1].

Example

Here are a few commonly used heuristics, from Polya's classic How to Solve It[2]
  • If you are having difficulty understanding a problem, try drawing a picture.
  • If you can't find a solution, try assuming that you have a solution and seeing what you can derive from that ("working backward").
  • If the problem is abstract, try examining a concrete example.
  • Try solving a more general problem first (the "inventor's paradox": the more ambitious plan may have more chances of success).

Psychology

In psychology, heuristics are simple, efficient rules, hard-coded by evolutionary processes or learned, which have been proposed to explain how people make decisions, come to judgments, and solve problems, typically when facing complex problems or incomplete information. These rules work well under most circumstances, but in certain cases lead to systematic cognitive biases.

For instance, people may tend to perceive more expensive beers as tasting better than inexpensive ones (providing the two beers are of similar initial quality or lack of quality and of similar style). This finding holds true even when prices and brands are switched; putting the high price on the normally relatively inexpensive brand is enough to lead subjects to perceive it as tasting better than the beer that is normally more expensive. One might call this "price implies quality" bias. (Cf. Veblen good.)


Much of the work of discovering heuristics in human decision-makers was ignited by Amos Tversky and Daniel Kahneman[3]. Gerd Gigerenzer focus on how heuristics can be used to make judgments that are in principle accurate, rather than producing cognitive biases – heuristics that are "fast and frugal".[4]

Theorized psychological heuristics

Well known: Less well known:

Philosophy

In philosophy, especially in Continental European philosophy, the adjective "heuristic" (or the designation "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, which, 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 that sense. A classic example is the notion of utopia as described in Plato's best-known work, The Republic. This means that the "ideal city" as depicted in the The Republic is not given as something to be pursued, or to present an orientation-point for development; rather, it shows how things would have to be connected, and how one thing would lead to another (often with highly problematic results), if one would opt for certain principles and carry them through rigorously.

"Heuristic" is also often commonly used as a noun, to describe a rule-of-thumb, procedure, method, and so on in, for example, the context of the construction of scientific theories. (See the logic of discovery, and philosophers such as Lakatos, Lindley Darden, and others.)

Law

In legal theory, especially in the theory of law and economics, heuristics are used in the law when case-by-case analysis would be impractical, insofar as "practicality" is defined by the interests of a governing body.[5]

For instance, in many states in the United States the legal drinking age is 21, because it is argued that people need to be mature enough to make decisions involving the risks of alcohol consumption. However, assuming people mature at different rates, the specific age of 21 would be too late for some and too early for others. In this case, the somewhat arbitrary deadline is used because it is impossible or impractical to tell whether one individual is mature enough that society can trust them with that kind of responsibility. Some proposed changes, however, have included the completion of an alcohol education course rather than the attainment of 21 years of age as the criterion for legal alcohol possession. This would situate youth alcohol policy more on a case-by-case model and less on a heuristic one, since the completion of such a course would presumably be voluntary and not uniform across the population.

The same reasoning applies to patent law. Patents are justified on the grounds that inventors need to be protected in order to have incentive to invent. It is therefore argued that, in society's best interest, inventors should be issued with a temporary government-granted monopoly on their product, so that they can recoup their investment costs and make economic profit for a limited period of time. In the United States the length of this temporary monopoly is 20 years from the date the application for patent was filed, though the monopoly does not actually begin until the application has matured into a patent. However, like the drinking-age problem above, the specific length of time would need to be different for every product in order to be efficient; but a 20-year term is used because it is difficult to tell what the number should be for any individual patent. More recently, some, including Lawrence Lessig, have argued that patents in different kinds of industries – such as software patents – should be protected for different lengths of time.

Computer science



In computer science, a heuristic is a technique designed to solve a problem that ignores whether the solution can be proven to be correct, but which usually produces a good solution or solves a simpler problem that contains or intersects with the solution of the more complex problem.

Heuristics are intended to gain computational performance or conceptual simplicity, potentially at the cost of accuracy or precision.

Human-computer interaction

In human-computer interaction, heuristic evaluation is a usability-testing technique devised by expert usability consultants. In heuristic evaluation, the user interface is reviewed by experts and its compliance to ten usability heuristics (broadly stated characteristics of a good user interface) is assessed, and any violating aspects are recorded.

Notes

1. ^ Pearl, Judea (1983). Heuristics: Intelligent Search Strategies for Computer Problem Solving. New York, Addison-Wesley, p. vii.
2. ^ Polya, George (1945) How To Solve It: A New Aspect of Mathematical Method, Princeton, NJ: Princeton University Press. ISBN 0-691-02356-5   ISBN 0-691-08097-6
3. ^ Daniel Kahneman, Amos Tversky and Paul Slovic, eds. (1982) Judgement under Uncertainty: Heuristics & Biases. Cambridge, UK, Cambridge University Press ISBN 0-521-28414-7
4. ^ Gerd Gigerenzer, Peter M. Todd, and the ABC Research Group (1999). Simple Heuristics That Make Us Smart. Oxford, UK, Oxford University Press. ISBN 0-19-514381-7
5. ^ Gerd Gigerenzer and Christoph Engel, eds. (2007). Heuristics and the Law, Cambridge, The MIT Press, ISBN 978-0-262-07275-5

See also

External links

Further reading

  • How To Solve It: Modern Heuristics, Zbigniew Michalewicz and David B. Fogel, Springer Verlag, 2000. ISBN 3-540-66061-5
A rule of thumb is a principle with broad application that is not intended to be strictly accurate or reliable for every situation. It is an easily learned and easily applied procedure for approximately calculating or recalling some value, or for making some determination.
..... Click the link for more information.
George Pólya's 1945 book How to Solve It (ISBN 0-691-08097-6) is a small volume describing methods of problem solving. It suggests the following steps when solving a mathematical problem:
  1. First, you have to understand the problem.

..... Click the link for more information.
Psychology (from Greek: Literally "talk about the soul" (from logos)) is both an academic and applied discipline involving the scientific study of mental processes and behavior.
..... Click the link for more information.
To hard code or hard coding (also, hard-code/hard-coding, hardcode/hardcoding) refers to the software development practice of embedding input or configuration data directly into the source code of a program or other executable object, or fixed
..... Click the link for more information.
A cognitive bias is any of a wide range of observer effects identified in cognitive science and social psychology including very basic statistical, social attribution, and memory errors that are common to all human beings.
..... Click the link for more information.
Beer is the world's oldest[1] and most popular[2][3] alcoholic beverage. It is produced by the fermentation of sugars derived from starch-based material — the most common being malted barley; however, wheat, corn, and rice are also widely
..... Click the link for more information.
Veblen goods if people's preference for buying them increases as a direct function of their price.

It is claimed that some types of high-status goods, such as expensive wines or perfumes, are Veblen goods, in that decreasing their prices decreases
..... Click the link for more information.
Amos Tversky (March 16, 1937 - June 2, 1996) was a cognitive and mathematical psychologist, and a pioneer of cognitive science, a longtime collaborator of Daniel Kahneman, and a key figure in the discovery of systematic human cognitive bias and handling of risk.
..... Click the link for more information.
Daniel "Danny" Kahneman (born March 5, 1934 in Tel Aviv), is an Israeli-American psychologist and Nobel laureate, notable for his pioneering work on behavioral finance and hedonic psychology.
..... Click the link for more information.
Gerd Gigerenzer (b. September 3 1947) is a German psychologist who has studied the use of bounded rationality and heuristics in decision making, especially in medicine. A critic of the work of Daniel Kahneman and Amos Tversky, he focuses on how heuristics can be used to make
..... Click the link for more information.
Anchoring or focalism is a cognitive bias that describes the common human tendency to rely too heavily, or "anchor," on one trait or piece of information when making decisions.
..... Click the link for more information.


The availability heuristic is a rule of thumb, heuristic, or cognitive bias, where people base their prediction of the frequency of an event or the proportion within a population based on how easily an example can be brought to mind.
..... Click the link for more information.
The representativeness heuristic is a heuristic wherein commonality between objects of similar appearance is assumed. While often very useful in everyday life, it can also result in neglect of relevant base rates and other errors.
..... Click the link for more information.
The affect heuristic is a heuristic in which current affect influences decisions. Simply put, it is a 'rule of thumb' instead of a deliberative decision. It is one of the ways in which human beings show bias in making a decision, which may cause them to take action that is contrary
..... Click the link for more information.
The contagion heuristic is a psychological heuristic leading people to avoid contact with people or objects viewed as "contaminated" by previous contact with someone or something viewed as bad (or, less often, to seek contact with objects that have been in contact with people or
..... Click the link for more information.

..... Click the link for more information.

..... Click the link for more information.
In psychology, a mental heuristic where, if one out of two objects is processed more fluently, faster, or more smoothly, the mind infers that this object has the higher value with respect to what question is being considered. (Jacoby & Brooks, 1984)
..... Click the link for more information.

..... Click the link for more information.
According to the peak-end rule, we judge our past experiences almost entirely on how they were at their peak (pleasant or unpleasant) and how they ended. Virtually all other information appears to be discarded, including net pleasantness or unpleasantness and how long the
..... Click the link for more information.
The recognition heuristic has been used as a model in the psychology of judgment and decision making and as a heuristic in artificial intelligence. It states: [1][2]:
..... Click the link for more information.
In human psychology, a mental heuristic in which the mind values something based on how easily it may lose it, especially to competitors.
..... Click the link for more information.
The similarity heuristic is a lesser-known psychological heuristic pertaining to how people make judgments based on similarity. More specifically, the similarity heuristic is used to account for how people make deductions, solve problems, and form biases based on similarity through
..... Click the link for more information.
This article or section relies largely or entirely upon a .
Please help [ improve this article] by introducing appropriate of additional sources. ()
This article has been tagged since October 2007.
..... Click the link for more information.
Social proof, also known as informational social influence, is a psychological phenomenon that occurs in ambiguous social situations when people are unable to determine the appropriate mode of behavior.
..... Click the link for more information.
According to the take-the-best heuristic, when making a judgment based on multiple criteria, the critieria are tried one at a time according to their cue validity, and a decision is made based on the first criterion which discriminates between the alternatives.
..... Click the link for more information.
Philosophy is the discipline concerned with questions of how one should live (ethics); what sorts of things exist and what are their essential natures (metaphysics); what counts as genuine knowledge (epistemology); and what are the correct principles of reasoning (logic).
..... Click the link for more information.
    In grammar, an adjective is a word whose main syntactic role is to modify a noun or pronoun (called the adjective's subject), giving more information about what the noun or pronoun refers to.
    ..... Click the link for more information.
    model is used in various contexts to mean a physical representation of some thing. That thing may be a single item or object (for example, a bolt) or a large system (for example, the Solar System).
    ..... Click the link for more information.
    The map is not the territory is a remark by Alfred Korzybski, encapsulating his view that an abstraction derived from something, or a reaction to it, is not the thing itself, e.g.
    ..... Click the link for more information.

    This article is copied from an article on Wikipedia.org - the free encyclopedia created and edited by online user community. The text was not checked or edited by anyone on our staff. Although the vast majority of the wikipedia encyclopedia articles provide accurate and timely information please do not assume the accuracy of any particular article. This article is distributed under the terms of GNU Free Documentation License.