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reasoning
reasoning
reasoning
Decision Making
Chapter 13
Reasoning
• Cognitive processes by which people start with information
and come to conclusions that go beyond that information
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Deductive Reasoning
• Syllogism
• Categorical syllogism
Deductive Reasoning
Syllogism
• No homework is fun. A
B
• Some reading is homework.
C
• ∴ Some reading is not fun.
B
• Some cats have no tails.
A
• All cats are mammals.
C
• ∴ Some mammals have no tails.
Valid or Invalid?
B
A
C
• All students are tired.
Invalid!
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How Well Can People Judge
Validity?
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Deductive Reasoning
• Conditional syllogisms
• “If p, then q”
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Four syllogisms that begin with the same first premise
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Peter Wason
1924-2003
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The Wason Four-Card
Problem
• Falsification principle: to test a rule, you must look for
situations that falsify the rule
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Beer Soda 17 25
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Inductive Reasoning
• Premises are based on past experience
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Inductive Reasoning
• Representativeness of observations
• Number of observations
• Quality of observations
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Inductive Reasoning
• Heuristics!
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Heuristics
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The number in parentheses on indicates how many times more people were
killed by the cause on the left (e.g., 20 homicides per case of appendicitis).
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Heuristics
• Stereotypes
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Heuristics
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• A. a truck driver.
• B. a university professor.
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Heuristics
• Conjunction rule: probability of two events cannot be higher
than the probability of the single constituents
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Heuristics
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Heuristics
• The confirmation bias: tendency to selectively look for
information that conforms to our hypothesis and
overlook information that argues against it
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Heuristics
• The confirmation bias
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Decision Making
• Monetary payoff
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Decision Making
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What Else Influences Decisions?
• Expected emotions
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• Risky decisions
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Organ donation by country
Opt-in Opt-out
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Decision Making
• Opt-in procedure
• Opt-out procedure
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Decision Making
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Framing Effect
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How framing affects decision-making.
These pie charts diagram the conditions set forth for Programs A, B, C, and D
in the text. Note that the number of deaths and probabilities for programs A
and B are exactly the same as for programs C and D. The percentages indicate
the percentage of participants who picked each program when given choices
between A and B or between C and D.
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• Easy Task
• Hard Task
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Ultimatum Game
Proposer
fMRI
Proposer Responder