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Research on Decision-Making Simulation of 'Gambler's Fallacy' and 'Hot Hand'

机译:“赌徒的谬误”和“热手”决策模拟研究

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The "gambler's fallacy" and the "hot hand" are considered as typical examples of misunderstanding random chronological events. People have two different expectations on the same historical information: gambler's fallacy and hot hand. This paper analyzes the occurring numbers of the four effects which are "gambler's fallacy", "hot hand", "hot outcome" and "stock of luck" and their revenues in a series of random chronological events by describing the decision-making preferences of heterogeneous individuals with the method of computer simulation. We can conclude from the simulation process of coin flips that there are no differences among the occurring numbers and the revenues of these four effects mentioned above. However, they are different when a single period is focused on, which conforms to the beliefs and behavior in the real decision-making situation.
机译:“赌徒的谬误”和“热手”被认为是误解随机时间事件的典型例子。人们对相同的历史信息有两种不同的期望:赌徒的谬误和热手。本文通过描述消费者的决策偏好,分析了“赌徒的谬误”,“热手”,“热结果”和“运气”四种效应的发生数及其在一系列随机时间事件中的收益。异类个人采用计算机模拟的方法。从硬币翻转的模拟过程中我们可以得出结论,上述四个效应的发生次数和收益之间没有差异。但是,当只关注一个时期时,它们是不同的,这符合真实决策环境中的信念和行为。

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