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

机译:“赌徒谬误”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时间事件的典型例子。人们对同一历史信息有两个不同的期望:赌徒的谬误和热手。本文分析了“赌徒谬误”,“热手”,“热门结果”和“运气股票”及其在一系列随机时间顺序事件中的收入来分析了四种效果的发生数量,并通过描述决策偏好具有计算机仿真方法的异质性。我们可以从硬币翻转的模拟过程中得出结论,发生的数量没有差异和上述这四种效果的收入。然而,当一个时期重点关注时,它们与在真正的决策情况下符合信仰和行为时不同。

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