Heuristics are simple strategies for decision making that are used to achieve a specific goal quickly and efficiently, and are commonly implemented in sports. Many sports require the ability to make fast decisions under time pressure, and the proper use of heuristics is essential for many of these decisions.
For example, how should a soccer player decide whether to shoot for a goal or to pass the ball, and to whom to pass it? How do basketball coaches decide which player should shoot the last shot? In such conditions, athletes, coaches, and referees have no time to consider the elaborate details relating to the decision being made. Instead, they use simple strategies based on limited information.
In addition, some sports skills, like catching a ball in baseball, can be performed successfully by following simple rules and heuristic techniques despite the computationally complex details involved in the action.
The following table provides a list of efficient heuristics for decision making in sports:
Heuristic | Rule | Function | Bets on |
---|---|---|---|
Gaze heuristic | "(1) Fixate one's gaze on the ball, (2) start running, (3) adjust one's speed so that the angle of gaze remains constant." | Catching a fly ball | Ball is on descent and the trajectory is in line with the catcher |
Take-the-first | "Chose the first option that comes to mind" | Making allocation decisions | Good options are generated faster than bad ones |
Recognition heuristic | "Choose the recognized option" | Forecasting the winner in a competition | More successful athletes or teams are more likely to be recognized |
Take-the-best | "(1) Search through cues in order of their validity, (2) stop search if a cue discriminates between the objects, (3) predict that the object with a positive cue value has the higher criterion value." | Forecasting the winner in a competition | Skewed distribution of cue weights |
Hot-hand heuristic | "If an athlete scores two or more times in a row, predict she will score on her next attempt." | Making allocation decisions | Good players show streaks more frequently than bad players |
The gaze heuristic is used by humans and animals for catching flying objects. It entails the fixation of one's gaze to the object and adjustment of the running speed so that the angle of the gaze remains constant while approaching the object (see the three decision rules in the table above). Empirical evidence shows that experienced ball-catchers use the gaze heuristic and similar heuristics, as do dogs when trying to catch Frisbees. [1] [2]
Take-the-first (TTF) is a heuristics that can be used by players to choose among practical options. There is evidence that experienced players do not try to exhaustively generate all possible options. Instead, they seem to rely on the order in which options are spontaneously generated in a particular situation and choose the first option that comes to mind. [3]
Recognition heuristic relies on partial ignorance to make powerful inferences. It is based on the rule: "If one of two objects is recognized and the other is not, then infer that the recognized object has the higher value with respect to the criterion." [4] A study on prediction of the outcomes of matches in the 2005 Wimbledon Gentlemen's tennis competition showed that predictions based on recognition were equal to or better than predictions based on official ATP rankings and the seedings of Wimbledon experts, while online betting odds led to more accurate forecasts. [5]
Take-the-best (TTB) is a heuristic for making inferences about known options based on limited search. Take the best search cues in order of their validity, beginning with the most valid cue. If this cue discriminates between the two objects being compared, the information search is ended and the object with the higher value on this cue is inferred to have a higher criterion value. If the cue does not discriminate between the objects, TTB moves on the next most valid cue, continuing down the line of cues in order of validity until it comes upon a cue that does discriminate. [6] Some evidence from basketball (NBA) demonstrates that TTB can predict the game results as well as an optimizing model based on Bayes' rule. [7]
Hot-hand heuristic is related to a belief in the hot-hand phenomenon. Namely, people, including athletes themselves, think that a player who had a successful streak of attempts is more likely to succeed in subsequent attempts. Hot-hand heuristic is used for making allocation decisions. For instance, playmakers and coaches use it in organizing the game by distributing more balls to players who are on a winning streak, or to organize a better defense against those players.
However, the hot hand phenomenon is fairly controversial. Some evidence from basketball supports the argument that the hot-hand belief is an illusion based on people's systematic misjudgment of random sequences. [8] In contrast, recent studies from volleyball suggest that belief in the hot-hand is justified and hence useful for making good allocation decisions in the game. [9]
A cognitive bias is a systematic pattern of deviation from norm or rationality in judgment. Individuals create their own "subjective reality" from their perception of the input. An individual's construction of reality, not the objective input, may dictate their behavior in the world. Thus, cognitive biases may sometimes lead to perceptual distortion, inaccurate judgment, illogical interpretation, and irrationality.
A heuristic (; from Ancient Greek εὑρίσκω 'method of discovery', or heuristic technique is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless "good enough" as an approximation or attribute substitution. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution. Heuristics can be mental shortcuts that ease the cognitive load of making a decision.
Heuristic reasoning is often based on induction, or on analogy[.] [...] Induction is the process of discovering general laws [...] Induction tries to find regularity and coherence [...] Its most conspicuous instruments are generalization, specialization, analogy. [...] Heuristic discusses human behavior in the face of problems [...that have been] preserved in the wisdom of proverbs.
Bounded rationality is the idea that rationality is limited when individuals make decisions, and under these limitations, rational individuals will select a decision that is satisfactory rather than optimal.
The representativeness heuristic is used when making judgments about the probability of an event being representional in character and essence of a known prototypical event. It is one of a group of heuristics proposed by psychologists Amos Tversky and Daniel Kahneman in the early 1970s as "the degree to which [an event] (i) is similar in essential characteristics to its parent population, and (ii) reflects the salient features of the process by which it is generated". The representativeness heuristic works by comparing an event to a prototype or stereotype that we already have in mind. For example, if we see a person who is dressed in eccentric clothes and reading a poetry book, we might be more likely to think that they are a poet than an accountant. This is because the person's appearance and behavior are more representative of the stereotype of a poet than an accountant.
The recognition heuristic, originally termed the recognition principle, has been used as a model in the psychology of judgment and decision making and as a heuristic in artificial intelligence. The goal is to make inferences about a criterion that is not directly accessible to the decision maker, based on recognition retrieved from memory. This is possible if recognition of alternatives has relevance to the criterion. For two alternatives, the heuristic is defined as:
If one of two objects is recognized and the other is not, then infer that the recognized object has the higher value with respect to the criterion.
Gerd Gigerenzer is a German psychologist who has studied the use of bounded rationality and heuristics in decision making. Gigerenzer is director emeritus of the Center for Adaptive Behavior and Cognition (ABC) at the Max Planck Institute for Human Development and director of the Harding Center for Risk Literacy, both in Berlin.
Daniel G. Goldstein is an American cognitive psychologist known for the specification and testing of heuristics and models of bounded rationality in the field of judgment and decision making. He is an honorary research fellow at London Business School and works with Microsoft Research as a principal researcher.
In psychology, the take-the-best heuristic is a heuristic which decides between two alternatives by choosing based on the first cue that discriminates them, where cues are ordered by cue validity. In the original formulation, the cues were assumed to have binary values or have an unknown value. The logic of the heuristic is that it bases its choice on the best cue (reason) only and ignores the rest.
The gaze heuristic falls under the category of tracking heuristics, and it is used in directing correct motion to achieve a goal using one main variable. McLeod & Dienes' (1996) example of the gaze heuristic is catching a ball.
The "hot hand" is a phenomenon, previously considered a cognitive social bias, that a person who experiences a successful outcome has a greater chance of success in further attempts. The concept is often applied to sports and skill-based tasks in general and originates from basketball, where a shooter is more likely to score if their previous attempts were successful; i.e., while having the "hot hand.” While previous success at a task can indeed change the psychological attitude and subsequent success rate of a player, researchers for many years did not find evidence for a "hot hand" in practice, dismissing it as fallacious. However, later research questioned whether the belief is indeed a fallacy. Some recent studies using modern statistical analysis have observed evidence for the "hot hand" in some sporting activities; however, other recent studies have not observed evidence of the "hot hand". Moreover, evidence suggests that only a small subset of players may show a "hot hand" and, among those who do, the magnitude of the "hot hand" tends to be small.
Heuristics is the process by which humans use mental shortcuts to arrive at decisions. Heuristics are simple strategies that humans, animals, organizations, and even machines use to quickly form judgments, make decisions, and find solutions to complex problems. Often this involves focusing on the most relevant aspects of a problem or situation to formulate a solution. While heuristic processes are used to find the answers and solutions that are most likely to work or be correct, they are not always right or the most accurate. Judgments and decisions based on heuristics are simply good enough to satisfy a pressing need in situations of uncertainty, where information is incomplete. In that sense they can differ from answers given by logic and probability.
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