en.unionpedia.org

Ludic fallacy, the Glossary

Index Ludic fallacy

The ludic fallacy, proposed by Nassim Nicholas Taleb in his book The Black Swan (2007), is "the misuse of games to model real-life situations".[1]

Table of Contents

  1. 32 relations: A Perfect Vacuum, Anchoring effect, Bayesian inference, Bayesian statistics, Beta distribution, Black swan theory, Butterfly effect, Casino, Chaos theory, Congruence bias, Cromwell's rule, Déformation professionnelle, Demarcation problem, Game, Hindsight bias, History of the automobile, Laplace's demon, List of fallacies, Map–territory relation, Mark Spitznagel, Nassim Nicholas Taleb, Prior probability, Quasi-empiricism in mathematics, Roulette, September 11 attacks, Statistical significance, The Black Swan: The Impact of the Highly Improbable, Theory of forms, Thought experiment, Unexpected hanging paradox, Wicked problem, 2007 in literature.

  2. Nassim Nicholas Taleb

A Perfect Vacuum

A Perfect Vacuum (Doskonała próżnia) is a 1971 book by Polish author Stanisław Lem, the largest and best known collection of Stanisław Lem's fictitious criticism of nonexisting books.

See Ludic fallacy and A Perfect Vacuum

Anchoring effect

The anchoring effect is a psychological phenomenon in which an individual's judgements or decisions are influenced by a reference point or "anchor" which can be completely irrelevant.

See Ludic fallacy and Anchoring effect

Bayesian inference

Bayesian inference is a method of statistical inference in which Bayes' theorem is used to update the probability for a hypothesis as more evidence or information becomes available.

See Ludic fallacy and Bayesian inference

Bayesian statistics

Bayesian statistics is a theory in the field of statistics based on the Bayesian interpretation of probability, where probability expresses a degree of belief in an event.

See Ludic fallacy and Bayesian statistics

Beta distribution

In probability theory and statistics, the beta distribution is a family of continuous probability distributions defined on the interval or (0, 1) in terms of two positive parameters, denoted by alpha (α) and beta (β), that appear as exponents of the variable and its complement to 1, respectively, and control the shape of the distribution.

See Ludic fallacy and Beta distribution

Black swan theory

The black swan theory or theory of black swan events is a metaphor that describes an event that comes as a surprise, has a major effect, and is often inappropriately rationalized after the fact with the benefit of hindsight. Ludic fallacy and black swan theory are Nassim Nicholas Taleb.

See Ludic fallacy and Black swan theory

Butterfly effect

In chaos theory, the butterfly effect is the sensitive dependence on initial conditions in which a small change in one state of a deterministic nonlinear system can result in large differences in a later state.

See Ludic fallacy and Butterfly effect

Casino

A casino is a facility for certain types of gambling.

See Ludic fallacy and Casino

Chaos theory

Chaos theory is an interdisciplinary area of scientific study and branch of mathematics.

See Ludic fallacy and Chaos theory

Congruence bias

Congruence bias is the tendency of people to over-rely on testing their initial hypothesis (the most congruent one) while neglecting to test alternative hypotheses.

See Ludic fallacy and Congruence bias

Cromwell's rule

Cromwell's rule, named by statistician Dennis Lindley, states that the use of prior probabilities of 1 ("the event will definitely occur") or 0 ("the event will definitely not occur") should be avoided, except when applied to statements that are logically true or false, such as equaling 4.

See Ludic fallacy and Cromwell's rule

Déformation professionnelle

Déformation professionnelle (professional deformation or job conditioning) is a tendency to look at things from the point of view of one's own profession or special expertise, rather than from a broader or humane perspective.

See Ludic fallacy and Déformation professionnelle

Demarcation problem

In philosophy of science and epistemology, the demarcation problem is the question of how to distinguish between science and non-science.

See Ludic fallacy and Demarcation problem

Game

A game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool.

See Ludic fallacy and Game

Hindsight bias

Hindsight bias, also known as the knew-it-all-along phenomenon or creeping determinism, is the common tendency for people to perceive past events as having been more predictable than they were.

See Ludic fallacy and Hindsight bias

History of the automobile

Crude ideas and designs of automobiles can be traced back to ancient and medieval times.

See Ludic fallacy and History of the automobile

Laplace's demon

In the history of science, Laplace's demon was a notable published articulation of causal determinism on a scientific basis by Pierre-Simon Laplace in 1814.

See Ludic fallacy and Laplace's demon

List of fallacies

A fallacy is the use of invalid or otherwise faulty reasoning in the construction of an argument.

See Ludic fallacy and List of fallacies

Map–territory relation

The map–territory relation is the relationship between an object and a representation of that object, as in the relation between a geographical territory and a map of it.

See Ludic fallacy and Map–territory relation

Mark Spitznagel

Mark Spitznagel (born March 5, 1971) is an American investor and hedge fund manager.

See Ludic fallacy and Mark Spitznagel

Nassim Nicholas Taleb

Nassim Nicholas Taleb (alternatively Nessim or Nissim; born 12 September 1960) is a Lebanese-American essayist, mathematical statistician, former option trader, risk analyst, and aphorist.

See Ludic fallacy and Nassim Nicholas Taleb

Prior probability

A prior probability distribution of an uncertain quantity, often simply called the prior, is its assumed probability distribution before some evidence is taken into account.

See Ludic fallacy and Prior probability

Quasi-empiricism in mathematics

Quasi-empiricism in mathematics is the attempt in the philosophy of mathematics to direct philosophers' attention to mathematical practice, in particular, relations with physics, social sciences, and computational mathematics, rather than solely to issues in the foundations of mathematics.

See Ludic fallacy and Quasi-empiricism in mathematics

Roulette

Roulette (named after the French word meaning "little wheel") is a casino game which was likely developed from the Italian game Biribi.

See Ludic fallacy and Roulette

September 11 attacks

The September 11 attacks, commonly known as 9/11, were four coordinated Islamist terrorist suicide attacks carried out by al-Qaeda against the United States in 2001.

See Ludic fallacy and September 11 attacks

Statistical significance

In statistical hypothesis testing, a result has statistical significance when a result at least as "extreme" would be very infrequent if the null hypothesis were true.

See Ludic fallacy and Statistical significance

The Black Swan: The Impact of the Highly Improbable

The Black Swan: The Impact of the Highly Improbable is a 2007 book by Nassim Nicholas Taleb, who is a former options trader.

See Ludic fallacy and The Black Swan: The Impact of the Highly Improbable

Theory of forms

In philosophy and specifically metaphysics, the theory of Forms, theory of Ideas, Platonic idealism, or Platonic realism is a theory widely credited to the Classical Greek philosopher Plato.

See Ludic fallacy and Theory of forms

Thought experiment

A thought experiment is a hypothetical situation in which a hypothesis, theory, or principle is laid out for the purpose of thinking through its consequences.

See Ludic fallacy and Thought experiment

Unexpected hanging paradox

The unexpected hanging paradox or surprise test paradox is a paradox about a person's expectations about the timing of a future event which they are told will occur at an unexpected time.

See Ludic fallacy and Unexpected hanging paradox

Wicked problem

In planning and policy, a wicked problem is a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize.

See Ludic fallacy and Wicked problem

2007 in literature

This article contains information about the literary events and publications of 2007.

See Ludic fallacy and 2007 in literature

See also

Nassim Nicholas Taleb

References

[1] https://en.wikipedia.org/wiki/Ludic_fallacy

Also known as Suspicious coin.