Bb5a31f81ClaimA player performing one step of strategic reasoning in the two-thirds of the average game chooses 33 based on the assumption that others choose 50 on averageAgreeDisagree
Bb5a31f81ClaimIn large-scale iterations of the two-thirds of the average game, choices of 33 and 22 appear far more frequently than choices of 1 or 0AgreeDisagree
Bb5a31f81ClaimTime discounting experiments evaluate intertemporal preferences by offering subjects choices between smaller immediate monetary rewards and larger delayed rewardsAgreeDisagree
Bb5a31f81ClaimStrategic reasoning depth in cognitive hierarchy games correlates positively with individual working memory capacityAgreeDisagree
Bb5a31f81ClaimLevel-zero players in cognitive hierarchy models make non-strategic decisions, such as picking random, salient, or lucky numbersAgreeDisagree
Bb5a31f81ClaimIn the 11-20 game, players choose an integer between 11 and 20, winning their chosen amount plus a bonus of 20 if their choice is one below their opponent'sAgreeDisagree
Bb5a31f81ClaimAmos Tversky and Daniel Kahneman introduced the concept of framing effects, where logically equivalent representations of an event alter decision-makingAgreeDisagree
Bb5a31f81ClaimIn a study by Eric Johnson, asking individuals their likelihood of surviving to age 75 produced probability estimates that did not sum to 100% with mortality likelihood estimatesAgreeDisagree
Bb5a31f81ClaimThe neural autopilot model posits that habit mode relies on retrieving the previous action and its absolute reward prediction error rather than re-evaluating optionsAgreeDisagree
Bb5a31f81ClaimIn the two-thirds of the average game, participants pick numbers from 0 to 100, and the winner is whoever is closest to two-thirds of the average chosen numberAgreeDisagree
Bb5a31f81ClaimAction slips occur when an individual automatically executes habitual routines despite environmental changes requiring conscious interventionAgreeDisagree
Bb5a31f81ClaimAnthropomorphism is the tendency to attribute humanlike emotional and cognitive characteristics to nonhuman entities, including animals and artificial intelligenceAgreeDisagree
Bb5a31f81ClaimThe cognitive reflection test includes brain teasers, such as the algae pond problem and the bat-and-ball problem, that test impulse override against deliberate reflectionAgreeDisagree
Bb5a31f81ClaimAuditory cues played during specific non-conscious sleep stages increase waking valuations of corresponding snack foods by approximately 10%AgreeDisagree
Bb5a31f81ClaimA player performing two steps of strategic reasoning in the two-thirds of the average game chooses 22AgreeDisagree
Bb5a31f81ClaimEpisodic future thinking, which involves mentally projecting specific personal future events, increases patience and reduces monetary discount rates in intertemporal choice tasksAgreeDisagree
Bb5a31f81ClaimFunctional magnetic resonance imaging studies demonstrate that subjects performing two steps of strategic thinking in the two-thirds of the average game exhibit elevated mentalizing circuit activityAgreeDisagree
Bb5a31f81ClaimDorsolateral prefrontal cortex activity increases when individuals successfully resist immediate dietary temptations in favor of health considerationsAgreeDisagree
Bb5a31f81ClaimHoward Gardner formulated the theory of multiple intelligences to categorize diverse modalities of human cognitive abilityAgreeDisagree
Bb5a31f81ClaimIn a Journal of Neuroscience study, neuroanatomical differences in attention and visual perception regions were present among older expert birdwatchers compared to beginnersAgreeDisagree