# Goals

Pre-work Considerations

1. Goals
2. a) Predict individual behaviour by using cognitive analysis.
3. b) Understanding key factors in human relations
4. c) Create a universal, numerical-scale based measuring system
5. d) Improve analysis methods by focusing on structure and patterns
6. e) Create a systematic solution to categorize abstract concepts
7. f) Understanding the decision-making process (optimal choice selection)
8. g) Create a method of quantifying emotion by measuring it

1. Methods
2. a) From a sample, generate theories that applies to a whole population.
3. b) Using economic concepts to
4. c) Simplify to clarify
5. d) Detailed Explanation of Concepts
6. e) Content Analysis of Games

Core concept: Equilibrium

List of Ideas

Strategy, Resource allocation, Opportunity cost, Decision making, Time/Timing (perfect moment/opportunity), Space/Distance, Estimation, Prediction, Aesthetic, Belief, Imagination, Energy (physical, mental)

Goal:

– To reduce the margin of error, alpha

– To reduce confusion (incomprehensiveness, misunderstanding of human behaviour through cognitive analysis.

– Of the fundamental application of our theorem is to enhance the positive effects of cognitive behavioural therapy

# Chap. 2: Interesting Information

A. (Calculus)
• The rate of change of the gap (disparity) of the individuals’s performances through out lifetime.
B. (Stats)
• The mean (average or expected value) of the correlations (degree of strength of relationship or link). The correlations has its own probability distribution function (pdf)
• The mean (average or expected value) number of events that cause another one and their correlation
C. (Microeconomics) Realistic (Alternative) definition of the marginal utility.           Example with apples.
• The skin represents 0.1% of the apple’s total volume. That additional (marginal or extra) amount of nutritious value . The skin of the apple represents is insignificant in terms of marginal utility, and implicitly the nutritious value.
D. Considering time as a good (resource), as an dependent variable. Leisure time is a good.
E.
• (Calculus)
• Other use of the derivative. To measure the words
• Similarly, using integrals in historical events (the summation,
• (Stats)
• The conditional probability is used to represent the cause and effect relationship
• (History)
• Analogy between one’s own life time and historical periods
F. (Metaphysics)
• The materialization of thought.
• Similarly, the dematerialization of things.
G. Similar to the previous section F.
• Using the concept of derivatives like in the infinite mirror effect, the reflection effect, to explain a process repeated (iterated) an infinite number of times.
H. (Core)
• The fundamentals are Link, Categorize Definitions
• Link. Trying as much as possible to link [abstract] concepts such as derivative, materialization
• Categorize.
I.  Brainstorm. List all ideas.
• Clarity. Subjectivity
• (Econ), normal, positive, negative, absolute infinite
• (Calculus)
• Real, irrational
• (Psy)
• Behavior, mood, stamina, judgement, cognition.
• (Stats)
• Standard deviation, average, expected value
• Time, future, value
J. (Calculus)
• The inverse function, such as f'(x) gives. It is the opposite way of deductive thinking. It is also known as reverse psychology.
I.  (Social)
• An incentive is like a trap (or a fish rod). It may be a self suggestion.
K. (Calculus)
• The range (or limits) should be numerical. But they do no have to be cardinal. The ycould be ordinal.
L. (Psychology)
• A deductive thinking process can be started from an empirical observation.
M. (Metaphysics)
• Time can be stored. Time is a material. Time exists
N. (Metaphysics)
• Everything is Binary System Based
O.  Various.
• A mouse click is an opportunity cost.
• (psychology)
• Classic conditioning