Heuristic Argument
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A heuristic argument is an argument that reasons from the value of a method or principle that has been shown experimentally (especially through
trial-and-error Trial and error is a fundamental method of problem-solving characterized by repeated, varied attempts which are continued until success, or until the practicer stops trying. According to W.H. Thorpe, the term was devised by C. Lloyd Morgan (18 ...
) to be useful or convincing in learning, discovery and
problem-solving Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business an ...
, but whose line of reasoning involves key oversimplifications that make it not entirely rigorous. A widely used and important example of a
heuristic A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate ...
argument is Occam's Razor. It is a speculative, non-rigorous argument that relies on analogy or intuition, and that allows one to achieve a result or an approximation that is to be checked later with more rigor. Otherwise, the results are generally to be doubted. It is used as a hypothesis or a conjecture in an investigation, though it can also be used as a mnemonic as well.


See also

* Empirical relationship *
Heuristic A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate ...
*
Probabilistic method The probabilistic method is a nonconstructive method, primarily used in combinatorics and pioneered by Paul Erdős, for proving the existence of a prescribed kind of mathematical object. It works by showing that if one randomly chooses objects fr ...
* Rule of thumb


References

Heuristics Rules of thumb {{Philo-stub