● Decision Support Systems · Concept Map

The whole course, one web of ideas

Every concept is a node; every arrow is a relationship. Follow the dark spine to see how the course evolves, watch each lecture branch into its ideas, and trace the dashed threads to see how one idea gets reused later. Tap a node for its definition · tap a thread to follow it across the course.

Trace a thread
Tap a node → its definition + where it connects. Drag to pan · scroll to zoom · double-tap a node to open its lecture.
Couldn’t load the interactive graph (needs an internet connection for the graph library). The crib table further down still has everything in text form.
Start here

Tap any node for its definition

Click a concept — say Expected utility or Nash equilibrium — and this box gives you an exam-ready definition, the formula where there is one, a plain-words line, and a link to its full lecture. The dark arrows along the top are the story of the course; the dashed lines are ideas that come back later.

1 Decision theory 2 Networks 3 Games 4 Sequential 5 Behavioral 6 Architecture 7 Evaluation course evolves idea reused (thread)

~the connective tissue

Threads that run through everything

The lectures aren't separate islands — a few ideas reappear, getting richer each time. Tap a card to light its thread up on the map.

💰 Utility

The value of an outcome — the thing every decision tries to maximise.

L1 defines it → L4 turns it into reward → L5 humans distort it → L7 the real yardstick (net benefit)
tap to trace on the map ↑

🎲 Uncertainty

Real decisions are never deterministic — we reason over probability distributions.

L1 risk → L2 networks → L4 stochastic transitions → L7 calibration
tap to trace on the map ↑

👥 Other agents

You're rarely deciding alone; other goal-seeking agents interact with yours.

L3 games & equilibria → L6 whose payoff does it serve? → L7 human + DSS = a 2-player game
tap to trace on the map ↑

🧠 Humans aren't rational

The fact that flips the course from clean theory to real systems.

L5 documents it → L6 designs around it → L7 measures it in the team
tap to trace on the map ↑

⚖️ Optimal ≠ effective

A mathematically optimal answer is useless if the human won't accept or act on it.

L4 optimal policy → L6 trust & adoption → L7 best predictor ≠ best support
tap to trace on the map ↑

🔁 The big shape

The whole arc, in one breath — the order to keep straight for the exam.

should-decide (1–4) → do-decide (5) → build (6) → judge (7)

revision crib

If you remember one thing per lecture

The single sentence to be able to say out loud for each lecture.

#LectureThe one thing
01Decision TheoryA rational choice maximises expected utility; under pure ignorance you instead pick a rule (maximin, maximax, minimax-regret).
02Bayesian & Decision NetworksNetworks make a huge joint distribution compact via conditional independence — but exact inference is still #P-hard.
03Game TheoryA Nash equilibrium is a mutual best response; it always exists (maybe mixed), but isn't always efficient (prisoner's dilemma).
04Sequential DecisionsKnow the model → dynamic programming; no model → reinforcement learning; have a simulator → MCTS. Bellman ties them together.
05BehavioralHumans use heuristics and have systematic biases — yet heuristics can be “ecologically rational”; prospect theory values gains/losses around a reference point.
06ArchitectureA DSS augments a human (≠ replaces); separate data / knowledge / model / interface; human factors are design constraints.
07EvaluationGood DSS ≠ good predictor: judge accuracy + calibration + fairness + robustness + usability + utility + the human-DSS team.

Two halves to keep straight: the professor said the course moves from normative decision theory (what we should do, Lectures 1–4) through the behavioral reality (Lecture 5) to the design and evaluation of the support systems themselves (Lectures 6–7).