SearcharxivSearch

arXiv · 0904.2540

What does Newcomb's paradox teach us?

Abstract

In Newcomb's paradox you choose to receive either the contents of a particular closed box, or the contents of both that closed box and another one. Before you choose though, an antagonist uses a prediction algorithm to deduce your choice, and fills the two boxes based on that deduction. Newcomb's paradox is that game theory's expected utility and dominance principles appear to provide conflicting recommendations for what you should choose. A recent extension of game theory provides a powerful tool for resolving paradoxes concerning human choice, which formulates such paradoxes in terms of Bayes nets. Here we apply this to ol to Newcomb's scenario. We show that the conflicting recommendations in Newcomb's scenario use different Bayes nets to relate your choice and the algorithm's prediction. These two Bayes nets are incompatible. This resolves the paradox: the reason there appears to be two conflicting recommendations is that the specification of the underlying Bayes net is open to two, conflicting interpretations. We then show that the accuracy of the prediction algorithm in Newcomb's paradox, the focus of much previous work, is irrelevant. We similarly show that the utility functions of you and the antagonist are irrelevant. We end by showing that Newcomb's paradox is time-reversal invariant; both the paradox and its resolution are unchanged if the algorithm makes its `prediction' \emph{after} you make your choice rather than before.

Explore related subjects

Keep this discovery

BibTeXRIS

David H. Wolpert Gregory Benford. 2010-09-30. What does Newcomb's paradox teach us?. https://arxiv.org/abs/0904.2540

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MMS Allocation for Chores with Online Agent Arrivals

We study the fair allocation of $m$ indivisible chores to $n$ agents with subadditive cost functions arriving online in an arbitrary order. Upon an agent's arrival, we are informed of her cost function and must irrevocably assign her a set of chores. We focus on the Maximin Share (MMS) fairness notion and aim to compute an allocation in which all items are assigned, and no agent incurs a cost more than $\alpha$ times her MMS. Without any prior information about the instance (other than $n$ and $m$), we design an algorithm with a competitive ratio of $O(\min\{n, k\log^{1+\epsilon}k, \log m\})$ for any constant $\epsilon > 0$, where $k$ denotes the number of cost function types. Our bound matches the best known offline approximation guarantees for MMS under subadditive costs and is nearly optimal with respect to all three parameters: we show that even for binary additive cost functions, no online algorithm can achieve a competitive ratio of $o(\min\{n, k\log k, \log m\})$. We then consider the setting in which the $k$ cost function types are known in advance (though the realized types of arriving agents are not). For additive cost functions, we provide an algorithm with a competitive ratio of $O(\min\{\log k, \log(kn)/\log\log(kn)\})$, and show that constant-competitive algorithms do not exist for general $k$, even for the binary additive setting. For binary additive functions when $k \le n$, we propose a $3$-competitive algorithm and establish a lower bound of $2$.

cs.GT

Truncated Noisy Best-Response Algorithms: Toward Game Theoretic Learning with Safety Guarantees

We consider a game theoretic approach to solve multi-agent coordination problems with submodular maximization objectives. It is known for such problems that the Nash equilibria for the corresponding game are always within 50% of the optimal, but that the equilibria which achieve this worst-case bound are not stable. To exploit this instability, we propose a family of algorithms which we call Truncated Noisy Best-Response (TNBR) Algorithms. These algorithms are flexibly characterized by agents asynchronously and stochastically selecting actions from a neighbourhood of their best response payoffs. We compute bounds on the recurrent classes of TNBR algorithms' associated Markov chains. Our bounds fall into two categories: first, "Performance" bounds ensure that TNBR algorithms always have a high-value recurrent state; second, "Safety" bounds ensure that TNBR algorithms never have arbitrarily-bad recurrent states. Furthermore, these two types of bounds are linked by a waterbed-like effect: every game with a poor Safety guarantee necessarily has a favorable Performance guarantee.

cs.GT

Existence of the Core in Approval-Based Committee Elections

We settle the main open question in the theory of approval-based multi-winner elections: we show that there always exists a committee in the core. The core is a stability and group fairness concept. The proof introduces a new voting rule that optimizes an entropy-like objective function over committees and payment systems. All local optima of this objective function lie in the core, which implies that a core committee can be found in polynomial time.

cs.GT