Newcomb's problem

Thought experiment about a game involving a reliable predictor of the player’s actions

Nº Q1930546 ★★

Uncommon · History

Newcomb's problem

Thought experiment about a game involving a reliable predictor of the player’s actions

In philosophy and mathematics, Newcomb's problem, also known as Newcomb's paradox, is a thought experiment posing a decision problem in which a player must decide whether to choose one of two or both boxes under conditions in which a being, often called the "predictor", decides in advance what they contain, and is able to predict the player's choices with near-certainty. Newcomb's paradox was created by William Newcomb of the University of California's Lawrence Livermore Laboratory.

Last price

—

Floor price

—

7-day median

—

30-day sales

0

30-day range

—

In circulation

0

Price history

Show table
Datemedian LowHighsales

Sales history

Last sale
—
30-day average
—
30-day low
—
30-day high
—
Sales 7d
0
Sales 30d
0

No sales yet.

Anonymous sales: no buyer or seller shown. Figures count player-to-player sales only.

From Wikipedia

In philosophy and mathematics, Newcomb's problem, also known as Newcomb's paradox, is a thought experiment posing a decision problem in which a player must decide whether to choose one of two or both boxes under conditions in which a being, often called the "predictor", decides in advance what they contain, and is able to predict the player's choices with near-certainty. Newcomb's paradox was created by William Newcomb of the University of California's Lawrence Livermore Laboratory. It was first analyzed in a philosophy paper by Robert Nozick in 1969 and appeared in the March 1974 issue of Scientific American, in Martin Gardner's "Mathematical Games". Today it is a much debated problem in the philosophical branch of decision theory.

Text: Wikipédia, CC BY-SA 4.0. · Image: Thiagovscoelho (CC0) ·

Related cards

Confirmation