Newcomb's problem

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

Nº Q1930546 ★★

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Newcomb's problem

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

Texto em inglês

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.

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Texto em inglês Ainda não há artigo no seu idioma: trecho em inglês.

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.

Texto: Wikipédia em inglês, CC BY-SA 4.0. · Imagem: Thiagovscoelho (CC0) ·

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