Superrationality
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Superrationality
In economics and game theory, a participant is considered to have superrationality (or renormalized rationality) if they have perfect rationality (and thus maximize their utility) but assume that all other players are superrational too and that a superrational individual will always come up with the same strategy as any other superrational thinker when facing the same problem. Applying this definition, a superrational player who assumes they are playing against a superrational opponent in a prisoner's dilemma will cooperate while a rationally self-interested player would defect. This decision rule is not a mainstream model in game theory and was suggested by Douglas Hofstadter in his article, series, and book '' Metamagical Themas'' – reprinted in: as an alternative type of rational decision making different from the widely accepted game-theoretic one. Hofstadter provided this definition: "Superrational thinkers, by recursive definition, include in their calculations the fact ...
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Metamagical Themas
''Metamagical Themas'' is an eclectic collection of articles that Douglas Hofstadter wrote for the popular science magazine ''Scientific American'' during the early 1980s. The anthology was published in 1985 by Basic Books. The volume is substantial in size and contains extensive notes concerning responses to the articles and other information relevant to their content. (One of the notes—page 65—suggested memetics for the study of memes.) Contents Major themes of the columns include self-reference in memes, language, art and logic; discussions of philosophical issues important in cognitive science/AI; analogies and what makes something similar to something else (specifically what makes, for example, an uppercase letter 'A' recognizable as such); and lengthy discussions of the work of Robert Axelrod on the prisoner's dilemma, as well as the idea of superrationality. The concept of superrationality, and its relevance to the Cold War, environmental issues and such, is acco ...
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Platonia Dilemma
In the platonia dilemma introduced in Douglas Hofstadter's book ''Metamagical Themas'', an eccentric trillionaire gathers 20 people together, and tells them that if one and only one of them sends them a telegram (reverse charges) by noon the next day, that person will receive a billion dollars. If they receive more than one telegram, or none at all, no one will get any money, and cooperation between players is forbidden. In this situation, the superrational thing to do is to send a telegram with probability 1/20. Luring Lottery A similar game, referred to as a "Luring Lottery", was actually played by the editors of ''Scientific American'' in the 1980s. – reprinted in: To enter the contest once, readers had to send in a postcard with the number "1" written on it. They were also explicitly permitted to submit as many entries as they wished by sending in a single postcard bearing the number of entries they wished to submit. The prize was one million dollars divided by the total n ...
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Douglas Hofstadter
Douglas Richard Hofstadter (born 15 February 1945) is an American cognitive and computer scientist whose research includes concepts such as the sense of self in relation to the external world, consciousness, analogy-making, Strange loop, strange loops, artificial intelligence, and discovery in mathematics and physics. His 1979 book ''Gödel, Escher, Bach, Gödel, Escher, Bach: An Eternal Golden Braid'' won the Pulitzer Prize for general nonfiction,"General Nonfiction"
. ''Past winners and finalists by category''. The Pulitzer Prizes. Retrieved 17 March 2012.
and a National Book Award (at that time called The American Book Award) for Science."National Book Awards – 1980"
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Economics
Economics () is a behavioral science that studies the Production (economics), production, distribution (economics), distribution, and Consumption (economics), consumption of goods and services. Economics focuses on the behaviour and interactions of Agent (economics), economic agents and how economy, economies work. Microeconomics analyses what is viewed as basic elements within economy, economies, including individual agents and market (economics), markets, their interactions, and the outcomes of interactions. Individual agents may include, for example, households, firms, buyers, and sellers. Macroeconomics analyses economies as systems where production, distribution, consumption, savings, and Expenditure, investment expenditure interact; and the factors of production affecting them, such as: Labour (human activity), labour, Capital (economics), capital, Land (economics), land, and Entrepreneurship, enterprise, inflation, economic growth, and public policies that impact gloss ...
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Probability
Probability is a branch of mathematics and statistics concerning events and numerical descriptions of how likely they are to occur. The probability of an event is a number between 0 and 1; the larger the probability, the more likely an event is to occur."Kendall's Advanced Theory of Statistics, Volume 1: Distribution Theory", Alan Stuart and Keith Ord, 6th ed., (2009), .William Feller, ''An Introduction to Probability Theory and Its Applications'', vol. 1, 3rd ed., (1968), Wiley, . This number is often expressed as a percentage (%), ranging from 0% to 100%. A simple example is the tossing of a fair (unbiased) coin. Since the coin is fair, the two outcomes ("heads" and "tails") are both equally probable; the probability of "heads" equals the probability of "tails"; and since no other outcomes are possible, the probability of either "heads" or "tails" is 1/2 (which could also be written as 0.5 or 50%). These concepts have been given an axiomatic mathematical formaliza ...
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Evidential Decision Theory
Evidential decision theory (EDT) is a school of thought within decision theory which states that, when a rational agent is confronted with a set of possible actions, one should select the action with the highest ''news value'', that is, the action which would be indicative of the best outcome in expectation if one received the "news" that it had been taken. In other words, it recommends to "do what you most want to learn that you will do." EDT contrasts with causal decision theory (CDT), which prescribes taking the action that will causally produce the best outcome. While these two theories agree in many cases, they give different verdicts in certain philosophical thought experiments. For example, EDT prescribes taking only one box in Newcomb's paradox, while CDT recommends taking both boxes. Formal description In a 1976 paper, Allan Gibbard and William Harper distinguished between two kinds of expected utility maximization. EDT proposes to maximize the expected utility of action ...
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Theory And Decision
Theory and Decision is a peer-reviewed multidisciplinary journal of decision science published quarterly by Springer Science+Business Media. It was first published in 1970. The current editor-in-chief is Mohammed Abdellaoui. The journal publishes research in fields such as economics, game theory, management science, and artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re .... References External linksOfficial Website Economics journals Academic journals established in 1970 Springer Science+Business Media academic journals Logic journals {{management-journal-stub ...
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Program Equilibrium
Program equilibrium is a game theory , game-theoretic solution concept for a scenario in which players submit computer programs to play the game on their behalf and the programs can read each other's source code. The term was introduced by Moshe Tennenholtz in 2004. The same setting had previously been studied by R. Preston McAfee, J. V. Howard and Ariel Rubinstein. Setting and definition The program equilibrium literature considers the following setting. Consider a normal-form game as a base game. For simplicity, consider a two-player game in which S_1 and S_2 are the sets of available strategy (game theory) , strategies and u_1 and u_2 are the players' Utility#Functions , utility functions. Then we construct a new (normal-form) ''program game'' in which each player i chooses a computer program p_i. The payoff (utility) for the players is then determined as follows. Each player's program p_i is run with the other program p_ as input and outputs a strategy s_i for Player i. F ...
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Evidential Decision Theory
Evidential decision theory (EDT) is a school of thought within decision theory which states that, when a rational agent is confronted with a set of possible actions, one should select the action with the highest ''news value'', that is, the action which would be indicative of the best outcome in expectation if one received the "news" that it had been taken. In other words, it recommends to "do what you most want to learn that you will do." EDT contrasts with causal decision theory (CDT), which prescribes taking the action that will causally produce the best outcome. While these two theories agree in many cases, they give different verdicts in certain philosophical thought experiments. For example, EDT prescribes taking only one box in Newcomb's paradox, while CDT recommends taking both boxes. Formal description In a 1976 paper, Allan Gibbard and William Harper distinguished between two kinds of expected utility maximization. EDT proposes to maximize the expected utility of action ...
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Causal Decision Theory
Causal decision theory (CDT) is a school of thought within decision theory which states that, when a rational agent is confronted with a set of possible actions, one should select the action which causes the best outcome in expectation. CDT contrasts with evidential decision theory (EDT), which recommends the action which would be indicative of the best outcome if one received the "news" that it had been taken. Informal description Informally, causal decision theory recommends the agent to make the decision with the best expected causal consequences. For example: if eating an apple will cause you to be happy and eating an orange will cause you to be sad then you would be rational to eat the apple. One complication is the notion of ''expected'' causal consequences. Imagine that eating a good apple will cause you to be happy and eating a bad apple will cause you to be sad but you aren't sure if the apple is good or bad. In this case you don't know the causal effects of eating the a ...
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Newcomb's Problem
In philosophy and mathematics, Newcomb's paradox, also known as Newcomb's problem, is a thought experiment involving a game between two players, one of whom is able to predict the future with near-certainty. Newcomb's paradox was created by William Newcomb of the University of California's Lawrence Livermore Laboratory. However, it was first analyzed in a philosophy paper by Robert Nozick in 1969 and appeared in the March 1973 issue of ''Scientific American'', in Martin Gardner's "Mathematical Games". Reprinted with an addendum and annotated bibliography in his book ''The Colossal Book of Mathematics'' (). Today it is a much debated problem in the philosophical branch of decision theory. The problem There are two agents: a reliable predictor and a player. Two boxes are designated A and B. The player is given a choice between taking only box B or taking both boxes A and B. The player knows the following: * Box A is transparent and always contains a visible $1,000. * Box B is opaq ...
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Minimax
Minimax (sometimes Minmax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, combinatorial game theory, statistics, and philosophy for ''minimizing'' the possible loss function, loss for a Worst-case scenario, worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ W ...
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