Evidential Decision Theory
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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 actions ...
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Decision Theory
Decision theory (or the theory of choice; not to be confused with choice theory) is a branch of applied probability theory concerned with the theory of making decisions based on assigning probabilities to various factors and assigning numerical consequences to the outcome. There are three branches of decision theory: # Normative decision theory: Concerned with the identification of optimal decisions, where optimality is often determined by considering an ideal decision-maker who is able to calculate with perfect accuracy and is in some sense fully rational. # Prescriptive decision theory: Concerned with describing observed behaviors through the use of conceptual models, under the assumption that those making the decisions are behaving under some consistent rules. # Descriptive decision theory: Analyzes how individuals actually make the decisions that they do. Decision theory is closely related to the field of game theory and is an interdisciplinary topic, studied by econom ...
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David Kellogg Lewis
David (; , "beloved one") (traditional spelling), , ''Dāwūd''; grc-koi, Δαυΐδ, Dauíd; la, Davidus, David; gez , ዳዊት, ''Dawit''; xcl, Դաւիթ, ''Dawitʿ''; cu, Давíдъ, ''Davidŭ''; possibly meaning "beloved one". was, according to the Hebrew Bible, the third king of the United Kingdom of Israel. In the Books of Samuel, he is described as a young shepherd and harpist who gains fame by slaying Goliath, a champion of the Philistines, in southern Canaan. David becomes a favourite of Saul, the first king of Israel; he also forges a notably close friendship with Jonathan, a son of Saul. However, under the paranoia that David is seeking to usurp the throne, Saul attempts to kill David, forcing the latter to go into hiding and effectively operate as a fugitive for several years. After Saul and Jonathan are both killed in battle against the Philistines, a 30-year-old David is anointed king over all of Israel and Judah. Following his rise to power, David c ...
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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 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 within the 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. Superrationality is a form of Immanuel Kant's categorical imperative, and is closely related to the concept of Kantian equilibrium proposed b ...
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Game Theory
Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed two-person zero-sum games, in which each participant's gains or losses are exactly balanced by those of other participants. In the 21st century, game theory applies to a wide range of behavioral relations; it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum game and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathema ...
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Expected Utility Hypothesis
The expected utility hypothesis is a popular concept in economics that serves as a reference guide for decisions when the payoff is uncertain. The theory recommends which option rational individuals should choose in a complex situation, based on their risk appetite and Preference, preferences. The expected utility hypothesis states an agent chooses between risky prospects by comparing expected utility values (i.e. the weighted sum of adding the respective utility values of payoffs multiplied by their probabilities). The summarised formula for expected utility is U(p)=\sum u(x_k)p_k where p_k is the probability that outcome indexed by k with payoff x_k is realized, and function ''u'' expresses the utility of each respective payoff. On a graph, the curvature of u will explain the agent's risk attitude. For example, if an agent derives 0 utils from 0 apples, 2 utils from one apple, and 3 utils from two apples, their expected utility for a 50–50 gamble between zero apples and two is ...
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Decision Making
In psychology, decision-making (also spelled decision making and decisionmaking) is regarded as the cognitive process resulting in the selection of a belief or a course of action among several possible alternative options. It could be either rational or irrational. The decision-making process is a reasoning process based on assumptions of values, preferences and beliefs of the decision-maker. Every decision-making process produces a final choice, which may or may not prompt action. Research about decision-making is also published under the label problem solving, particularly in European psychological research. Overview Decision-making can be regarded as a problem-solving activity yielding a solution deemed to be optimal, or at least satisfactory. It is therefore a process which can be more or less rational or irrational and can be based on explicit or tacit knowledge and beliefs. Tacit knowledge is often used to fill the gaps in complex decision-making processes. Usually, both o ...
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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. While these two theories agree in many cases, they give different verdicts in certain philosophical thought experiments. For example, CDT prescribes taking both boxes in Newcomb's paradox, while EDT recommends taking only one box. 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 con ...
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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. While these two theories agree in many cases, they give different verdicts in certain philosophical thought experiments. For example, CDT prescribes taking both boxes in Newcomb's paradox, while EDT recommends taking only one box. 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 con ...
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Synthese
''Synthese'' () is a scholarly periodical specializing in papers in epistemology, methodology, and philosophy of science, and related issues. Its subject area is divided into four specialties, with a focus on the first three: (1) "epistemology, methodology, and philosophy of science, all broadly understood"; (2) "foundations of logic and mathematics, where 'logic', 'mathematics', and 'foundations' are all broadly understood"; (3) "formal methods in philosophy, including methods connecting philosophy to other academic fields"; and (4) "issues in ethics and the history and sociology of logic, mathematics, and science that contribute to the contemporary studies". As of 2022, according to Google Scholar's metrics ( h-5 index and h-5 index median), it is the top philosophy journal, but other metrics do not rank the journal as highly. Overview Published articles include specific treatment of methodological issues in science such as induction, probability, causation, statistics, symboli ...
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Expected Value
In probability theory, the expected value (also called expectation, expectancy, mathematical expectation, mean, average, or first moment) is a generalization of the weighted average. Informally, the expected value is the arithmetic mean of a large number of independently selected outcomes of a random variable. The expected value of a random variable with a finite number of outcomes is a weighted average of all possible outcomes. In the case of a continuum of possible outcomes, the expectation is defined by integration. In the axiomatic foundation for probability provided by measure theory, the expectation is given by Lebesgue integration. The expected value of a random variable is often denoted by , , or , with also often stylized as or \mathbb. History The idea of the expected value originated in the middle of the 17th century from the study of the so-called problem of points, which seeks to divide the stakes ''in a fair way'' between two players, who have to end th ...
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Thought Experiment
A thought experiment is a hypothetical situation in which a hypothesis, theory, or principle is laid out for the purpose of thinking through its consequences. History The ancient Greek ''deiknymi'' (), or thought experiment, "was the most ancient pattern of mathematical proof", and existed before Euclidean mathematics, where the emphasis was on the conceptual, rather than on the experimental part of a thought-experiment. Johann Witt-Hansen established that Hans Christian Ørsted was the first to use the German term ' (lit. thought experiment) circa 1812. Ørsted was also the first to use the equivalent term ' in 1820. By 1883 Ernst Mach used the term ' in a different way, to denote exclusively the conduct of a experiment that would be subsequently performed as a by his students. Physical and mental experimentation could then be contrasted: Mach asked his students to provide him with explanations whenever the results from their subsequent, real, physical experiment differed ...
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Counterfactual
Counterfactual conditionals (also ''subjunctive'' or ''X-marked'') are conditional sentences which discuss what would have been true under different circumstances, e.g. "If Peter believed in ghosts, he would be afraid to be here." Counterfactuals are contrasted with indicatives, which are generally restricted to discussing open possibilities. Counterfactuals are characterized grammatically by their use of fake tense morphology, which some languages use in combination with other kinds of morphology including aspect and mood. Counterfactuals are one of the most studied phenomena in philosophical logic, formal semantics, and philosophy of language. They were first discussed as a problem for the material conditional analysis of conditionals, which treats them all as trivially true. Starting in the 1960s, philosophers and linguists developed the now-classic possible world approach, in which a counterfactual's truth hinges on its consequent holding at certain possible worlds where ...
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