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Doppelgänger Changes the Game

Published online by Cambridge University Press:  02 May 2023

Pavel Janda*
Affiliation:
Institute of Philosophy, Czech Academy of Sciences, Jilská 1, 110 00 Prague, Czech Republic
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Abstract

Thirders sometimes feel compelled to give the same answer – a credence of 1/3 – to the original and the duplicating Sleeping Beauty problem, which leads to some unwanted consequences. I will argue that they do not have to feel compelled to give the same answer, because the original and the duplicating version of the Sleeping Beauty problem are different types of decision problems. If one accepts that it is rationally permissible to give different answers to different types of decision problems, both versions do not require the same solution.

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Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2023. Published by Cambridge University Press
Figure 0

Fig. 1. I start with S, i.e., Sunday, when Beauty supposedly reports her credence in Heads. It is generally agreed that, on Sunday, she should report a credence of 1/2, so I use only one directed edge. Then comes Nature's chance node Stoss with the probability p of the coin landing Heads and the probability 1 − p of the coin landing Tails. Beauty's decision nodes MH, MT, and TT form an information set {MH, MT, TT}, which is depicted by the dotted curves connecting the three nodes. The triangles at Beauty's decision nodes represent the idea that she can choose to report any probabilistic credence from the interval [0, 1] (see Myerson 1997: 140–8, section 3.13) for further details about similar decision problems). Reporting the extreme credence 0 or 1 is depicted by the edges of those triangles. The edges inside the triangles represent examples of possible non-extreme actions that Beauty may take; their current central position is only one of the possibilities and has no deeper meaning. Finally, the square nodes represent the terminal nodes – the game ends there.

Figure 1

Fig. 2. A model for the duplicating Sleeping Beauty problem with decision nodes of multiple players belonging to a single information set.

Figure 2

Fig. 3. Multiple agents assigned to the same nodes, where, e.g., MTorg,dup, means that MT belongs to the original Beauty and the duplicate at the same time.

Figure 3

Fig. 4. Suggested model for the duplicating Sleeping Beauty problem, with the standard game-theoretic tools.

Figure 4

Fig. 5. Sunday perspective when a player can locate herself on Sunday, e.g., player 1 at S1, indicated by a star. From that perspective, both trees are completely separated.

Figure 5

Fig. 6. Multiple duplicates on one run.

Figure 6

Fig. 7. A case with two duplicates, where player 1 starts at S1, player 2 at S2, and player 3 at S3. For example, TT11 means that player 1 is the duplicate number 1 (where the number of the duplicate is given by the order in which they wake up) or TT32 means that player 3 is the duplicate number 2.