2,188 research outputs found

    von Neumann-Morgenstern and Savage Theorems for Causal Decision Making

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    Causal thinking and decision making under uncertainty are fundamental aspects of intelligent reasoning. Decision making under uncertainty has been well studied when information is considered at the associative (probabilistic) level. The classical Theorems of von Neumann-Morgenstern and Savage provide a formal criterion for rational choice using purely associative information. Causal inference often yields uncertainty about the exact causal structure, so we consider what kinds of decisions are possible in those conditions. In this work, we consider decision problems in which available actions and consequences are causally connected. After recalling a previous causal decision making result, which relies on a known causal model, we consider the case in which the causal mechanism that controls some environment is unknown to a rational decision maker. In this setting we state and prove a causal version of Savage's Theorem, which we then use to develop a notion of causal games with its respective causal Nash equilibrium. These results highlight the importance of causal models in decision making and the variety of potential applications.Comment: Submitted to Journal of Causal Inferenc

    Common Knowledge and Interactive Behaviors: A Survey

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    This paper surveys the notion of common knowledge taken from game theory and computer science. It studies and illustrates more generally the effects of interactive knowledge in economic and social problems. First of all, common knowledge is shown to be a central concept and often a necessary condition for coordination, equilibrium achievement, agreement, and consensus. We present how common knowledge can be practically generated, for example, by particular advertisements or leadership. Secondly, we prove that common knowledge can be harmful, essentially in various cooperation and negotiation problems, and more generally when there are con icts of interest. Finally, in some asymmetric relationships, common knowledge is shown to be preferable for some players, but not for all. The ambiguous welfare effects of higher-order knowledge on interactive behaviors leads us to analyze the role of decentralized communication in order to deal with dynamic or endogenous information structures.Interactive knowledge, common knowledge, information structure, communication.

    Exceeding Expectations: Stochastic Dominance as a General Decision Theory

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    The principle that rational agents should maximize expected utility or choiceworthiness is intuitively plausible in many ordinary cases of decision-making under uncertainty. But it is less plausible in cases of extreme, low-probability risk (like Pascal's Mugging), and intolerably paradoxical in cases like the St. Petersburg and Pasadena games. In this paper I show that, under certain conditions, stochastic dominance reasoning can capture most of the plausible implications of expectational reasoning while avoiding most of its pitfalls. Specifically, given sufficient background uncertainty about the choiceworthiness of one's options, many expectation-maximizing gambles that do not stochastically dominate their alternatives "in a vacuum" become stochastically dominant in virtue of that background uncertainty. But, even under these conditions, stochastic dominance will not require agents to accept options whose expectational superiority depends on sufficiently small probabilities of extreme payoffs. The sort of background uncertainty on which these results depend looks unavoidable for any agent who measures the choiceworthiness of her options in part by the total amount of value in the resulting world. At least for such agents, then, stochastic dominance offers a plausible general principle of choice under uncertainty that can explain more of the apparent rational constraints on such choices than has previously been recognized

    Distribution-Valued Solution Concepts

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    Under its conventional positive interpretation, game theory predicts that the mixed strategy pro?le of players in a noncooperative game will satisfy some setvalued solution concept. Relative probabilities of pro?les in that set are unspeci?ed, and all pro?les not satisfying it are implicitly assigned probability zero. However the axioms underlying Bayesian rationality say that we should reason about player behavior using a probability density over all mixed strategy pro?les, not using a subset of all such pro?les. Such a density over pro?les can be viewed as a solution concept that is distribution-valued rather than set-valued. A distribution-valued concept provides a best single prediction for any noncooperative game, i.e., a universal re?nement. In addition, regulators can use a distribution-valued solution concept to make Bayes optimal choices of a mechanism, as required by Savage's axioms. In particular, they can do this in strategic situations where conventional mechanism design cannot provide advice. We illustrate all of this on a Cournot duopoly game.Quantal Response Equilibrium, Bayesian Statistics, Entropic prior, Maximum entropy JEL Codes: C02, C11, C70, C72

    Hitting times and probabilities for imprecise Markov chains

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    We consider the problem of characterising expected hitting times and hitting probabilities for imprecise Markov chains. To this end, we consider three distinct ways in which imprecise Markov chains have been defined in the literature: as sets of homogeneous Markov chains, as sets of more general stochastic processes, and as game-theoretic probability models. Our first contribution is that all these different types of imprecise Markov chains have the same lower and upper expected hitting times, and similarly the hitting probabilities are the same for these three types. Moreover, we provide a characterisation of these quantities that directly generalises a similar characterisation for precise, homogeneous Markov chains

    Why Philosophers Should Care About Computational Complexity

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    One might think that, once we know something is computable, how efficiently it can be computed is a practical question with little further philosophical importance. In this essay, I offer a detailed case that one would be wrong. In particular, I argue that computational complexity theory---the field that studies the resources (such as time, space, and randomness) needed to solve computational problems---leads to new perspectives on the nature of mathematical knowledge, the strong AI debate, computationalism, the problem of logical omniscience, Hume's problem of induction, Goodman's grue riddle, the foundations of quantum mechanics, economic rationality, closed timelike curves, and several other topics of philosophical interest. I end by discussing aspects of complexity theory itself that could benefit from philosophical analysis.Comment: 58 pages, to appear in "Computability: G\"odel, Turing, Church, and beyond," MIT Press, 2012. Some minor clarifications and corrections; new references adde

    Information Theory - The Bridge Connecting Bounded Rational Game Theory and Statistical Physics

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    A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality of all real-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. This paper shows that the same information theoretic mathematical structure, known as Product Distribution (PD) theory, addresses both issues. In this, PD theory not only provides a principled formulation of bounded rationality and a set of new types of mean field theory in statistical physics. It also shows that those topics are fundamentally one and the same.Comment: 17 pages, no figures, accepted for publicatio
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