2,005 research outputs found

    On Time and Money Donations

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    This paper investigates the determinants of time and money gifts. We first develop a behavioural model which accounts for both types of donations, as well as for decisions about domestic and market hours of work. We then investigate the issue empirically, using survey data for Italy. Results suggest that, according to the theoretical predictions, proxies for ā€œwarm glowā€, reputational concerns and (impure) altruism are important determinants of giving. Moreover, the unobservable determinants driving money and time donations are positively correlated, suggesting a certain degree of complementarity between the two decisions.volunteering, money donations, household behaviour

    On Time and Money Donations

    Get PDF
    This paper investigates the determinants of time and money gifts. We first develop a behavioural model which accounts for both types of donations, as well as decisions about domestic and market hours of work. We then investigate the issue empirically, using survey data for Italy. Results suggest that, according to the theoretical predictions, proxies for ā€œwarm glowā€, reputational concerns and (impure) altruism are important determinants of giving. Moreover, the unobservable determinants driving money and time donations are positively correlated, suggesting a certain degree of complementarity between the two decisions.Volunteering, Money donations, Household behaviour.

    The Problem of Evil in Virtual Worlds

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    In its original form, Nozickā€™s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive oneā€™s death. This intuitive objection finds some support in recent research regarding the psychological effects of phenomena such as video games or social media use. After a brief discussion of these problems, I will consider a variation of the experience machine in which many of these deficits are remedied. In particular, Iā€™ll explore the consequences of a creating a virtual world populated with strongly intelligent AIs with whom users could interact, and that could be engineered to survive the userā€™s death. The presence of these agents would allow for the cultivation of morally significant relationships, and the worldā€™s long-term persistence would help ground possibilities for a meaningful, purposeful life in a way that Nozickā€™s original experience machine could not. While the creation of such a world is obviously beyond the scope of current technology, it represents a natural extension of the existing virtual worlds provided by current video games, and it provides a plausible ā€œideal caseā€ toward which future virtual worlds will move. While this improved experience machine would seem to represent progress over Nozickā€™s original, I will argue that it raises a number of new problems stemming from the fact that that the world was created to provide a maximally satisfying and meaningful life for the intended user. This, in turn, raises problems analogous in some ways to the problem(s) of evil faced by theists. In particular, I will suggest that it is precisely those features that would make a world most attractive to potential usersā€”the fact that the AIs are genuinely moral agents whose well-being the user can significantly impactā€”that render its creation morally problematic, since they require that the AIs inhabiting the world be subject to unnecessary suffering. I will survey the main lines of response to the traditional problem of evil, and will argue that they are irrelevant to this modified case. I will close by considering by consider what constraints on the future creation of virtual worlds, if any, might serve to allay the concerns identified in the previous discussion. I will argue that, insofar as the creation of such worlds would allow us to meet morally valuable purposes that could not be easily met otherwise, we would be unwise to prohibit it altogether. However, if our processes of creation are to be justified, they must take account of the interests of the moral agents that would come to exist as the result of our world creation

    Modeling Exchange Rates with Incomplete Information

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    Recent research has shown that relaxing the assumptions of complete information and common knowledge in exchange rate models can shed light on a wide range of important exchange rate puzzles. In this chapter, we review a number of models we have developed in previous work that relax the strong assumptions on information. We also review some related literature.information heterogeneity; learning; infrequent decisions

    Fuzzy argumentation for trust

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    In an open Multi-Agent System, the goals of agents acting on behalf of their owners often conflict with each other. Therefore, a personal agent protecting the interest of a single user cannot always rely on them. Consequently, such a personal agent needs to be able to reason about trusting (information or services provided by) other agents. Existing algorithms that perform such reasoning mainly focus on the immediate utility of a trusting decision, but do not provide an explanation of their actions to the user. This may hinder the acceptance of agent-based technologies in sensitive applications where users need to rely on their personal agents. Against this background, we propose a new approach to trust based on argumentation that aims to expose the rationale behind such trusting decisions. Our solution features a separation of opponent modeling and decision making. It uses possibilistic logic to model behavior of opponents, and we propose an extension of the argumentation framework by Amgoud and Prade to use the fuzzy rules within these models for well-supported decisions

    Can intelligence explode?

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    The technological singularity refers to a hypothetical scenario in which technological advances virtually explode. The most popular scenario is the creation of super-intelligent algorithms that recursively create ever higher intelligences. It took many decades for these ideas to spread from science fiction to popular science magazines and finally to attract the attention of serious philosophers. David Chalmers' (JCS, 2010) article is the first comprehensive philosophical analysis of the singularity in a respected philosophy journal. The motivation of my article is to augment Chalmers' and to discuss some issues not addressed by him, in particular what it could mean for intelligence to explode. In this course, I will (have to) provide a more careful treatment of what intelligence actually is, separate speed from intelligence explosion, compare what super-intelligent participants and classical human observers might experience and do, discuss immediate implications for the diversity and value of life, consider possible bounds on intelligence, and contemplate intelligences right at the singularity
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