Newcomb's Paradox
Source: Wikipedia, 17 April 2019
Paper - Abstract

Paper StatisticsNotes Citing this PaperColour-ConventionsDisclaimer

Author’s Introduction

  1. In philosophy and mathematics, Newcomb's paradox, also referred to as Newcomb's problem, is a thought experiment involving a game between two players, one of whom purports to be able to predict the future.
  2. Newcomb's paradox was created by William Newcomb of the University of California's Lawrence Livermore Laboratory. However, it was first analyzed and was published in a philosophy paper spread to the philosophical community by Robert Nozick in "Nozick (Robert) - Newcomb's Problem and Two Principles of Choice" (1969), and appeared in the March 1973 issue of Scientific American, in Martin Gardner's "Mathematical Games." Today it is a much debated problem in the philosophical branch of decision theory.

  1. The problem
  2. Game theory strategies
  3. Causality and free will
  4. Influencing the predictor
  5. Consciousness
  6. Fatalism
  7. Extensions to Newcomb's problem
    → 7.1 The meta-Newcomb problem
  8. Notes
  9. References1


For the full text, see Wikipedia: Newcomb's Paradox.

In-Page Footnotes

Footnote 1:

Text Colour Conventions (see disclaimer)

  1. Blue: Text by me; © Theo Todman, 2021
  2. Mauve: Text by correspondent(s) or other author(s); © the author(s)

© Theo Todman, June 2007 - June 2021. Please address any comments on this page to File output:
Website Maintenance Dashboard
Return to Top of this Page Return to Theo Todman's Philosophy Page Return to Theo Todman's Home Page