Omega then picks one of those individuals which isn't you and simulates it; then Omega knows with high confidence which way you will choose.
Seems like Omega is simulating me for the purposes which matter. The "isn't you" statement is not as trivial as it sounds, it requires a widely agreed upon definition of identity, something that gets blurred easily once you allow for human simulation. For example, how do you know you are not a part of the proof? How do you know that the statement that Omega tells you that it simulated "someone else" is even truth-evaluable? (And not, for example, a version of "this statement is false".)
There's a wormhole between our present and our future. Omega looks through it and sees your lips move.
Ah, Novikov's self-consistent time loops. Given that there is no way to construct those using currently known physics, I tend to discard those. Given how they reduce all NP-hard problems to O(1) and such, making the world too boring to live in.
Finding a good decision theory is hard. Previous attempts, such as Timeless Decision Theory, work, it seems, in providing a stable, effective decision theory, but are mathematically complicated. Simpler theories, like CDT or EDT, are much more intuitive, but have deep flaws. They fail at certain problems, and thus violate the maxim that rational agents should win. This makes them imperfect.
But it seems to me that there is a relatively simple fix one could make to them, in the style of TDT, to extend their power considerably. Here I will show an implementation of such an extension of CDT, that wins on the problems that classic CDT fails on. It quite possibly could turn out that this is not as powerful as TDT, but it is a significant step in that direction, starting only from the naivest of decision theories. It also could turn out that this is nothing more than a reformulation of TDT or a lesser version thereof. In that case, this still has some value as a simpler formulation, easier to understand. Because as it stands, TDT seems like a far cry from a trivial extension of the basic, intuitive decision theories, as this hopes to be.
We will start by remarking that when CDT (or EDT) tries to figure out the expected value or a action or outcome, the naive way which it does so drops crucial information, which is what TDT manages to preserve. As such, I will try to calculate a CDT with this information not dropped. This information is, for CDT, the fact that Omega has simulated you and figured out what you are going to do. Why does a CDT agent automatically assume that it is the "real" one, so to speak? This trivial tweak seems powerful. I will, for the purpose of this post, call this tweaked version of CDT "Simulationist Causal Decision Theory", or SCDT for short.
Let's run this tweaked version though Newcomb's problem. Let Alice be a SCDT agent. Before the problem begins, as is standard in Newcomb's problem, Omega looks at Alice and calculates what choice Alice will make in the game. Without to much loss of generality, we can assume that Omega directly simulates Alice, and runs the simulation through the a simulation of the game, in order make the determination of what choice Alice will make. In other formulations of Newcomb's problem, Omega figures in out some other way what Alice will do, say by doing a formal analysis of her source code, but that seems intuitively equivalent. This is a possible flaw, but if the different versions of Newcomb's problem are equivalent (as they seem to be) this point evaporates, and so we will put it aside for now, and continue.
We will call the simulated agent SimAlice. SimAlice does not know, of course, that she is being simulated, and is an exact copy of Alice in all respects. In particular, she also uses the same SCDT thought processes as Alice, and she has the same utility function as Alice.
So, Alice (or SimAlice, she doesn't know which one she is) is presented with the game. She reasons thusly: