If you eat the candy now, are you robbing yourself of a bunch of future candy, and making a terrible mistake? And yet, every morning a new causal branch of you will wake up, and from their perspective they merely ate their candy a little earlier.
Cool, this leads me to a new point/question. You've defined "selfish" preference in terms of causal flows. I'd like to point out that those flows are not identity-relation-like. Each future branch of me wakes up and sees a one-to-one tradeoff: he doesn't get candy now, but he got it earlier, so it's a wash. But those time-slices aren't the decider, this current one is. And from my perspective now, it's a many-to-one tradeoff; those future days are all connected to me-now. This is possible because "A is causally connected to B" is intransitive. Isn't this the correct implication of your view? If not, then what?
Well, the issue is in how one calculates expected utility from a description of the future state of the world. If my current self branches into many causal descendants, and each descendant gets one cookie, there does not appear to be a law of physics that requires me to give that the expected utility of one cookie or many cookies.
It's absolutely a many to one tradeoff, that just isn't sufficient to determine how to value it.
However, if one requires that the ancestor and the descendants agree (up to time discounting and selection effects - which are where you value a cookie in 100 years less if you expect to die before then) about the value of a cookie, then that sets a constraint on how to calculate expected utility.
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When preferences are selfless, anthropic problems are easily solved by a change of perspective. For example, if we do a Sleeping Beauty experiment for charity, all Sleeping Beauty has to do is follow the strategy that, from the charity's perspective, gets them the most money. This turns out to be an easy problem to solve, because the answer doesn't depend on Sleeping Beauty's subjective perception.
But selfish preferences - like being at a comfortable temperature, eating a candy bar, or going skydiving - are trickier, because they do rely on the agent's subjective experience. This trickiness really shines through when there are actions that can change the number of copies. For recent posts about these sorts of situations, see Pallas' sim game and Jan_Ryzmkowski's tropical paradise. I'm going to propose a model that makes answering these sorts of questions almost as easy as playing for charity.
To quote Jan's problem: