Fair enough. Of course, there's no law of physics ruling out Future Tuesday Indifference, either. We go by plausibility and elegance. Admittedly, "average the branches" looks about equally plausible and elegant to "sum the branches", but I think the former becomes implausible when we look at cases where some of the branches are very short-lived.
Requiring that the ancestor and descendants agree is contrary to the spirit of allowing selfish preferences, I think, in the sense of "selfish" that you've defined. If Methuselah is selfish, Methuselah(1000AD) values the experience of Methuselah(900AD), who values the experience of Methuselah(800AD), but M1000 doesn't value the experience of M800.
I think the former becomes implausible when we look at cases where some of the branches are very short-lived.
As the caveat goes, "The copies have to be people who you would actually like to be." Dying quickly seems like it would really put a damper on the expected utility of being a copy. (Mathematically, the relevant utility here is a time-integral)
I don't see why your claims about Methuselah follow, but I do agree that under this model, agents don't care about their past self - they just do what causes them to have high expected utility. Str...
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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: