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. Strictly, this is possible independent of whether descendants and ancestors agree or disagree. But if self-modification is possible, such conflicting selfish preferences would get modified away into nonconflicting selfless preferences.
Dying quickly seems like it would really put a damper on the expected utility of being a copy.
Not if the copy doesn't anticipate dying. Perhaps all the copies go thru a brief dim-witted phase of warm happiness (and the original expects this), in which all they can think is "yup warm and happy, just like I expected", followed by some copies dying and others recovering full intellect and living. Any of those copies is someone I'd "like to be" in the better-than-nothing sense. Is the caveat "like to be" a stronger sense?
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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: