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?
I'm confused - if agents don't value their past self, in what sense do they agree or disagree with what the past-self was valuing? In any case, please reverse the order of the Methuselah valuing of time-slices.
Edit: Let me elaborate a story to motivate my some-copies-dying posit. I want to show that I'm not just "gaming the system," as you were concerned to avoid using your caveat.
I'm in one spaceship of a fleet of fast unarmed robotic spaceships. As I feared but planned for, an enemy fleet shows up. This spaceship will be destroyed, but I can make copies of myself in one to all of the many other ships. Each copy will spend 10 warm-and-fuzzy dim-witted minutes reviving from their construction. The space battle will last 5 minutes. The spaceship at the farthest remove from the enemy has about a 10% chance of survival. The next-farthest has a 9 point something percent chance - and so on. The enemy uses an indeterministic algorithm to chase/target ships, so these probabilities are almost independent. If I copy to all the ships in the fleet, I have a very high probability of survival. But the maximum average expected utility is gotten by copying to just one ship.
I'm tapping out, sorry.
I
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: