Monday, October 20, 2025

Another infinite dice game

Suppose infinitely many people independently roll a fair die. Before they get to see the result, they will need to guess whether the die shows a six or a non-six. If they guess right, they get a cookie; if they guess wrong, an electric shock.

But here’s another part of the story. An angel has considered all possible sequences of fair die outcomes for the infinitely many people, and defined the equivalence relation ∼ on the sequences, where α ∼ β if and only if the sequences α and β differ in at most finitely many places. Furthermore, the angel has chosen a set T that contains exactly one sequence from each ∼-equivalence class. Before anybody guesses, the angel is going to look at everyone’s dice and announce the unique member α of T that is -equivalent to the actual die rolls.

Consider two strategies:

  1. Ignore what the angel says and say “not six” regardless.

  2. Guess in accordance with the unique member α: if α says you have six, you guess “six”, and otherwise you guess “not six”.

When the two strategies disagree for a person, there is a good argument that the person should go with strategy (1). For without the information from the angel, the person should go with strategy (1). But the information received from the angel is irrelevant to each individual x, because which -equivalence class the actual sequence of rolls falls into depends only on rolls other than x’s. And following strategy (1) in repeats of the game results in one getting a cookie five out of six times on average.

However, if everyone follows strategy (2), then it is guaranteed that in each game only finitely many people get a shock and everyone else gets a cookie.

This seems to be an interesting case where self-interest gets everyone to go for strategy (1), but everyone going for strategy (2) is better for the common good. There are, of course, many such games, such as Tragedy of the Commons or the Prisoner’s Dilemma, but what is weird about the present game is that there is no interaction between the players—each one’s payoff is independent of what any of the other players do.

(This is a variant of a game in my infinity book, but the difference is that the game in my infinity book only worked assuming a certain rare event happened, while this game works more generally.)

My official line on games like this is that their paradoxicality is evidence for causal finitism, which thesis rules them out.

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