Abstract
How can probabilities make sense in a deterministic many-worlds theory? We address two facets of this problem: why should rational agents assign subjective probabilities to branching events, and why should branching events happen with relative frequencies matching their objective probabilities. To address the first question, we generalise the Deutsch–Wallace theorem to a wide class of many-world theories, and show that the subjective probabilities are given by a norm that depends on the dynamics of the theory: the 2-norm in the usual Many-Worlds interpretation of quantum mechanics, and the 1-norm in a classical many-worlds theory known as Kent’s universe. To address the second question, we show that if one takes the objective probability of an event to be the proportion of worlds in which this event is realised, then in most worlds the relative frequencies will approximate well the objective probabilities. This suggests that the task of determining the objective probabilities in a many-worlds theory reduces to the task of determining how to assign a measure to the worlds.
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Notes
Dominance will only be needed to prove Theorem 1, that says that rational agents in a many-worlds theory assign subjective probabilities to the worlds. All other results follow without it, including Theorems 3 and 4, that say that rational agents in Kent’s universe and Many-Worlds bet according to the appropriate version of the Born rule.
For concreteness, convergence is defined in the metric induced by the norm \(\Vert G\Vert := \Vert {\mathbf {c}}\Vert _3 + \Vert {\mathbf {r}}\Vert _1\).
It is untenable in classical probability because in a given situation there are often several different plausible symmetries that give rise to different probability assignments. This problem does not arise here, as the symmetry at hand will be the one between the coefficients of the worlds, or the amplitudes of the quantum state.
To the best of our knowledge there has been no attempt to calculate the number of worlds in an even remotely realistic model of a measurement.
Note that Stern and Gerlach were not aware that they were measuring spin, rather they interpreted the experiment as a proof of Bohr–Sommerfelds spatial quantization hypothesis.
One should take seriously the “hypothetical” here, as theories where the p-norm is preserved are rather pathological. As shown in Ref. [43], the only linear transformations that preserve the p-norm of all vectors for \(p\ne 1,2\) are permutations composed with phases. Here we get around this by only asking the transformation T to preserve the norm of the computational basis.
In this example p must be of the form \(\log _2 n\) for integer \(n\ge 2\), but in general any real \(p\ge 1\) works.
We talk about the roles objective probabilities play instead of the definition of objective probabilities because this is the best we can do. Unlike subjective probabilities, there is no widely accepted definition of objective probability that we could try to satisfy.
One often hears a different story, that in the limit of an infinite number of trials the relative frequency is equal to the objective probability, full stop. This is simply mistaken, but given that the mathematics we present here are identical, those that want to insist on this mistake can do it equally well in many-world theories.
Which does include the counting measure as a particular case, so we are by no means assuming that worlds cannot be counted.
It should be clear that neither the regular nor the reverse Kent’s universe are realistic analogues of Many-Worlds: both of them require an exponential number of worlds, either in the end or in the beginning of the simulation.
Sebens and Carroll claim, however, that an agent that assigns these probabilities can be Dutch-booked [46]: After the first measurement, but before the second, an agent that is ignorant of the outcome will assign probability 1 / 2 to being in each world, and will therefore accept a bet that pays 3€ in the world with outcome 1 and \(-3\)€ in the world with outcome 2. After the second measurement, the agent will assign probability 1 / 3 to being in each world, and will therefore accept a bet that pays \(-4\)€ in the world with a single outcome 1 and 2€ in the worlds with outcomes (2, 1) and (2, 2). If the agent accepts both bets, then in all worlds they will lose 1€.
The problem with this argument is that the agent would not have accepted the first bet if they knew that they would be multiplied in the world with outcome 2: the assignment of probability 1 / 2 was a mistake, that the agent corrected after learning of the second multiplication. Given that they accepted the incorrect bet, however, the agent knows that accepting the second, fair, bet will cause them to be Dutch-booked, so they would reject it. Note, furthermore, that making two bets about the same situation using two different probabilities generically leads to Dutch-booking, even in single-world theories. Consider an agent that believes a coin to be fair, and therefore accepts a bet that pays 3€ if heads, and \(-3\)€ if tails. If the agent changes their mind, and decides instead that the coin has probability 2 / 3 of coming up tails, and accepts a bet that pays \(-4\)€ if heads and 2€ if tails, then the agent will lose 1€ independently of the result of the coin flip.
This raises the question of how a realistic agent in Kent’s universe could ever assign probabilities, since they would depend on the whole tree of future branchings. The agent could simply recognize that it is not possible to determine the objective probabilities, and use only the part of the branching tree that they can foresee to calculate their subjective probabilities. Analogously, a grandparent could decide to divide their inheritance among their children weighted by how the number of grandchildren they begat, but refuse to speculate about how many children each grandchild will have.
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Acknowledgements
We thank Koenraad Audenaert, Časlav Brukner, Eric Cavalcanti, Fabio Costa, Daniel Süß, David Gross, Markus Heinrich, Philipp Höhn, Felipe M. Mora, Jacques Pienaar, Simon Saunders, and David Wallace for useful discussions. This work has been supported by the Excellence Initiative of the German Federal and State Governments (Grant ZUK 81).
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Appendices
Consistent Fine-Graining
For which norms can the fine-graining argument work?
There are multiple ways to fine-grain a game with unequal coefficients into a symmetric game. For example, if \(\mu = \big \Vert \big (\Vert {\mathbf {1}}^{(n)}\Vert ,\Vert {\mathbf {1}}^{(m)}\Vert \big )\big \Vert \), where \({\mathbf {1}}^{(n)}\) is the vector with n ones, one can fine-grain the game
either by first taking it to
and then applying two more fine-grainings to take it to
or by taking G directly to \(G''\), which will be possible only if \(\mu = \Vert {\mathbf {1}}^{(n+m)}\Vert \). We want all possible ways of fine-graining a game to give same result, so we demand the norm to be such that for all vectors \({\mathbf {v}}\) and \({\mathbf {w}}\) with disjoint support
We also demand the norm to be permutation-invariant, as it seems unphysical to attribute meaning to the labelling of the vectors, and that \(\Vert (1,1)\Vert \ne 1\), because otherwise \(\Vert {\mathbf {1}}^{(n)}\Vert =1\) for all n, and it is therefore impossible to fine-grain any non-trivial game.
These conditions are enough to show that these norms must be equivalent to p-norms when restricted to vectors of rational numbers, as can be seen by adapting an argument by Bohnenblust [48]. We have then
Theorem 6
Let \(\Vert \cdot \Vert :{\mathbb {C}}^N \rightarrow {\mathbb {R}}\) be a permutation-invariant norm for \(N\ge 3\) such that \(\Vert (1,1)\Vert \ne 1\) and
for all vectors \({\mathbf {v}},{\mathbf {w}}\) with disjoint support. Then for any vector \({\mathbf {c}}\) such that the absolute value of its components is rational,
for some real number \(p \ge 1\).
Proof
Let f be such that \(f(1):=\Vert 1\Vert \) and \(f(n+1) := \Vert (1,f(n))\Vert \). First note that \(f(1) = 1\), as \(\Vert 1\Vert = \Vert (1,0)\Vert = \Vert (\Vert (1,0)\Vert ,\Vert (0,0)\Vert )\Vert = \Vert (1,0)\Vert ^2\).
We need to show that f(n) is monotonous, and that \(f(n^k) = f^k(n)\). For the former, consider the identity \(2(f(n),0) = (f(n),1) + (f(n),-1)\) and take the norm of both sides. By the triangle inequality
For the latter, first we show that \(f(n+m) = \Vert (f(m),f(n)\Vert \). Assume that it holds for some m. Then
Since it holds for \(m=1\), by induction it holds for all m. Now assume that \(f(nm) = f(n)f(m)\) holds for some m. Then
and therefore by induction this is true for all m, as it obviously holds for \(m=1\). This implies that \(f(n^k) = f^k(n)\).
Now let \(m,n\ge 2\) be some fixed integers, and h the integer such that for any positive integer k
Applying \(f(\cdot )\) to these numbers, it follows that
and using the fact that \(h \le k \frac{\log n}{\log m}\) and \(h > k \frac{\log n}{\log m}-1\) we have that
Taking the limit of k going to infinity lets us conclude that
which means that this fraction is a constant independent of n (and different than 0 as \(f(2)>1)\). Calling this constant 1 / p, we conclude that
Now for any rational number m / n we have that
so by homogeneity \(\Vert (a,b)\Vert = (|a|^p + |b|^p)^{\frac{1}{p}}\) for any rationals |a| and |b|, and by induction for any vector \({\mathbf {c}}\) such that the absolute values of the components are rational numbers
\(\square \)
If one furthermore assumes some regularity condition, then the result is valid for any complex vector.
Reducing Sequential Games to Simple Games
Consider the sequential game
where in the worlds with outcome 1 reward \(r_1\) is given, but in the worlds with outcome 2 the subgame \(H = \begin{pmatrix} d_1 &{} s_1 \\ d_2 &{} s_2 \end{pmatrix}\) is played. We want to reduce it to a simple game in both Kent’s universes and Many-Worlds.
In the regular Kent’s universe \(c_1\) worlds are created with reward \(r_1\), \(c_2d_1\) worlds are created with reward \(s_1\), and \(c_2d_2\) worlds are created with reward \(s_2\), so it seems natural to postulate that G is equivalent to the simple game
In the reverse Kent’s universe, there are \(M(c_1+c_2)(d_1+d_2)\) worlds in the beginning. After the first branching, \(Mc_1(d_1+d_2)\) worlds are imprinted with outcome 1, and the remaining \(Mc_2(d_1+d_2)\) worlds are split again, with \(Mc_2d_1\) being imprinted with a further outcome 1, and \(Mc_2d_2\) with outcome 2. In the end there are \(Mc_1(d_1+d_2)\) with reward \(r_1\), \(Mc_2d_1\) worlds with reward \(s_1\), and \(Mc_2d_2\) worlds with reward \(s_2\), so it seems natural to postulate that G is equivalent to the simple game
Note that in the reverse Kent’s universe Substitution is satisfied: the value of the subgame H is
and the value of G there is
which is equal to the value of \(\begin{pmatrix} c_1 &{} r_1 \\ c_2 &{} V(H) \end{pmatrix}\), as required. We shall not prove the general case, as that is quite straightforward.
In Many-Worlds, the game G is instantiated by making a measurement on the state \(| \psi \rangle = c_1| 1 \rangle + c_2| 2 \rangle ,\) giving reward \(r_1\) in the worlds with outcome 1, and in the worlds with outcome 2 doing a measurement on the state \(| \varphi \rangle = d_1| 1 \rangle + d_2| 2 \rangle ,\) finally giving rewards \(s_1\) and \(s_2\) in the worlds with the second outcomes 1 and 2. These measurements take the initial state \(| \psi \rangle | M_? \rangle | \varphi \rangle | D_? \rangle \) to the final state
An equivalent way to play this game is to make a joint measurement on the state
but in the worlds where the measurement on \(| \psi \rangle \) resulted in 1 apply the label ? to both outcomes of the measurement on \(| \varphi \rangle \), leading to the final state
where \(| D_?' \rangle \) and \(| D_?'' \rangle \) are measurements results physically distinct from \(| D_? \rangle \), but with the same label.
If one does not, however, coarse-grain the results (1, 1) and (1, 2) together, then this measurement procedure can be regarded as playing the simple game
instead. We postulate therefore that a rational agent in Many-Worlds should regard G and \(G'''\) as equivalent, or more formally that:
-
ReductionThe sequential game
$$\begin{aligned} G = \begin{pmatrix} \alpha _1 &{}\quad r_1 \\ \vdots &{}\quad \vdots \\ \alpha _n &{}\quad \beta _1 &{}\quad s_1 \\ &{}\quad \vdots &{}\quad \vdots \\ &{}\quad \beta _m &{}\quad s_m \end{pmatrix} \end{aligned}$$(97)where subgame\((\varvec{\beta },{\mathbf {s}})\)is played in the worlds with outcomen, has the same value as the simple game
$$\begin{aligned} G' = \begin{pmatrix} \alpha _1\varvec{\beta } &{}\quad r_1 \\ \vdots &{}\quad \vdots \\ \alpha _{n-1}\varvec{\beta } &{} r_{n-1} \\ \alpha _n\beta _1 &{}\quad s_1 \\ \vdots &{}\quad \vdots \\ \alpha _n\beta _{m-1} &{}\quad s_{m-1} \\ \alpha _n\beta _m &{}\quad s_m \end{pmatrix}. \end{aligned}$$(98)
This Reduction postulate suffices to prove Substitution as a theorem, as the value of the subgame \((\varvec{\beta },{\mathbf {s}})\) is
and the value of G is
as required.
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Araújo, M. Probability in Two Deterministic Universes. Found Phys 49, 202–231 (2019). https://doi.org/10.1007/s10701-019-00241-7
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DOI: https://doi.org/10.1007/s10701-019-00241-7