Input to UN Interim Report on Governing AI for Humanity
This document was written by Bradford Saad, with assistance from Andreas Mogensen and Jeff Sebo. Jakob Lohmar provided valuable research assistance. The document benefited from discussion with or feedback from Frankie Andersen-Wood, Adam Bales, Ondrej Bajgar, Thomas Houlden, Jojo Lee, Toby Ord, Teruji Thomas, Elliott Thornley and Eva Vivalt.
Other papers
Population ethics with thresholds – Walter Bossert (University of Montreal), Susumu Cato (University of Tokyo) and Kohei Kamaga (Sophia University)
We propose a new class of social quasi-orderings in a variable-population setting. In order to declare one utility distribution at least as good as another, the critical-level utilitarian value of the former must reach or surpass the value of the latter. For each possible absolute value of the difference between the population sizes of two distributions to be compared, we specify a non-negative threshold level and a threshold inequality. This inequality indicates whether the corresponding threshold level must be reached or surpassed in…
Economic inequality and the long-term future – Andreas T. Schmidt (University of Groningen) and Daan Juijn (CE Delft)
Why, if at all, should we object to economic inequality? Some central arguments – the argument from decreasing marginal utility for example – invoke instrumental reasons and object to inequality because of its effects…
Dynamic public good provision under time preference heterogeneity – Philip Trammell (Global Priorities Institute and Department of Economics, University of Oxford)
I explore the implications of time preference heterogeneity for the private funding of public goods. The assumption that players use a common discount rate is knife-edge: relaxing it yields substantially different equilibria, for two reasons. First, time preference heterogeneity motivates intertemporal polarization, analogous to the polarization seen in a static public good game. In the simplest settings, more patient players spend nothing early in time and less patient players spending nothing later. Second…