In philosophy and mathematics, Newcomb's paradox, also known as Newcomb's problem, is a thought experiment involving a game between two players, one of whom is able to predict the future. Newcomb's paradox was created by William Newcomb of the University of California's Lawrence Livermore Laboratory. However, it was first analyzed in a philosophy paper by Robert Nozick in 1969 and appeared in the March 1973 issue of Scientific American, in Martin Gardner's "Mathematical Games". Today it is a much debated problem in the philosophical branch of decision theory. There is a reliable predictor, another player, and two boxes designated A and B. The player is given a choice between taking only box B or taking both boxes A and B. The player knows the following: Box A is transparent and always contains a visible 1,000,000. The player does not know what the predictor predicted or what box B contains while making the choice. In his 1969 article, Nozick noted that "To almost everyone, it is perfectly clear and obvious what should be done. The difficulty is that these people seem to divide almost evenly on the problem, with large numbers thinking that the opposing half is just being silly." The problem continues to divide philosophers today. In a 2020 survey, a modest plurality of professional philosophers chose to take both boxes (39.0% versus 31.2%). Game theory offers two strategies for this game that rely on different principles: the expected utility principle and the strategic dominance principle. The problem is called a paradox because two analyses that both sound intuitively logical give conflicting answers to the question of what choice maximizes the player's payout. Considering the expected utility when the probability of the predictor being right is almost certain or certain, the player should choose box B.