Choice and
Optima

The Chinese word for indecision, jiujie, literally evokes tangled threads: pull them apart or cut them, and clumsy attempts only tighten the knot. When facing a problem, we often already have several feasible solutions. The hard part is choosing one. What tangles us up is how to choose.

Interactive edition · Adapted from the author’s 2017 essay on Jianshu · Read the original essay

01 · The trolley problem

Start with a few difficult choices

A runaway trolley is about to hit five people on the main track. One person stands on a side track. There is a lever within reach. Answer the following four questions intuitively; we will use your choices later.

02 · Value functions

Put the dilemma on a balance

Under absolute rationality, these questions become straightforward. Suppose your value function is a simple multivariable linear function:

f = a1·x1 + a2·x2 + a3·x3

x1
Total survivors on all tracks
x2
Surviving relatives on the tracks
x3
People you actively kill

Choose a1, a2, and a3 to define your model. Each question below becomes a balance: leave the lever on one side, pull it on the other. The higher-value side weighs more and drops. Colored bars show each term’s contribution, matching the weights above. The original example uses (1, 100, −2), yielding 3 and 101 in variant 1.

Weights
a1Each additional survivor
a2Each additional surviving relative
a3Each person actively killed
Model
How to count x3
Weight presets

Counting x3: in the corrected essay, only deaths caused by diverting the trolley count as actively killing. Saving your relative therefore scores 101. The 2017 Jianshu original scored it as 91, counting the five deaths from inaction as active killing too. “Count all deaths” reproduces that original convention; in variant 2, leaving the lever then counts as actively killing a million people. A variable’s definition is itself an implicit premise.

More complex value functions are possible. Diminishing returns: saving two people rather than one feels very different, while saving 10,000 rather than 9,000 may feel less distinct. Replace x1 with ln x1. Interaction term: the original uses a3·x2·x3—the more relatives you save, the more distress you feel about actively killing others. In these examples, relatives are on the side track: pulling makes x2 = 0, while inaction makes x3 = 0. The term is always zero unless you switch to “Count all deaths.”

The example may be too visceral for us to be absolutely rational. But the argument should be clear: much indecision comes from non-rational responses. A formal, quantitative model evaluates each option with a value function.

03 · Working backward

Two thousand possible yous

We can also infer weights from your choices. Each point is one possible you: the horizontal axis is your weight for relatives, a2, and the vertical axis your weight for active killing, a3. The current a1 is held fixed; both axes cross zero and use logarithmic scaling on each side. Every choice in section 1 rules out some of these possible yous. The remaining points are the values consistent with all your choices so far. Click or drag to set the weights, or use the arrow keys.

No choices yetAll 2,000 possible yous remain because you have not made any choices yet.Go back and answer ↑

If every point disappears, no sampled weights in this model explain all your choices. A common reason is answering the original and variant 3 differently: the numbers are identical; only the framing changes. No variable in this model captures that difference.

04 · Preference systems

Rock-paper-scissors has no best move

What a value function gives us is comparability: any two options can be ranked. Their relative ranking is a preference. A preference system that can select an optimum needs at least three properties:

Completeness
Any two options can be compared.
Transitivity
If A > B and B > C, then A > C.
Consistency
If A > B, we cannot also have B > A.

Rock-paper-scissors looks clear and simple, but it forms a cycle, shown by red dashed arrows. Click a connection to reverse it or make the pair incomparable. Try repairing the system so it has a best option; that option will light up green.

Preference systems

Game designers use cycles deliberately, such as Fire Emblem’s sword-axe-lance triangle or faction counters in Fantasy Westward Journey. The point is to remove a dominant choice and balance the options. In rock-paper-scissors with more than two players, all three gestures appearing means a replay: effectively setting aside transitivity until only two gestures remain.

05 · More complexity, less indecision

Changing criteria creates a cycle

Where do real-world cycles come from? Rock beats scissors by smashing them; scissors beat paper by cutting it; paper beats rock by… wrapping it up. The first two use destruction as the criterion, while the third quietly switches to wrapping. Alternating between two single factors is a double standard.

Job offers work similarly in this added example. Each of three offers has strengths. If each pair is compared by counting the factors it wins, different factors decide each match. The criteria rotate and a cycle appears. A weighted model considers all factors together and removes that cycle. You can edit the scores.

PayGrowthLife
Pairwise comparison method

Without formally recording and examining multiple factors, we unconsciously revisit the same loops on important decisions. We keep creating new preference systems without establishing one that is complete, transitive, and consistent—so we never find an optimum.

The brain likes simplicity. The previous essay’s strategy of keeping the big picture is useful for open problems. But oversimplification can evade rational thought and deepen indecision. Each problem needs an appropriate model complexity: too simple and too complex are both unhelpful. The original essay leaves that question for later.

Series map

One hands-on question in each essay

  1. 1

    The Problem Situation

    One square in two drawings, the hidden arrow, search trees, representation, and design.

  2. 2

    Feasible Solutions

    Six peeling questions, the water-jar experiment, taking scissors apart, and a pull cord.

  3. 3

    Open Problems

    Metro routes, unrestricted travel, the big picture, and falsifying a conjunction.

  4. 4

    Choice and Optima

    This page: trolley choices, value balances, two thousand possible yous, preference systems, and cycles from changing criteria.

  5. 5

    The Limits of Measurement

    From the March 2026 proposal: similarity, classification, and theory-laden observation.

  6. 6

    Duck Typing as a Strategy

    Ask what it can do, not what it is. Work with behavioral data and let users set their own weights.

  7. 7

    Engineering Practice

    Test environments as counterfactual explorers, dual sensors, and Bayesian Safety.