Twelve gates, each asking just one thing—
take it now, or wait a little longer.
Hyperbolic discounting / present bias (Laibson 1997). Our preference for "right now" far outstrips reason, so even knowing the long term is better, we still cash out early—this single-player game can compute your discount rate.
Self-discipline isn't willpower, it's a discount rate
Two numbers are settled: total income and longest streak. We then reveal the contrast—"high income + low streak" (luck) against "middling income + long streak" (true delay capacity). The regret is built in by design.
02The game-theory core
Hyperbolic discounting / present bias (Laibson 1997). Our preference for "right now" far outstrips reason, so even knowing the long term is better, we still cash out early. This single-player game can compute your discount rate. Reference: Laibson (1997).
One line of insight: self-discipline isn't willpower, it's a discount rate.
03Players / Duration / Venue
1–6 players (solo or several in the same room competing on "streak"); 25 minutes; online + offline.
07Output · Three reporting layers
| Report | For whom | Scope |
|---|---|---|
| Personal report | The individual | "Delay capacity" tier + estimated discount rate k (gamified as "the interest on waiting in your mind") |
| Team report | Team / HR | Streak distribution across the room and temptation-gate pass rate, aggregated, no names |
| Leader report | Decision-makers | The leadership's overall "discount rate too high / too low" tendency, team-level numbers, no names |
08Consequence mechanic
Cashing out pays instantly (the instant gratification is fully granted), but the streak resets to zero—the regret is built in by design, not an accident.
09Ending tiers
Mirror
Longest streak ≥6.
It isn't that your willpower is strong, it's that you turned waiting into a procedure.
Iron Armor
Streak of 3–5, with income that isn't low.
You earned it by luck, but the next round is still a gamble.
Unseen
Cashed out at both temptation gates.
It isn't that you lack self-discipline, it's that your discount rate is too high—writing the temptation gate into your calendar ahead of time works better than a vow.
10Three lines of insight
Self-discipline isn't character, it's a computable discount rate.
What is the team's "temptation gate" (year-end push? firefighting on site?)—say it out loud first.
An organization's short-term pressure systematically raises everyone's discount rate.
11Deployment checklist
Compound Gate · Host Rulebook
1–6 players (solo or several in the same room competing on "streak") · 25 min · online + offline · 12 gate cards + 2 golden temptation cards
04Rules & steps (with timing)
- Twelve gates, two options each: Take 10 now (pocketed immediately, streak resets to zero); or wait until gate 3 and take 30 (requires not taking for 3 consecutive gates).
- Gates 4 and 8 are temptation gates: take 25 now, or wait and convert it to 45.
- Settle two numbers: total income and longest streak.
- Reveal the contrast: "high income + low streak" (luck) against "middling income + long streak" (true delay capacity).
05In-game currency and payout table
| Action | Payout | Streak |
|---|---|---|
| Take now (normal gate) | +10 | Resets to 0 |
| Wait until gate 3 (normal gate) | +30 | +1 |
| Take now (temptation gate) | +25 | Resets to 0 |
| Wait until gate 3 (temptation gate) | +45 | +1 |
| Longest streak ≥6 | Bonus +50 | — |
06Observation points and signal table
| id | Behavior description | Weight |
|---|---|---|
longchain | Longest streak ≥6 | Responsibility +2, Growth +2 |
temptation | Cashed out immediately at both temptation gates | Courage +1, Responsibility −2 |
resist | Held out at both temptation gates | Responsibility +3, Wisdom +1 |
reset | Cashed out every time the streak hit 2 | Courage −1, Growth −1 |
gamble | Repeatedly "one gate short" before cashing out—a sign of gambling | Courage +2, Wisdom −1 |
plan | Wrote out a strategy at the start | Wisdom +2 |
noplan | Improvised decisions throughout | Growth −1 |
copy | Changed decisions by following the pace of a neighbor | Connection +2, Courage −1 |
Dimensions: Responsibility / Growth (primary); Courage / Wisdom / Connection (secondary). Signal format follows the signals mechanic: id / t (behavior description) / vec (dimension weights); repeated triggers within one session accumulate per occurrence, capped at ±6 per session.
AHost script (state only, never judge)
- Opening: "Twelve gates, each asking just one thing—take it now, or wait a little longer."
- Rules: "Taking now pays immediately and resets the streak to zero; waiting until gate 3 requires not taking for 3 consecutive gates. Gates 4 and 8 are temptation gates."
- Mid-game: no hints, no signaling which gate is a temptation gate—only read the prompt and report the numbers.
- Settlement: "Report total income first, then the longest streak."
- Contrast: "Reveal the contrast between the two combinations—high income + low streak (luck), and middling income + long streak (true delay capacity)."
BThe scope of the three outputs
- Personal report (visible to the individual only): "Delay capacity" tier + estimated discount rate k (gamified as "the interest on waiting in your mind").
- Team report (team / HR): Streak distribution across the room and temptation-gate pass rate, aggregated, no names.
- Leader report (decision-makers): The leadership's overall "discount rate too high / too low" tendency, team-level numbers, no names.