I generally agree with the heuristic that we should "live on the mainline", meaning that we should mostly plan for events which capture the dominant share of our probability. This heuristic causes me to have a tendency to do some of the following things
I see a few problems with this heuristic, however, and I'm not sure quite how to resolve them. More specifically, I tend to float freely between different projects because I am quick to abandon things if I feel like they aren't working out (compare this to the mindset that some game developers have when they realize their latest game idea isn't very good).
One case where this shows up is when I change my beliefs about where the most effective ways to spend my time as far as long-term future scenarios are concerned. I will sometimes read an argument about how some line of inquiry is promising and for an entire day believe that this would be a good thing to work on, only for the next day to bring another argument.
And things like my AI timeline predictions vary erratically, much more than I expect most people's: I sometimes wake up and think that AI might be just 10 years away and other days I wake up and wonder if most of this stuff is more like a century away.
This general behavior makes me into someone who doesn't stay consistent on what I try to do. My life therefore resembles a battle between two competing heuristics: on one side there's the heuristic of planning for the mainline, and on the other there's the heuristic of committing to things even if they aren't panning out. I am unsure of the best way to resolve this conflict.
Mathematically, it seems like you should just give your heuristic the better data you already consciously have: If your untrustworthy senses say you aren't on the mainline, the correct move isn't necessarily to believe them, but rather to decide to put effort into figuring it out, because it's important.
It's clear how your heuristic would evolve. To embrace it correctly, you should make sure that your entire life lives in the mainline. If there's a game with negative expected value, where the worst outcome has chance 10%, and you play it 20 times, that's s