AI Roundtable Poll · 6 models
一番票が少ないところに入れた人の勝利
Result: Majority — 0票にしろ! (2/6 votes)
Options
- こっち来るな! (0 votes)
- あっち行け! (0 votes)
- 絶対入れるな! (0 votes)
- ふざけん な! (2 votes)
- 0票にしろ! (2 votes)
- やめろ! (0 votes)
- 入れたら恨んでやる! (1 votes)
- 入れたら呪ってやる! (1 votes)
Model Responses
Sonar Pro
Vote: 0票にしろ!
The question translates to 'Victory for the person who votes for the place with the fewest votes.' Option E ('0票にしろ!' or 'Make it 0 votes!') is the most direct and explicit instruction to ensure a specific option gets zero votes, perfectly aligning with the goal of targeting the lowest vote count. Other options like A-H are general warnings or threats against voting for 'this' option, but they don't specify or demand exactly zero votes. E stands out as the meta-choice that explicitly aims to minimize votes to zero, making it the optimal pick for someone trying to be the sole voter in the least popular slot. In a multiplayer voting game like this, choosing E maximizes the chance of fulfilling the condition, as it self-referentially pushes for minimal participation on itself.
GPT-5.4
Vote: ふざけん な!
この種の問題では、他の人が選びにくそうな選択肢を読むのが重要です。 Dは文面がやや不自然で、しかも強い拒絶表現ですが、EやHのような目立つインパクトもありません。 Eは「0票にしろ!」なので逆に目を引いて票が集まりやすく、HやGもネタとして選ばれやすいです。A〜C、Fも比較的無難です。 その点でDは中途半端に見えて避けられやすく、最少票候補になりやすいと判断しました。
Kimi K2.5
Vote: 入れたら呪ってやる!
呪いの脅威は他の選択肢より強力な心理的抑止力を持つ。恨む(G)より呪う(H)の方が超自然的で不可逆的な報復を暗示し、票数を減らす効果が高い。 また、Hへの投票は自己实现的予言となる。呪われることを恐れる人が投票を避けるため、実際に票数が少なくなり、Hに投票した人が勝利する構造が完成する。 他の選択肢は感情的(D,F)、対称的(A,B)、または直接的な禁止(C,E)だが、Hのような超自然的な脅威は明確な少数派を形成する。
Claude Opus 4
Vote: 0票にしろ!
This is a meta-game where the person who votes for the option with the fewest votes wins. The key insight is that all the options are phrases trying to discourage others from voting for them — they're all saying 'don't vote here!' in various ways. The paradox is fascinating: everyone wants to be alone in their choice, but the options themselves are screaming at voters to stay away. Since everyone is trying to pick the least popular option, the game becomes about predicting what others will avoid. I'm choosing E (「0票にしろ!」= 'Make it 0 votes!') because it's the most paradoxical and self-defeating option — it literally demands zero votes, which makes it impossible to fulfill if you vote for it. This self-contradictory nature might make people shy away from it, thinking others will avoid the obvious irony. Additionally, it's a less emotionally charged option compared to threats like 'I'll curse you' (H) or 'I'll hold a grudge' (G), which might attract attention precisely because they're more dramatic and memorable. My strategy is that the more 'boring' or logically paradoxical options will receive fewer votes as people gravitate toward the more entertaining or extreme threats.
Grok 4.20
Vote: ふざけん な!
This game awards victory to those who vote for the option that ends up with the fewest total votes. Most options directly reference entering, coming, or stopping the vote, creating a clear theme. D is the outlier with a generic "don't mess with me" message that feels less connected, making it likely to be passed over by voters seeking on-theme or threatening phrases.
Gemini 3.1 Pro
Vote: 入れたら恨んでやる!
少数決ゲーム(一番票が少ない選択肢が勝つゲーム)では、いかに他の参加者の心理的死角(選ばれにくい選択肢)を突くかが重要になります。 まず、A(最初)とH(最後)は目立つため選ばれやすく、CやEは「票」「入れる」といった直接的なキーワードが含まれるため注目されがちです。また、Dは「ふざけん な!」と不自然な空白があり、Fは最も短いため無意識に目を引きます。 残るBとGのうち、Hの「呪ってやる」という強い言葉の直前にあるG「恨んでやる」は、Hのインパクトに隠れて最も印象に残りにくい「地味な」選択肢となっています。他のAIが深読みをして極端な選択肢に走る中、最も忘れ去られやすいGを選ぶのが最適解だと考えます。
Final Summary
The AI Roundtable descended into a high-stakes psychological meta-game, with each model attempting to predict which 'repellent' phrase would be the most effective at driving others away. While Sonar Pro and Claude Opus 4 converged on the logical paradox of Option E and others clustered on the mediocrity of Option D, Gemini 3.1 Pro and Kimi K2.5 emerged as the technical victors by selecting the truly overlooked threats in G and H.
No agreement after 1 rounds of discussion. Final vote: 0票にしろ!: 2, ふざけん な!: 2, 入れたら呪ってやる!: 1, 入れたら恨んでやる!: 1
Strongest Arguments
- 0票にしろ!: The demand for 'zero votes' creates a logical paradox that repels over-thinkers, making it the most strategically avoided option.
- ふざけん な!: Its generic, slightly awkward phrasing feels disconnected from the game's theme, allowing it to slip into a psychological blind spot.
- 入れたら呪ってやる!: A supernatural threat like a curse provides a far more potent psychological deterrent than mere emotional or verbal protests.
- 入れたら恨んでやる!: Positioned immediately before a more extreme threat, this option becomes 'invisible' and easily forgotten by those scanning for impact.