Think alike for 20 seconds
What are rewards for voting compared to time in coop Go? Tokens of compensation for frustration? Bounty for transpersonal satisfaction?
20 seconds of waiting for your turn. Then another 20 to consider if that move made any difference for your plan. A new threat for your color perhaps or an opportunity to catch stones? Will that or your plan look obvious enough for voters in your team?
This is not like any game of Go you might have played against another human or machine. You are just one mind among many and there might even be bots in your team. They or some of the humans might be in for rewards only. Rewards for each vote that might be worth nothing or quite a bit no matter how clever the choice. Or they might want nothing but a public canvas — 81 pixels of light on a curvy landmark temple for art. Their success at least seems guaranteed not only because they have this modernist organic translucent architecture of illumination next to the river. Go itself will do its best to turn arbitrary patterns into iconic art on any board. Convergence of loose connections into persistent swans are just the beginning. Eventually captured and removed formations leave missing patterns of captured pieces. Webcam images do not refresh fast enough to trace how this spectacle unfolds together with the reflections of traffic and night life at the bridge.
Will voters there or anywhere be even aware of consequences for survival on this surface? Illegal moves are not allowed and this is enforced by the interface. However, any crazy move could get a majority if more experienced players find no common ground again or feel unable to continue in spite of such frustration.
Two or more opportunities will divide voters. Those who do not care, do not see threats, ignore options, vote at random, draw for fun, or are distracted by more urgent affairs, may then arrive at any common continuation of consensus.
As both colors are suffering from the same problem a tantalizing dance of missed chances may present again for instance the same temptation to capture stones or connect. Would a team benefit if some of its players reconsider their previous choice instead of just clicking where their mouse or finger still hovers after 20 seconds of countenance or emotional decompensation?
Sufficient numbers of bots programmed to push the same pattern would dominate any coalition but up to a threshold of sybilic byzantization quite remarkable games become possible if flexible minds think alike for more than 20 seconds.