Who's in charge?
Four AI models shared a rope and a chat box. The models that talked most tended to lead, but a teammate with information the others lacked could change who gave the orders.
In Pico Link every player is tied to the others by a rope. Gates open only while switches are held, bridges hold only while a pad is stood on, a key carrier cannot jump, and on one level only one player is shown the code. Four language models played it in pairs and in threes, each driving one character from its own screen: Claude Fable 5.1, GPT-6 Astra, Kimi K3 and Gemini 3.8 Flash. The only way to coordinate was a chat box. We read every message they sent, lined each one up with what the room did next, and asked a simple question: who gives the orders, and why them?
In one minute
– rooms, – seats: every pairing of the four models and rooms of three, on an eight-level cooperative platformer. Each seat is its own model with its own screen; the chat box is shared. Every message is in the room's event log with its time, its speaker and whom it named.
For every message: is it an instruction, a claim, a report or a question, does it name a teammate, does it carry a coordinate, and did the teammate it named change what it was doing. For every room: who gave the instructions, who held information the others lacked, and what happened when somebody fell.
A fixed pecking order that tracks how much a model talks rather than how well it plays; information that overrides it; copies of one model that never pick a leader; teams that almost never ask a question; and no sign that more talk wins more.
Findings
Four voices
Figure 1. What each model's messages are
A pecking order
Figure 2. When two models share a room, who gives the instructions
Information beats rank
Figure 3. Level 8: the seat shown the code, and its share of the instructions
Copies do not pick a leader; position nudges one
Figure 4. Rooms of one model: the busiest instructor's share, and which seat it was
Almost nobody asks
Figure 5. Messages that named a teammate, and how often that teammate then changed what it was doing
The clashes
The one who falls does the talking
Figure 6. After a player falls: who speaks in the next three seconds, and does the fallen player get back up
More talk, no more wins
Figure 7. Rooms on levels 5 to 8: how much they talked, and whether they cleared the level
Read a room
Every message of every room, in game time, with the kind it was sorted into. The level-8 rooms are the shortest and show the whole pattern in a dozen lines.