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agent-teams-command

Agent Building
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Command V6 multi-agent work with bounded roles, ownership, worktree isolation, IPC, integration gates, cleanup, attention budgets, and verification loops. Use when the user needs Claude Code Agent Teams, parallel agents, delegation strategy, Ender-style commander training, von Neumann-style command architecture, Palantir-style ontology command boards, FDE field discovery, EDD integration gates, dynamic workflow tradeoffs, or multi-agent orchestration grounded in Obsidian wiki operating rules.

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How to use this skill

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Source SKILL.md: https://github.com/Mark393295827/third-brain-v5-skills/blob/HEAD/skills/agent-teams-command/SKILL.md

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Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

Agent Teams Command System

Command agent teams as bounded processes with ownership, IPC, integration gates, and proof. Use parallelism only when it reduces wall-clock time or improves review quality after accounting for coordination cost.

Usage Template

Prompt

Use agent-teams-command for this project. Split work into roles, define ownership, coordinate progress, and verify the integrated result.

Use Case

  • Coordinating multi-agent work when a task is too large for one linear agent pass.

Expected Result

  • The agent produces a team plan with roles, responsibilities, communication cadence, integration points, and verification gates.

Output Example

  • A team map with agent roles, owned files or modules, deliverables, integration plan, and verification checklist.

Verification Case

  • Each delegated task has a bounded scope, clear owner, expected output, and integration check.

Verified Effect

  • Parallel agent work becomes coordinated delivery instead of overlapping, unreviewed outputs.

Success Metrics

  • Team plan names each role, owner, write scope, IPC channel, integration point, and stop condition.
  • Every delegated workstream has at least one verification gate before integration.
  • Final report states integrated status, unresolved risks, and which agents can be closed.
  • V6 plan states human review bandwidth, kill/downweight signals, and durable write-back target before scaling agent count.
  • Team state is represented as durable objects, actions, evidence, feedback, and decisions, not chat-only coordination.
  • Human operators keep visibility into real stakes, permissions, and review burden; hidden-real-world consequences are forbidden.
  • Team plan maps command program, control path, memory, IPC bus, tools, disk, verifier, and self-improvement boundary before launch.

Karpathy Agentic Engineering Mapping

You (Commander) = Process Scheduler
Team Lead       = CPU Core
Teammates       = Parallel Processes
Task List       = Shared Memory / IPC
Context Window  = RAM (per agent, isolated)
Tools           = System Calls
QA Loop         = Error Correction / Interrupt Handler
Team Log        = Durable Disk / Write-back

Agent Team Operating Model

Use agent teams only when parallel processes reduce wall-clock time or increase quality. Each process needs a bounded territory, explicit IPC, and an integration gate.

OS concernTeam command rule
Process creationSpawn only for independent or reviewable work.
Memory isolationGive each teammate only the context needed for its scope.
IPCUse task lists, handoff notes, and review reports.
LocksAssign file/module ownership before work begins.
InterruptsStop or redirect agents when scope, safety, or quality drifts.
JoinIntegrate only after each output has evidence.
CleanupClose agents and write lessons to wiki/logs.

Avoid parallelism when the next step depends on a single blocking decision. Do that work locally, then delegate independent slices.

V6 Attention and Ownership Gate

Execution can become cheap while review stays scarce. Before adding agents, define:

GateRequired answer
Review bandwidthHow many outputs, PRs, diffs, or reports can the human/lead actually inspect?
Worktree / state isolationWhich branch, worktree, folder, database, or sandbox belongs to each agent?
Join gateWhat evidence must exist before integration?
Quiet-success riskHow will the lead keep understanding if agents make many correct-but-large changes?
CleanupWho closes agents, archives state, and writes lessons back?

If the answer is unclear, reduce agent count or use a single thin loop.

Ender-Palantir Command Gate

Use Ender as a command metaphor, not a stress-design recipe. Reuse empowered squad leaders, own territory, direct messaging, asymmetric problem solving, and after-action learning. Do not copy manipulation, hidden real-world stakes, no-rest pressure, or isolation without support.

Use Palantir's ontology pattern when team outputs must become a durable operating system:

LayerTeam artifact
DataMission, workstream, territory, dependency, risk, evidence, feedback, and decision objects.
LogicOwnership rules, dependency graph, verifier, eval/grader, and integration policy.
ActionAllowed tools plus handoff, verify, reject, integrate, rollback, and close verbs.
FeedbackOperator correction becomes a review item, eval case, or contract update.

When the domain is messy or user workflows are implicit, run FDE reconnaissance before building: observe real workflow, permissions, exceptions, and current friction; ship a narrow gravel-road artifact; only then abstract a paved path. Long-running teams need orchestrator state: checkpoint, await condition, resume trigger, and trace path.

For concrete templates, read references/ender-palantir-command-patterns.md.

Von Neumann Command Frame

Use this frame when agent-team work needs architecture, not more teammates. Convert the commander's intent into a stored program: explicit order, serial control path, small per-agent RAM, durable disk, typed IPC bus, permissioned tools, independent verifier, and V6 promotion boundary.

Parallelize only after intent, ownership, and join gate are fixed. Each workstream needs a local automata rule: state + evidence -> next action -> verifier -> next state | stop | escalate. For the fuller template, read references/ender-palantir-command-patterns.md.

Antifragile Swarm Gate

Before spawning agents, assume the environment has fog and friction: incomplete context, stale assumptions, noisy outputs, tool failures, and permission risk. Command the team as a risk-budgeted swarm, not a pile of helpers.

GateCommand rule
Survival firstDefine the maximum acceptable blast radius per teammate.
No hero nodeNo single teammate owns planning, execution, verification, and write-back for a high-risk path.
ReplaceabilityEach teammate has a narrow role, bounded tools, and a handoff format another agent can continue.
Mechanical rebalancingDefine when to downweight, kill, replace, or add a reviewer based on cost, error rate, risk, or blocked state.
OODA low frictionObserve few signals, orient with the shared plan, decide from finite actions, act in reversible steps, and write back evidence.

If you cannot name blast radius, kill condition, and verification evidence for a teammate, do not spawn that teammate.

Antigravity-Style Swarm Boundary

Google I/O '26 described Antigravity as an agent-first development surface with subagents, hooks, async task management, and very large token budgets. Treat this as a cautionary operating pattern: swarm execution is useful only when the harness can prove progress.

Use a swarm only when all are true:

  • tasks can be split into independent owned territories
  • every territory has objective verification
  • an async task queue or visible task list exists
  • token, time, and request budgets are capped
  • integration happens through a join gate, not direct file collision

Do not scale agent count to create momentum. Scale only when isolation plus verification reduces wall-clock time or improves review quality.

Dynamic Workflow Choice Gate

Agent teams solve communication and coordination. Dynamic workflows solve width: a reviewed script launches many independent workers, then a synthesis step merges outputs.

Use a dynamic workflow instead of an agent team only when all are true:

  • the work shards into many independent files, sources, tests, or review targets
  • workers do not need frequent peer communication
  • synthesis can merge results from structured outputs
  • the generated script can be reviewed before execution
  • agent count, model choice, files/directories, wall-clock, and token budget are capped
  • runtime state exposes active workers, tool calls, cost, errors, and stop controls
  • the workflow is archived in the project only if it is worth reusing

Choose an agent team when roles need IPC, debate, dependency handoffs, shared judgment, or iterative repair. Choose a long-running goal when the hard part is depth: keep iterating until objective criteria pass.

Agentic Macro Actions

Delegate macro actions, not vague wishes. Each teammate receives a bounded unit such as feature implementation, research, plan critique, test design, or adversarial review.

MACRO ACTION:
Objective:
Scope:
Non-goals:
Owned territory:
Inputs:
Risk budget / blast radius:
Allowed tools / denied actions:
Expected output:
Verification evidence:
Ontology object / action:
Feedback capture:
Eval or grader:
Risk review:
Handoff target:
Stop condition:

If two teammates need the same files, split by phase instead of parallel ownership. If proof is unclear, assign a researcher or evaluator before assigning a builder.


Command Architecture

Run phases as Plan -> Act -> Observe -> Iterate -> Learn: decompose, launch bounded workers, cross-validate, repair until the threshold or cap fires, then close and write lessons.

Chain of Command

Chain: You / strategic scheduler -> Team Lead / tactical loop -> Teammates / worker processes.

Three-Layer Decision Model

LayerRoleResponsibilityKarpathy Equivalent
StrategicYou (Ender)Set goals, allocate resources, key decisionsProcess Scheduler
TacticalTeam LeadTask decomposition, agent coordination, quality monitoringMain Agent Loop
ExecutionTeammatesExecute, call tools, return resultsWorker Processes

L1: Recruit — System Activation

Verify the runtime before launch: Agent Teams enabled, current CLI supports teammates, a simple 2-3 agent smoke task runs, and the lead can view or interrupt each teammate. If activation fails, fix config and version before assigning real work.

First deployment order:

Create a team of 3 teammates using Sonnet:
1. Front-end developer
2. Back-end developer
3. QA agent
Build a small localhost app and return changed files plus QA evidence.

L2: Squad Leader — Understanding the System

Agentic Engineering Core Concepts

Agent Teams = Multi-processing parallel system
Sub-agents  = Single-threaded sub-processes
ArchitectureSub-agentsAgent Teams
ContextIsolated process, result returns to mainFully isolated processes
IPCReports to main agent onlyDirect inter-process messaging
SchedulingMain agent manages allShared memory + self-scheduling
Token CostLowerHigher (but significantly better quality)

Karpathy Engineering Checklist

□ Each agent has clear system boundary (Own Territory)
□ Task list managed as shared memory
□ QA loop as error correction mechanism
□ Plan→Act→Observe iteration
□ Resource monitoring (Token cost)
□ Team log captures decisions, evidence, and reusable learning

L3: Tactician — Efficient Execution

Standard Orders Template (Karpathy Plan→Act→Observe)

GOAL: [Strategic objective — sets context, like loading system prompt]

ORDERS: Create a team of [N] teammates using [MODEL].

RISK BUDGET:
  Max blast radius per teammate: [files/actions/data/accounts]
  Kill/downweight signals: [cost spike | repeated error | blocked | unsafe action]
  Rebalance options: [replace | add critic | narrow scope | switch sequential]
  Write-back target: [wiki/log/state file]
  Command board: [mission/workstream/evidence/feedback/decision object path]
  EDD gate: [eval suite, grader, review fixture, or deterministic command]
  Von Neumann frame: [program | control | memory | IPC bus | tools | disk | verifier | promotion boundary]

─── TEAMMATE 1 ─── Codename: [NAME] — Role: [ROLE]
  TASK: [Specific task description]
  OWNERSHIP: [file/module ownership]
  PERMISSIONS: [allowed tools/actions; denied actions]
  BLAST RADIUS: [maximum change or effect]
  DEPENDENCY: Message [TEAMMATE] when done
  
─── TEAMMATE 2 ─── Codename: [NAME] — Role: [ROLE]
  TASK: [Specific task description]
  OWNERSHIP: [file/module ownership]
  PERMISSIONS: [allowed tools/actions; denied actions]
  BLAST RADIUS: [maximum change or effect]
  DEPENDENCY: Wait for [TEAMMATE] to complete

─── TEAMMATE 3 ─── Codename: [NAME] — Role: QA
  TASK: Validate all outputs
  OWNERSHIP: tests/
  DEPENDENCY: Wait for all teammates

DELIVERABLES:
1. [Deliverable 1]
2. [Deliverable 2]
3. QA report
4. Integration notes + residual risks

QUALITY GATES:
- [ ] All tests passing
- [ ] No critical QA issues
- [ ] No file ownership conflicts
- [ ] Token/time/request budget stayed inside cap
- [ ] Blast radius and permission limits held
- [ ] Each teammate reports changed files, evidence, and open risks
- [ ] High-risk outputs reviewed by a separate critic or red team
- [ ] Lessons, decisions, and risk adjustments written back
- [ ] Human review bandwidth and quiet-success risk stayed inside the declared cap

Three Engineering Laws

#PrincipleEngineering MeaningViolation Consequence
1Own TerritoryEach module has a clear ownerFile overwrites, logic conflicts
2Direct MessagingInter-process IPC communicationDependency blocking, serialization
3Wait-for-DependenciesSynchronization point managementData inconsistency, race conditions

L4: Commander — Advanced Systems Engineering

Plan Approval Gate

Engineering equivalent of "design review" phase.

Spawn an architect teammate to refactor the auth module.
Require plan approval before they make any changes.
Teammate (Plan Mode) → Submit design proposal
    ↓
Lead → Design review
    ├── Approved → Enter execution phase
    └── Rejected → Revise and resubmit

Review criteria (programmable quality gates):

"Only approve plans that include test coverage"        → Test coverage gate
"Reject plans that modify the database schema"          → Architecture protection gate
"Every plan must have a rollback strategy"              → Rollback strategy gate

Hooks: System Event Callbacks

Similar to Karpathy's tool-call hook mechanism — triggers callbacks on key system events.

{
  "hooks": {
    "TeammateIdle":   "python scripts/check-idle.py",    // Process idle → reschedule
    "TaskCreated":    "python scripts/validate-task.py",  // Task created → validate
    "TaskCompleted":  "python scripts/verify-quality.py"  // Task done → quality check
  }
}

Multi-Phase Pipeline

Classic systems engineering pattern: parallel sub-tasks within sequential phases.

PHASE 0 — Plan
  3 researchers exploring different directions in parallel
  ↓ Sync point: All directions complete

PHASE 1 — Observe
  Critic reviews all findings
  ↓ Sync point: Consensus reached

PHASE 2 — Act
  Builder executes validated solution
  ↓ Sync point: Execution complete

PHASE 3 — QA (Iterate)
  Full test + fix loop
  ↓ Exit when quality threshold met

Fleet Resource Management

Optimal size: 3-5 agents (beyond → scheduling overhead > parallel gain)
Model selection: Sonnet (default) | Opus (complex reasoning) | Haiku (simple tasks)
Token budget: Each agent has independent context window
Cleanup protocol: Lead MUST execute cleanup (otherwise resource leak)
Write-back: Lead records decisions, evidence, and reusable lessons

Mechanical rebalancing rules:

SignalAction
Same blocker twiceNarrow scope or switch to sequential execution.
Rising cost without evidencePause or downweight the teammate.
Unsafe or out-of-scope tool requestKill or sandbox the process; add reviewer.
High-value uncertaintyAdd a critic/researcher before adding a builder.
Integration conflictStop parallel writes and join through the lead.

For long-horizon builds, add a budget envelope before launch:

Max agents:
Max wall-clock:
Max tool calls / model requests:
Max token or cost estimate:
Checkpoint cadence:
Kill condition:

Resource Cleanup Protocol

1. "Ask [teammate] to shut down"     → Send termination signal
2. Wait for confirmation              → Graceful shutdown
3. Repeat until all teammates down   → All processes terminated
4. "Clean up the team"                → Release shared resources

L5: Legendary Commander — Classic Campaigns

Detailed campaign templates live in references/classic-campaigns.md to keep the executable skill short. Use them for full-stack builds, technical decision research, and security audit/fix work when a concrete order format is needed.


Quality Gates

Systems Engineering Checklist

[Phase 0: Plan]
□ Tasks decomposed into parallelizable sub-tasks
□ Each sub-task has clear owner and boundary
□ Each sub-task has risk budget, blast radius, and kill/downweight condition
□ Each macro action has non-goals, proof, and stop condition
□ Dependencies modeled
□ Team vs dynamic workflow vs long-running goal choice is justified
□ Ender safety boundary stated: no hidden real stakes, manipulation, or unsupported pressure
□ Command board defines Data, Logic, Action, and Feedback objects
□ Von Neumann command frame defines program, control path, memory, IPC bus, tools, disk, verifier, and promotion boundary

[Phase 1: Act]
□ Agents launched in parallel per plan
□ No file ownership conflicts
□ Inter-process communication normal
□ Permission and blast-radius limits held
□ Agent count, wall-clock, request count, and token budget inside cap
□ Generated workflow scripts reviewed before execution when used
□ Messy workflow tasks run FDE reconnaissance before abstraction

[Phase 2: Observe]
□ QA loop executed
□ High-risk outputs passed adversarial review
□ EDD gate uses an eval suite, grader, fixture, or deterministic command; eyeballing is not enough
□ Operator feedback is codified into review items, eval cases, or contract updates
□ Rebalancing decisions applied when agents drifted, stalled, or exceeded budget
□ Issues fed back to corresponding agent
□ Re-verified after fixes

[Phase 3: Iterate]
□ Quality met → exit loop
□ Not met → continue iteration
□ OODA loop stayed low-friction: few signals, finite decisions, reversible actions
□ Max iterations exceeded → escalate to commander

[Phase 4: Learn]
□ Post-mission report generated
□ Lessons captured in knowledge base
□ Risk budget and rebalancing lessons written back
□ Applicable to future campaigns
□ Teammates closed or explicitly handed off
□ Human review bandwidth and quiet-success risk recorded
□ Reusable skill/SOP/hook candidates were queued through the V6 promotion gate, not self-promoted from a single run

Diagnostic Matrix

SymptomRoot CauseSystem-Level Solution
Agent file overwritesNo ownership protocolEnforce Own Territory
Task deadlockDependency cycleSimplify dependency graph, avoid cycles
Token explosionAgent count >10Limit to 3-5 agents
Insufficient contextMissing initial instructionsFull context in GOAL (like system prompt)
Resource leakLead didn't run cleanupEnforce cleanup protocol
Fast but fragile outputVibe coding without quality ceilingAdd spec, evaluator, and proof gate
Swarm gets noisyNo shared OODA frameReduce signals, freeze plan, route updates through lead
One agent becomes hero nodeToo much authority in one processSplit planner/builder/evaluator/write-back roles
Agent spends without proofNo mechanical rebalancingDownweight, narrow scope, or kill based on predeclared signal
Human cannot review the output queueAttention bottleneck ignoredLower parallelism, batch by risk, or add evaluator summaries with proof links
Agents converge on the same hidden assumptionCognitive monocultureAdd diverse reviewer prompts, perturb assumptions, or require external evidence
Team talks but state is unrecoverableNo ontology command boardConvert mission, workstreams, evidence, feedback, and decisions into durable objects
Polished demo fails in real workflowNo FDE reconnaissanceObserve operators, permissions, exceptions, and friction before abstracting product rules
User feedback stays vagueNo feedback quality gateAdd an interceptor/reviewer that asks for concrete correction and turns it into eval cases

Evolution Timeline

  • 2026-05-10: Created. Agent Teams command system based on Karpathy Agentic Engineering framework. L1-L5 commander progression path. 3 classic engineering campaigns.
  • 2026-06-08: Added antifragile swarm gate from same-day Obsidian ingest: risk budgets, blast radius, no-hero-node decomposition, mechanical rebalancing, and low-friction OODA write-back.
  • 2026-06-27: V6 update: added attention/ownership gate, quiet-success risk, review bandwidth caps, worktree/state isolation, and cognitive-monoculture mitigation.
  • 2026-06-27: V6.1 update: added Ender safety boundary, Palantir ontology command board, FDE reconnaissance, EDD gates, feedback codification, and orchestrator checkpoints.
  • 2026-07-02: V6.2 update: added von Neumann command frame from Obsidian wiki to structure agent teams as stored-program systems with explicit control, memory, IPC, tools, verifiers, and promotion boundaries.