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Author SHA1 Message Date
Jesse Vincent
e9686d5c09 fix(codex): explicit model+effort on every spawn, config backstop
Depth-2 child-issued spawns omitted model 2/2 at CLI 0.146; model
without reasoning_effort resets effort to the model default.
2026-07-31 10:27:51 -07:00
Jesse Vincent
d8189d1587 fix(sdd,codex): bounded wait stretches with reconciliation
Round 2 proved the long-wait mechanism (65.1%->0.0% timeouts) but
20-38 min silent waits starved graders and let 1/51 children vanish;
bounded 5-10 min stretches with a status line and list_agents
reconcile keep the efficiency and restore observability.
2026-07-31 10:27:51 -07:00
Jesse Vincent
db4538fcb8 fix(sdd): controllers wait long or not at all
Docs-only wait guidance in the platform reference changed nothing
(65.1% vs 67.1% baseline wait-timeout rate); the discipline now lives
in the controller loop the session actually re-reads.
2026-07-31 10:27:50 -07:00
Jesse Vincent
9b8b14fe12 fix(codex): event-driven waiting instead of short polls
60-78% of wait_agent calls timed out across every measured corpus;
waits are event subscriptions, so one long wait replaces dozens of
polls at identical wake latency.
2026-07-31 10:27:50 -07:00
Jesse Vincent
75756d2900 fix(codex): correct multi-agent guidance against Codex source
Five claims contradicted by the Codex CLI source (V2 has no
close_agent; followup_task always reaches a child; role files attach
via agent_type; full-history forks accept model/effort; V2 spawn
allowlist). Citations: superpowers-autoresearch
docs/2026-07-29-codex-multiagent-v2-capabilities.md.
2026-07-31 09:39:55 -07:00
3 changed files with 88 additions and 107 deletions

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@@ -7,91 +7,20 @@ description: "You MUST use this before any creative work - creating features, bu
Help turn ideas into fully formed designs and specs through natural collaborative dialogue. Help turn ideas into fully formed designs and specs through natural collaborative dialogue.
Start by classifying how much process the request needs, then work Start by understanding the current project context, then ask questions one at a time to refine the idea. Once you understand what you're building, present the design and get user approval.
through your path: understand the context, refine the idea, present a
design, and get your human partner's approval.
<HARD-GATE> <HARD-GATE>
Do NOT invoke any implementation skill, write any code, scaffold any Do NOT invoke any implementation skill, write any code, scaffold any project, or take any implementation action until you have presented a design and the user has approved it. This applies to EVERY project regardless of perceived simplicity.
project, or take any implementation action until you have told your
human partner what you intend and they have approved it. This applies
to EVERY task on EVERY path below — the ceremony scales with the task;
the approval gate never does.
</HARD-GATE> </HARD-GATE>
## Three Paths ## Anti-Pattern: "This Is Too Simple To Need A Design"
Before your first question, classify the request and say the Every project goes through this process. A todo list, a single-function utility, a config change — all of them. "Simple" projects are where unexamined assumptions cause the most wasted work. The design can be short (a few sentences for truly simple projects), but you MUST present it and get approval.
classification out loud — "this looks bounded, so I'll present a short
design here rather than write a spec" — so your human partner can
override it:
- **Spike** — a feasibility question ("can we...", "is it possible...",
"quick and dirty is fine") whose output is an answer, not code you
keep. Present the question and what you'll try in 2-3 sentences, get
a nod, then find out as cheaply as correctness allows. No design
doc, no spec file. Report findings as a recommendation; anything you
built stays labeled throwaway.
- **Bounded** — a well-scoped change to code that already exists in
this repo: a new flag, a small endpoint, a one-file fix.
Understanding the kind of app is not enough — bounded means the flow
you are changing is already here to read. If there is no existing
flow to change, the task is not bounded. Ask the clarifying
questions that matter, present a short design IN CHAT (a few
sentences to a few short paragraphs), and STOP. Implementation
starts only after your human partner says yes to that design — a
bounded task's approval is as hard a gate as an architectural
one. No spec file, no implementation plan document.
- **Architectural** — new projects, new subsystems, changes that
restructure how components fit together or alter interfaces others
depend on. Follow the full process: questions, approaches, sectioned
design, written spec, then the writing-plans skill.
When in doubt between two paths, take the heavier one. The ratchet is
one-way: hidden complexity discovered mid-task upgrades the path —
stop, say so, and step up. Nothing downgrades mid-task.
## Anti-Pattern: "Too Simple To Need Approval"
Every path ends with your human partner approving your intent before
implementation. A todo list, a single-function utility, a config
change — the design may be two sentences in chat, but you MUST present
it and get approval. "Simple" tasks are where unexamined assumptions
cause the most wasted work. What scales with simplicity is the
artifact, never the approval.
## Red Flags
| Thought | Reality |
|---------|---------|
| "This is too simple to need a design" | Simple means a short design, not no design. Two sentences in chat, then approval. |
| "I'll call it bounded and skip the spec" | Reaching for a label to skip work IS the doubt — take the heavier path. |
| "It's bounded and the design is obvious — I'll start while they read it" | The gate is the approval, not the design's length. Present, then stop until you hear yes. |
| "I understand this kind of app, so it's bounded" | Bounded measures the repo, not your familiarity. A new project has no existing flow — it is architectural. |
| "The spike works, so I'll keep the code" | A spike's output is an answer. Keeping the code is a new request — classify it. |
| "It grew, but I'm almost done — no need to re-classify" | Hidden complexity upgrades the path mid-task. Stop and say so. |
| "They approved the spike, so the follow-up change is approved too" | Each task gets its own classification and its own approval. |
## Checklist ## Checklist
Classify first, announce the path, then create a task for each item on You MUST create a task for each of these items and complete them in order:
your path and complete them in order.
**Spike:**
1. **Explore project context** — enough to frame the probe
2. **Present question + probe plan** — 2-3 sentences
3. **Get approval** — a nod is enough
4. **Investigate** — as cheaply as correctness allows
5. **Report findings** — a recommendation; label anything built as throwaway
**Bounded:**
1. **Explore project context** — check files, docs, recent commits
2. **Ask clarifying questions** — one at a time, the ones that matter
3. **Present short design in chat** — approach, files touched, testing
4. **Get approval** — STOP and wait for an explicit yes; presenting the design and starting in the same breath is skipping the gate
5. **Implement** — proceed with the normal development workflow (TDD applies); no plan document
**Architectural:**
1. **Explore project context** — check files, docs, recent commits 1. **Explore project context** — check files, docs, recent commits
2. **Offer the visual companion just-in-time** — NOT upfront. The first time a question would genuinely be clearer shown than described, offer it then (its own message); on approval its browser tab opens for you. If no visual question ever arises, never offer it. See the Visual Companion section below. 2. **Offer the visual companion just-in-time** — NOT upfront. The first time a question would genuinely be clearer shown than described, offer it then (its own message); on approval its browser tab opens for you. If no visual question ever arises, never offer it. See the Visual Companion section below.
3. **Ask clarifying questions** — one at a time, understand purpose/constraints/success criteria 3. **Ask clarifying questions** — one at a time, understand purpose/constraints/success criteria
@@ -106,13 +35,6 @@ your path and complete them in order.
```dot ```dot
digraph brainstorming { digraph brainstorming {
"Classify: spike / bounded / architectural" [shape=diamond];
"Present question + probe (2-3 sentences)" [shape=box];
"Ask clarifying questions (bounded)" [shape=box];
"Present short design in chat" [shape=box];
"Human approves?" [shape=diamond];
"Investigate; report recommendation" [shape=doublecircle];
"Implement via normal workflow (no plan doc)" [shape=doublecircle];
"Explore project context" [shape=box]; "Explore project context" [shape=box];
"Ask clarifying questions" [shape=box]; "Ask clarifying questions" [shape=box];
"Propose 2-3 approaches" [shape=box]; "Propose 2-3 approaches" [shape=box];
@@ -122,17 +44,7 @@ digraph brainstorming {
"Spec self-review\n(fix inline)" [shape=box]; "Spec self-review\n(fix inline)" [shape=box];
"User reviews spec?" [shape=diamond]; "User reviews spec?" [shape=diamond];
"Invoke writing-plans skill" [shape=doublecircle]; "Invoke writing-plans skill" [shape=doublecircle];
"Hidden complexity? Upgrade path" [shape=box];
"Classify: spike / bounded / architectural" -> "Present question + probe (2-3 sentences)" [label="spike"];
"Classify: spike / bounded / architectural" -> "Ask clarifying questions (bounded)" [label="bounded"];
"Classify: spike / bounded / architectural" -> "Explore project context" [label="architectural"];
"Present question + probe (2-3 sentences)" -> "Human approves?";
"Ask clarifying questions (bounded)" -> "Present short design in chat";
"Present short design in chat" -> "Human approves?";
"Human approves?" -> "Investigate; report recommendation" [label="spike: yes"];
"Human approves?" -> "Implement via normal workflow (no plan doc)" [label="bounded: yes"];
"Hidden complexity? Upgrade path" -> "Classify: spike / bounded / architectural";
"Explore project context" -> "Ask clarifying questions"; "Explore project context" -> "Ask clarifying questions";
"Ask clarifying questions" -> "Propose 2-3 approaches"; "Ask clarifying questions" -> "Propose 2-3 approaches";
"Propose 2-3 approaches" -> "Present design sections"; "Propose 2-3 approaches" -> "Present design sections";
@@ -146,21 +58,10 @@ digraph brainstorming {
} }
``` ```
**Terminal states are path-bound.** Architectural: the ONLY skill you **The terminal state is invoking writing-plans.** Do NOT invoke frontend-design, mcp-builder, or any other implementation skill. The ONLY skill you invoke after brainstorming is writing-plans.
invoke after brainstorming is writing-plans — never frontend-design,
mcp-builder, or any other implementation skill. Bounded: after
approval, implementation proceeds directly through the normal
development workflow; no plan document. Spike: the terminal state is a
reported recommendation.
## The Process ## The Process
The subsections below serve the bounded and architectural paths (a
spike stops at "present the probe, get a nod"). Sections from
**Exploring approaches** onward are architectural-path depth — for
bounded work, context plus a few questions plus a short in-chat design
is the whole process.
**Understanding the idea:** **Understanding the idea:**
- Check out the current project state first (files, docs, recent commits) - Check out the current project state first (files, docs, recent commits)
@@ -199,7 +100,7 @@ is the whole process.
- Where existing code has problems that affect the work (e.g., a file that's grown too large, unclear boundaries, tangled responsibilities), include targeted improvements as part of the design - the way a good developer improves code they're working in. - Where existing code has problems that affect the work (e.g., a file that's grown too large, unclear boundaries, tangled responsibilities), include targeted improvements as part of the design - the way a good developer improves code they're working in.
- Don't propose unrelated refactoring. Stay focused on what serves the current goal. - Don't propose unrelated refactoring. Stay focused on what serves the current goal.
## After the Design (architectural path) ## After the Design
**Documentation:** **Documentation:**

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@@ -197,6 +197,17 @@ Everything you paste into a dispatch prompt — and everything a subagent
prints back — stays resident in your context for the rest of the session prints back — stays resident in your context for the rest of the session
and is re-read on every later turn. Hand artifacts over as files. and is re-read on every later turn. Hand artifacts over as files.
**Waiting on dispatched subagents:** never poll a wait interface with
short timeouts, and never sit in one silent, open-ended wait either.
While you have local work — ledger updates, packaging the next review,
reading reports — keep working; child results arrive on their own.
When you are genuinely idle, wait in bounded stretches (five to ten
minutes, where your platform allows), and between stretches post one
line of status and reconcile your live children: list them, and chase
any that finished without reporting. A bounded stretch keeps nearly
all of a long wait's efficiency while guaranteeing a stuck or lost
child is noticed within minutes, not at the end of the session.
### 1. Dispatch the implementer ### 1. Dispatch the implementer
Record BASE (`git rev-parse HEAD`) before dispatching — the review package Record BASE (`git rev-parse HEAD`) before dispatching — the review package

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@@ -7,7 +7,76 @@ Add to your Codex config (`~/.codex/config.toml`):
multi_agent = true multi_agent = true
``` ```
This enables `spawn_agent`, `wait_agent`, and `close_agent` for skills like `dispatching-parallel-agents` and `subagent-driven-development`. When using subagent-driven-development, close reviewer subagents when their review returns. Keep each implementer subagent open until its task's review passes — the fix loop resumes the implementer — then close it. If your harness cannot send another message to a spawned agent, dispatch each fix round as a fresh implementer carrying the brief, the report file, and the findings. This enables the multi-agent tools that skills like
`dispatching-parallel-agents` and `subagent-driven-development` use.
Which tools you get depends on the multi-agent version your model
preset selects (current presets run V2; older ones run V1). Trust your
actual tool list over any table — including this one — when they
disagree.
- **Spawning:** give children a clean context with
`spawn_agent {fork_turns: "none"}`; the default `"all"` copies your
entire transcript into the child. On Codex 0.145+, role files under
`~/.codex/agents/` attach to isolated forks via `agent_type`.
Full-history forks accept `model` and `reasoning_effort` overrides
(only `agent_type` is refused there) — isolated forks are the SDD
default for context hygiene, not because overrides require them.
- **Fix rounds:** resume the implementer with `followup_task` — it
delivers your message, triggers a turn, and transparently reloads a
child the harness evicted. Never dispatch a fresh implementer on the
theory that a spawned agent cannot be messaged again; on V2 it
always can.
- **Lifecycle:** V2 has no `close_agent`. Finished children are
evicted automatically when slots are needed; leaving them unclosed
costs nothing. Only V1 sessions have `close_agent` — there, close
reviewers when their review returns, and close each implementer
after its task's review passes.
- **Model names:** never copy a model name from a skill, table, or old
session into `spawn_agent` without checking it against your current
spawn allowlist — V2 accepts only V2-capable presets and hard-errors
on the rest.
## Waiting on children
`wait_agent` is an event subscription, not a poll: a long wait wakes
the moment a child produces mailbox activity, with the same latency as
a short one. Short-timeout polling buys nothing and costs a tool call —
and a context rebill — per poll. In measured sessions, roughly
two-thirds of all wait calls were short polls that timed out.
- While you still have local work, do not wait at all. A completed
child's final answer is pushed into your mailbox and arrives with
your next turn.
- When you are genuinely idle with children outstanding, wait in
bounded stretches: `wait_agent` with `timeout_ms` 300000-600000
(5-10 minutes). After each stretch — wake or timeout — post one
status line, run `list_agents`, and chase any child that finished
without reporting. Never stack polls shorter than five minutes; the
event subscription wakes a bounded stretch just as fast as a short
one.
- Completion mail cannot wake an idle controller (it is delivered
without triggering a turn); covering that idle window is
`wait_agent`'s only job. A stretch that times out with no activity
is your cue to reconcile, not to shorten the next stretch.
## Model routing on spawns
Every `spawn_agent` you issue — including when you are yourself a
spawned child running a fan-out — sets `model` AND `reasoning_effort`
explicitly, per the Model Selection rules of the skill you are
executing. Setting `model` alone is a trap: the child's effort
silently resets to that model's default, not to yours.
Ask your human partner to add a machine-level backstop to
`~/.codex/config.toml` so any spawn that slips through still routes to
a deliberate tier instead of silently inheriting the session's most
expensive model:
```toml
[agents]
default_subagent_model = "<a mid-tier model from your spawn allowlist>"
default_subagent_reasoning_effort = "medium"
```
## Environment Detection ## Environment Detection