One objective in.
One artifact out.
Between those two points, a fleet is born, does its work, and is deliberately destroyed. This is what happens in between.
01 The topology
One mind above.
Many hands below.
You speak to one thing. That thing speaks to as many as the work requires.
The orchestrator holds the objective, the plan, and the state. The agents beneath it hold nothing but their own slice — which is exactly why they can be discarded without loss.
Findings flow upward. Instructions flow down. Agents never negotiate with each other, so there is no drift and no deadlock.
02 The five moves
The sequence
never changes.
What changes is who gets summoned, how many, and how long they last.
Summon
The objective is parsed into independent tracks — chosen so no two agents cover the same ground. AgentGod picks a role and a model per track, then writes a plan.
Nothing runs until you accept it. You can cut tracks, add them, or rewrite the objective and re-plan.
Delegate
Each agent is handed its slice, its tools, and the context it needs — and is denied everything else. A scout that only reads cannot write. An analyst without network access cannot reach out.
Scopes are sealed at spawn time. An agent cannot widen its own reach mid-run.
Execute
Agents run at the same time. Wall-clock is set by the slowest track, not the sum of all of them. Findings return to the orchestrator as they land.
When a track dead-ends, the orchestrator re-plans that branch alone — the rest keep going.
Verify
Before anything reaches you, results are checked against the objective and against their own sources. Claims that cannot be supported are dropped, not softened.
Coverage is checked too: what was not looked at is reported rather than quietly omitted.
Dissolve
The artifact is handed over. Then every agent is terminated, credentials are revoked, and working context is released. The run leaves a trace and an output — and nothing else.
This is the step most systems skip. It is the reason the next run starts clean.
03 The trace
Nothing happens
off the record.
Every spawn, every tool call, every termination is written down as it happens.
Autonomy without a record is just hope. The trace is the contract: you can replay any run, see which agent produced which claim, and stop the fleet mid-flight.
Guarantees
| Property | Behaviour |
|---|---|
| Plan gate | No agent spawns before you accept the plan. |
| Scope | Tool access is fixed at spawn and cannot be widened. |
| Halt | A stop signal terminates the whole fleet, not just the leader. |
| Attribution | Every claim in the artifact resolves to an agent and a source. |
| Teardown | Run exits only when the live-agent count reaches zero. |