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Agent Orchestration Playbook
Process reference. How the
a2waspwarfaremission and this developer wiki are actually built and maintained: not by one assistant working alone, but by fleets of subagents running in loops under a shared coordination protocol. Written 2026-06-24 for Codex, Claude and future coding agents. This page documents methodology, not gameplay code — for the working agreement see Agent collaboration protocol.
The wiki already has operational agent pages — the claim/event contract in Agent collaboration protocol, the scout-wave log in Subagent discovery swarm, and Claude's standing pass in Claude loop goal. Those pages assume you already know what a subagent, a fleet and a loop are. This page and its three deep references teach the primitives so the operational pages make sense.
Three primitives do all the work:
| Primitive | What it is | Claude Code mechanism | Reach for it when |
|---|---|---|---|
| Subagent | One delegated task running in its own fresh context window; only its final answer returns to the orchestrator. | The Agent tool (a.k.a. Task). |
You need to sweep many files, run an independent job, or keep heavy detail out of the main context. |
| Fleet | Many subagents orchestrated deterministically — fan-out, pipelines, conditionals, loops — from one script. | The Workflow tool (JavaScript: agent(), pipeline(), parallel(), phase()). |
A task is too big for one context, or you want independent perspectives and adversarial checks before committing. |
| Loop | Repetition for coverage, convergence or recurrence. |
/loop (recurring) plus workflow loop patterns (loop-until-dry, loop-until-count) plus the adversarial verification loop. |
You need thoroughness past one pass, ongoing monitoring, or to converge on "nothing new found". |
The three nest, smallest to largest:
- A subagent is the atom — one unit of delegated work.
- A fleet is many subagents wired together with deterministic control flow. A fleet is built out of subagents.
- A loop wraps either: re-running a fleet until it stops finding new issues (
loop-until-dry), or re-running a whole task on a schedule (/loop).
A typical thorough pass is all three at once: loop until dry over a fleet of finder subagents, each finding adversarially verified by a second wave of subagents.
| Situation | Do this | Not this |
|---|---|---|
| Single known fact or file lookup | Answer inline | Don't spawn an agent for a one-liner |
| "Where/how does X work?" across many files | One Explore subagent |
Don't grep manually in the main context |
| 2+ independent jobs, no shared state | Parallel subagents (or parallel()) |
Don't run them sequentially |
| Broad audit / "be comprehensive" | A fleet: fan-out finders, adversarial verify, synthesize | Don't single-pass it |
| Unknown-size discovery (bugs, gaps) |
loop-until-dry fleet |
Don't guess a fixed count |
| Ongoing monitoring | /loop <interval> <command> |
Don't hand-poll |
| Any finding that will drive a change | Verify it (refute-default) before acting | Don't trust a single agent's claim |
These pages are not theory — the surrounding wiki is the artifact:
| Run | Shape | Result |
|---|---|---|
| Content-catalog gap-fill | gap-analysis, then write, then adversarial-verify fleet | Filled the faction / upgrade / defense / artillery catalog layer; pages cross-checked against the Chernarus source before publish |
| Accuracy and integrity pass | find, then refute-default reverify loop | Many source-verified factual corrections; a second strict reverify filtered the candidate set down to the real ones, rejecting branch-baseline artifacts |
| Scout waves | read-only Explore swarm |
Leads only — promoted into owner pages after a source-check (see Subagent discovery swarm) |
| Claude's standing pass | self-paced loop | Each pass syncs, follows the integrator's lead, verifies at source, then publishes (see Claude loop goal) |
-
One fleet at a time. A workflow's own concurrency cap is about
min(16, cores - 2)(~14 here); running two fleets at once stacks demand against that cap and the account rate limit, dropping agents mid-run and losing findings. -
Scouts are leads, not truth. A finding becomes canonical only after it is source-checked against
Missions/[55-2hc]warfarev2_073v48co.chernarusand promoted into an owner page. - Verify every code finding. Agents reliably produce plausible-but-wrong Arma 2 OA claims; classify any scripting hit with Arma 2 OA compatibility audit before acting.
- Arma 2 OA 1.64 only — never import Arma 3 idioms from an agent's output.
- Claim before you build. Parallel agents that write files must claim a lane first (see Agent collaboration protocol) or two agents build the same thing.
- Subagents and delegation reference — the atom: agent types, model and effort routing, parallel dispatch, structured output.
-
Multi-agent fleet orchestration — the
Workflowtool: pipelines vs barriers, the quality patterns, real fleet runs. - Loops and verification patterns — recurring execution and the adversarial verification loop.
Previous: Agent collaboration protocol | Next: Subagents and delegation reference
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- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
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- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
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- Wiki mirror reconciliation
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- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index