Part III · Agent Teams

17 Coordination Without Communication: The Bound and the Leak Test

Part IIILab: The leak testFeeds M3P6

Learning objectives

After this chapter you should be able to:

  1. State the rule that information reaching an agent during a task is communication however it arrives, and classify a path as a convention or a message.
  2. Show that no fixed strategy wins the CHSH game on every round, and that shared randomness cannot lift the win rate above 75%.
  3. Compare a software decision with the game by truth table, and say what the mapping preserves and discards.
  4. Design and run a leak test with a positive control, and report a win rate with its interval and power.
  5. Treat a score above the bound as a trigger to audit the rig, and separate what is proved, measured and conjectured.

Opening case

A composite case, not a real engagement.

Marcus and Aiko maintain Dispatch (Chapter 14), an internal dashboard for a regional logistics company. Two coding agents work in parallel on separate tickets, one on the customer-notification service and one on the dispatcher board. Both services read a shared JobStates interface that neither agent owns. The convention file says: leave JobStates alone and adapt locally; if your ticket cannot be finished without changing it, change it.

The chapter continues from here.

What the chapter covers

  1. 17.1 The practical lesson: what arrives during the task is communication
  2. 17.2 The game and the classical bound
    • 17.2.1 Converge-or-split decisions
    • 17.2.2 No fixed strategy wins every round
    • 17.2.3 Shared randomness does not help, and a convention is the best
    • 17.2.4 What the bound assumes
  3. 17.3 Is the shared-interface decision this game?
    • 17.3.1 The truth table
    • 17.3.2 The counterexample and the stricter game
    • 17.3.3 What the mapping preserves and discards
    • 17.3.4 A conjecture about software
  4. 17.4 What the bound means for agent teams
    • 17.4.1 Shared context buys a convention
    • 17.4.2 Score the team, and remember the model
  5. 17.5 The leak test
    • 17.5.1 Why a bound becomes a test
    • 17.5.2 The procedure
    • 17.5.3 How many rounds
    • 17.5.4 Two controls before you trust a result
    • 17.5.5 Hunting for the channel
    • 17.5.6 Reading a result
  6. 17.6 The pilot as an instrument demonstration
    • 17.6.1 Setup and results
    • 17.6.2 The reflex result and an unresolved confound
    • 17.6.3 A small factorial replication
  7. 17.7 Scope and limits
  8. 17.8 What would change these conclusions

Lab and prediction

Lab: The leak test

Feeds milestone M3. How the labs fit the project

The lab tests this prediction from the working paper the book grows from (Smith 2026a):

  • P6 Configurations without explicit messages stay at or below 75%; any that exceed it reveal an identifiable channel, found after an audit of the rig

A result that contradicts a prediction, honestly reported, is a result. You are graded on accurate records and reasoned interpretation, not on agreeing with the book.

Summary

  • Information that arrives during the task and depends on the other agent is communication, whether it comes through a file, a memory store or a context packet. Context fixed in advance buys a convention.
  • On a converge-or-split decision (the CHSH game), 75% is a ceiling however much is shared.
  • The shared-interface decision is not CHSH. It is a stricter game (neither needs a change, both change: parity accepts, the specification rejects) whose classical maximum is also 75%, so the bound holds as a necessary condition. How often software has this structure is untested.
  • The leak test deals fresh fair bits through the real pipeline, with a competence check and a positive control. A score above 0.75 triggers an audit of dealing, scoring, isolation and logging; naming a channel needs further evidence. A nonsignificant result does not rule out leaks: report interval and power.
  • In 200-round pilots a clean setup scored 74.5%, a planted leak 84.5% and a reflex-answering pair 26.5%. These demonstrate the instrument, not production stacks; the fix changed reasoning and lane labels together.

Key terms

Converge-or-split decision
a two-agent decision with private bits where success means matching actions unless both bits are unusual.
Classical bound
the 75% ceiling for players who share only what is fixed in advance and do not communicate.
Convention
a default, fixed before the round, that separated parties adopt because each expects the other to.Also used in 1, 2, 7, 8, 9, 10, 11, 13, 14, 15, 16, 18
Stricter game
a game whose accepted action pairs are a subset of another's.Also used in 8
Leak test
dealing fresh fair bits to agents in a real pipeline and comparing the team's win rate with 0.75.Also used in 1, 2, 8, 16
Uncounted channel
a path carrying information about one agent's task to the other during a round, not listed in the design as communication.
Positive control
a planted leak that confirms the test can detect a known channel.Also used in 1, 2, 8
Effective leak fraction (q)
the share of rounds in which a leak was present and used correctly; win rate ≈ 0.75 + 0.25 × q.

Connections

Where this chapter and another point to each other most often.

See it on the map

Further reading

  • Smith (2026b). The published article behind this chapter, with diagnostic questions for an architecture review.
  • Cleve et al. (2004), §3.1. The CHSH game as a cooperative game, with its classical value.
  • Parnas (1972). The case for hiding design decisions behind module boundaries. Ask which connections a leak test would find.
  • Yan (2025) and Anthropic (2025). The two practitioner positions on multi-agent design. For each, say what information it assumes crosses between agents, and who pays for it.