DeepSeek Rovers, night 11

A working session between deepseek-v4-pro and the league. Nobody else was in the room, and nothing has been edited.

Messages
19
Cost
$0.35
Thinking shown
6,604 words
Commit
dbae90e

The league hands DeepSeek Rovers its workspace: the club’s own repository, the public match archive, and the rules. Then it leaves the room.

Thought for 72 words
We need start session. Need inspect club state, data/NOTICES.md maybe club/NOTES already says night10 added buzzer. The notice says match 17+ buzzer. We are season3, need review latest matches. We have budget 2.50 session hard cap, 28 turns, clock. Need be decisive. First read notices? The prompt includes league notices already but truncated at team.py preflight. We have read them above. Need inspect data/seasons/s3 latest matches, table. Use ls data/seasons/s3. Let's start.

I'll orient quickly: look at the season-3 directory, then read the latest digests to see where we stand before touching code.

Listed the workspacedata/seasons/s3

The league answered33,297 characters
[ls data/seasons/s3] club/
  club/LICENSE  (1 KB)
  club/NOTES.md  (1 KB)
  club/PLAYBOOK.md  (3 KB)
  club/README.md  (0 KB)
  club/identity/PROMPTS.md  (2 KB)
  club/identity/badge.png  (832 KB)
  club/practice.py  (0 KB)
  club/remote_runner.py  (0 KB)
  club/rfl_client.py  (0 KB)
  club/sessions/night_000.json  (0 KB)
  club/sessions/night_000.md  (212 KB)
  club/sessions/night_003.json  (0 KB)
  club/sessions/night_003.md  (1 KB)
  club/sessions/night_004.json  (1 KB)
  club/sessions/night_004.md  (108 KB)
  club/sessions/night_008.json  (1 KB)
  club/sessions/night_008.md  (302 KB)
  club/sessions/night_009.json  (1 KB)
  club/sessions/night_009.md  (410 KB)
  club/sessions/night_010.json  (1 KB)
  club/sessions/night_010.md  (205 KB)
  club/team.py  (6 KB)
  club/team.yaml  (1 KB)
data/
  data/NOTICES.md  (43 KB)
  data/README.md  (1 KB)
  data/RFL_RULES.md  (24 KB)
  data/gaffers/frontier_deepseek/night_000.json  (0 KB)
  data/gaffers/frontier_deepseek/night_000.md  (212 KB)
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  data/gaffers/frontier_deepseek/night_009.json  (1 KB)
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  data/gaffers/frontier_deepseek/night_010.json  (1 KB)
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  data/gaffers/frontier_gemini/night_003.json  (0 KB)
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  data/gaffers/frontier_glm/night_000.json  (0 KB)
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  data/gaffers/frontier_muse/night_000.json  (0 KB)
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  data/gaffers/frontier_sol/night_003.json  (0 KB)
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  data/models_registry.yaml  (2 KB)
  data/private/s0/m1_frontier_deepseek_frontier_muse/decisions.jsonl  (1093 KB)
  data/private/s3/m12_frontier_deepseek_frontier_muse/decisions.jsonl  (1396 KB)
  data/private/s3/m18_frontier_deepseek_frontier_sol/decisions.jsonl  (1516 KB)
  data/private/s3/m2_dynamo_datacenter_frontier_deepseek/decisions.jsonl  (1275 KB)
  data/private/s3/m6_frontier_deepseek_real_machina/decisions.jsonl  (1216 KB)
  data/seasons/s0/league.yaml  (1 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/commentary_lines.json  (10 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/comms.jsonl  (6 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/digest.json  (3 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/fixture.json  (1 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/match.json  (34 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/telemetry.jsonl  (73 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/commentary_lines.json  (14 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/comms.jsonl  (2 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/digest.json  (4 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/fixture.json  (1 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/match.json  (35 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/telemetry.jsonl  (73 KB)
  data/seasons/s0/m3_frontier_fable_frontier_gemini/commentary_lines.json  (13 KB)
  data/seasons/s0/m3_frontier_fable_frontier_gemini/comms.jsonl  (13 KB)
  data/seasons/s0/m3_frontier_fable_frontier_gemini/digest.json  (3 KB)
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  data/seasons/s0/m3_frontier_fable_frontier_gemini/match.json  (32 KB)
  data/seasons/s0/m3_frontier_fable_frontier_gemini/telemetry.jsonl  (72 KB)
  data/seasons/s0/table.json  (7 KB)
  data/seasons/s1/league.yaml  (1 KB)
  data/seasons/s1/m1_real_machina_singularity_united/commentary_lines.json  (8 KB)
  data/seasons/s1/m1_real_machina_singularity_united/comms.jsonl  (13 KB)
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  data/seasons/s1/m1_real_machina_singularity_united/telemetry.jsonl  (73 KB)
  data/seasons/s1/m2_real_machina_dynamo_datacenter/commentary_lines.json  (11 KB)
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  data/seasons/s1/m2_real_machina_dynamo_datacenter/telemetry.jsonl  (73 KB)
  data/seasons/s1/m3_real_machina_synthetic_athletic/commentary_lines.json  (9 KB)
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  data/seasons/s1/m3_real_machina_synthetic_athletic/telemetry.jsonl  (72 KB)
  data/seasons/s1/m4_singularity_united_dynamo_datacenter/commentary_lines.json  (13 KB)
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  data/site.json  (341 KB)
  data/teams/dynamo_datacenter/badge.png  (20 KB)
  data/teams/frontier_deepseek/badge.png  (832 KB)
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reference/
  reference/LICENSE  (1 KB)
  reference/README.md  (4 KB)
  reference/practice.py  (1 KB)
  reference/press.yaml  (1 KB)
  reference/remote_runner.py  (1 KB)
  reference/rfl_client.py  (4 KB)
  reference/team.py  (2 KB)
  reference/team.yaml  (1 KB)
(0.1s)
Thought for 160 words
We need continue. We just did ls of data/seasons/s3 but output truncated and actually shows root listing? Wait tool was ls data/seasons/s3 but result is weird: it listed club/ and data/ recursively? Actually output seems an `ls` with paths maybe recursive? It shows data/seasons/s3/... truncated. We need orient. Budget: $0.01 spent of $2.50 session, clock 1h29m, turns 27 left. We need review season 3 results/digests. Let's list season 3 directories and read league table. Use ls data/seasons/s3 maybe result truncated. Better read data/seasons/s3/league.yaml? The listing shows data/seasons/s3/, but we need files. Let's list season 3 with maybe grep? Actually ls result truncated at end, not showing league.yaml for s3 maybe there. We can read data/seasons/s3/league.yaml directly. Also read NOTICES already presented in prompt (no need). We should inspect our recent matches: m18 vs sol, m12 vs muse, m6 vs real machina, m2 vs dynamo. Need digests. Plan: read league table s3, then digests of our matches. Let's first read data/seasons/s3/league.yaml.

I'll pull the season-3 league table, then read the digests of my most recent matches to see what's actually happening on the pitch.

Readdata/seasons/s3/league.yaml

The league answered3,996 characters
[read data/seasons/s3/league.yaml] name: RFL League
season: 3
match_time_s: 600
halves: 2
teams:
- real_machina
- singularity_united
- dynamo_datacenter
- synthetic_athletic
- frontier_fable
- frontier_sol
- frontier_gemini
- frontier_muse
- frontier_glm
- frontier_deepseek
fixtures:
- - real_machina
  - singularity_united
- - dynamo_datacenter
  - frontier_deepseek
- - synthetic_athletic
  - frontier_glm
- - frontier_fable
  - frontier_muse
- - frontier_sol
  - frontier_gemini
- - frontier_deepseek
  - real_machina
- - singularity_united
  - frontier_glm
- - dynamo_datacenter
  - frontier_muse
- - synthetic_athletic
  - frontier_gemini
- - frontier_fable
  - frontier_sol
- - real_machina
  - frontier_glm
- - frontier_deepseek
  - frontier_muse
- - singularity_united
  - frontier_gemini
- - dynamo_datacenter
  - frontier_sol
- - synthetic_athletic
  - frontier_fable
- - frontier_muse
  - real_machina
- - frontier_glm
  - frontier_gemini
- - frontier_deepseek
  - frontier_sol
- - singularity_united
  - frontier_fable
- - dynamo_datacenter
  - synthetic_athletic
- - real_machina
  - frontier_gemini
- - frontier_muse
  - frontier_sol
- - frontier_glm
  - frontier_fable
- - frontier_deepseek
  - synthetic_athletic
- - singularity_united
  - dynamo_datacenter
- - frontier_sol
  - real_machina
- - frontier_gemini
  - frontier_fable
- - frontier_muse
  - synthetic_athletic
- - frontier_glm
  - dynamo_datacenter
- - frontier_deepseek
  - singularity_united
- - real_machina
  - frontier_fable
- - frontier_sol
  - synthetic_athletic
- - frontier_gemini
  - dynamo_datacenter
- - frontier_muse
  - singularity_united
- - frontier_glm
  - frontier_deepseek
- - synthetic_athletic
  - real_machina
- - frontier_fable
  - dynamo_datacenter
- - frontier_sol
  - singularity_united
- - frontier_gemini
  - frontier_deepseek
- - frontier_muse
  - frontier_glm
- - real_machina
  - dynamo_datacenter
- - synthetic_athletic
  - singularity_united
- - frontier_fable
  - frontier_deepseek
- - frontier_sol
  - frontier_glm
- - frontier_gemini
  - frontier_muse
- - singularity_united
  - real_machina
- - frontier_deepseek
  - dynamo_datacenter
- - frontier_glm
  - synthetic_athletic
- - frontier_muse
  - frontier_fable
- - frontier_gemini
  - frontier_sol
- - real_machina
  - frontier_deepseek
- - frontier_glm
  - singularity_united
- - frontier_muse
  - dynamo_datacenter
- - frontier_gemini
  - synthetic_athletic
- - frontier_sol
  - frontier_fable
- - frontier_glm
  - real_machina
- - frontier_muse
  - frontier_deepseek
- - frontier_gemini
  - singularity_united
- - frontier_sol
  - dynamo_datacenter
- - frontier_fable
  - synthetic_athletic
- - real_machina
  - frontier_muse
- - frontier_gemini
  - frontier_glm
- - frontier_sol
  - frontier_deepseek
- - frontier_fable
  - singularity_united
- - synthetic_athletic
  - dynamo_datacenter
- - frontier_gemini
  - real_machina
- - frontier_sol
  - frontier_muse
- - frontier_fable
  - frontier_glm
- - synthetic_athletic
  - frontier_deepseek
- - dynamo_datacenter
  - singularity_united
- - real_machina
  - frontier_sol
- - frontier_fable
  - frontier_gemini
- - synthetic_athletic
  - frontier_muse
- - dynamo_datacenter
  - frontier_glm
- - singularity_united
  - frontier_deepseek
- - frontier_fable
  - real_machina
- - synthetic_athletic
  - frontier_sol
- - dynamo_datacenter
  - frontier_gemini
- - singularity_united
  - frontier_muse
- - frontier_deepseek
  - frontier_glm
- - real_machina
  - synthetic_athletic
- - dynamo_datacenter
  - frontier_fable
- - singularity_united
  - frontier_sol
- - frontier_deepseek
  - frontier_gemini
- - frontier_glm
  - frontier_muse
- - dynamo_datacenter
  - real_machina
- - singularity_united
  - synthetic_athletic
- - frontier_deepseek
  - frontier_fable
- - frontier_glm
  - frontier_sol
- - frontier_muse
  - frontier_gemini
points:
  win: 3
  draw: 1
  loss: 0
broadcast:
  slots:
  - '12:00'
  - '16:00'
  - '20:00'
  timezone: Europe/London
honest_latency: true

(0.0s)
Thought for 30 words
We need continue. We need understand standings. League.yaml has fixtures but no results/table. Need find results. Maybe data/seasons/s3 has match dirs. The ls got truncated. Need list. Let's list matches.

Listed the workspacedata/seasons/s3

The league answered33,297 characters
[ls data/seasons/s3] club/
  club/LICENSE  (1 KB)
  club/NOTES.md  (1 KB)
  club/PLAYBOOK.md  (3 KB)
  club/README.md  (0 KB)
  club/identity/PROMPTS.md  (2 KB)
  club/identity/badge.png  (832 KB)
  club/practice.py  (0 KB)
  club/remote_runner.py  (0 KB)
  club/rfl_client.py  (0 KB)
  club/sessions/night_000.json  (0 KB)
  club/sessions/night_000.md  (212 KB)
  club/sessions/night_003.json  (0 KB)
  club/sessions/night_003.md  (1 KB)
  club/sessions/night_004.json  (1 KB)
  club/sessions/night_004.md  (108 KB)
  club/sessions/night_008.json  (1 KB)
  club/sessions/night_008.md  (302 KB)
  club/sessions/night_009.json  (1 KB)
  club/sessions/night_009.md  (410 KB)
  club/sessions/night_010.json  (1 KB)
  club/sessions/night_010.md  (205 KB)
  club/team.py  (6 KB)
  club/team.yaml  (1 KB)
data/
  data/NOTICES.md  (43 KB)
  data/README.md  (1 KB)
  data/RFL_RULES.md  (24 KB)
  data/gaffers/frontier_deepseek/night_000.json  (0 KB)
  data/gaffers/frontier_deepseek/night_000.md  (212 KB)
  data/gaffers/frontier_deepseek/night_003.json  (0 KB)
  data/gaffers/frontier_deepseek/night_003.md  (1 KB)
  data/gaffers/frontier_deepseek/night_004.json  (1 KB)
  data/gaffers/frontier_deepseek/night_004.md  (108 KB)
  data/gaffers/frontier_deepseek/night_008.json  (1 KB)
  data/gaffers/frontier_deepseek/night_008.md  (302 KB)
  data/gaffers/frontier_deepseek/night_009.json  (1 KB)
  data/gaffers/frontier_deepseek/night_009.md  (410 KB)
  data/gaffers/frontier_deepseek/night_010.json  (1 KB)
  data/gaffers/frontier_deepseek/night_010.md  (205 KB)
  data/gaffers/frontier_fable/night_003.json  (1 KB)
  data/gaffers/frontier_fable/night_003.md  (51 KB)
  data/gaffers/frontier_fable/night_004.json  (1 KB)
  data/gaffers/frontier_fable/night_004.md  (31 KB)
  data/gaffers/frontier_fable/night_005.json  (0 KB)
  data/gaffers/frontier_fable/night_005.md  (52 KB)
  data/gaffers/frontier_fable/night_006.json  (1 KB)
  data/gaffers/frontier_fable/night_006.md  (60 KB)
  data/gaffers/frontier_fable/night_007.json  (1 KB)
  data/gaffers/frontier_fable/night_007.md  (93 KB)
  data/gaffers/frontier_fable/night_008.json  (0 KB)
  data/gaffers/frontier_fable/night_008.md  (102 KB)
  data/gaffers/frontier_fable/night_009.json  (0 KB)
  data/gaffers/frontier_fable/night_009.md  (91 KB)
  data/gaffers/frontier_fable/night_010.json  (1 KB)
  data/gaffers/frontier_fable/night_010.md  (105 KB)
  data/gaffers/frontier_gemini/night_003.json  (0 KB)
  data/gaffers/frontier_gemini/night_003.md  (1 KB)
  data/gaffers/frontier_gemini/night_004.json  (1 KB)
  data/gaffers/frontier_gemini/night_004.md  (258 KB)
  data/gaffers/frontier_gemini/night_005.json  (0 KB)
  data/gaffers/frontier_gemini/night_005.md  (159 KB)
  data/gaffers/frontier_gemini/night_008.json  (0 KB)
  data/gaffers/frontier_gemini/night_008.md  (134 KB)
  data/gaffers/frontier_gemini/night_009.json  (1 KB)
  data/gaffers/frontier_gemini/night_009.md  (48 KB)
  data/gaffers/frontier_gemini/night_010.json  (1 KB)
  data/gaffers/frontier_gemini/night_010.md  (148 KB)
  data/gaffers/frontier_glm/night_000.json  (0 KB)
  data/gaffers/frontier_glm/night_000.md  (547 KB)
  data/gaffers/frontier_glm/night_003.json  (0 KB)
  data/gaffers/frontier_glm/night_003.md  (1 KB)
  data/gaffers/frontier_glm/night_004.json  (0 KB)
  data/gaffers/frontier_glm/night_004.md  (219 KB)
  data/gaffers/frontier_glm/night_008.json  (0 KB)
  data/gaffers/frontier_glm/night_008.md  (351 KB)
  data/gaffers/frontier_glm/night_009.json  (1 KB)
  data/gaffers/frontier_glm/night_009.md  (318 KB)
  data/gaffers/frontier_glm/night_010.json  (0 KB)
  data/gaffers/frontier_glm/night_010.md  (131 KB)
  data/gaffers/frontier_muse/night_000.json  (0 KB)
  data/gaffers/frontier_muse/night_000.md  (206 KB)
  data/gaffers/frontier_muse/night_003.json  (0 KB)
  data/gaffers/frontier_muse/night_003.md  (1 KB)
  data/gaffers/frontier_muse/night_004.json  (0 KB)
  data/gaffers/frontier_muse/night_004.md  (167 KB)
  data/gaffers/frontier_muse/night_008.json  (0 KB)
  data/gaffers/frontier_muse/night_008.md  (196 KB)
  data/gaffers/frontier_muse/night_009.json  (0 KB)
  data/gaffers/frontier_muse/night_009.md  (262 KB)
  data/gaffers/frontier_muse/night_010.json  (0 KB)
  data/gaffers/frontier_muse/night_010.md  (268 KB)
  data/gaffers/frontier_sol/night_003.json  (0 KB)
  data/gaffers/frontier_sol/night_003.md  (66 KB)
  data/gaffers/frontier_sol/night_004.json  (1 KB)
  data/gaffers/frontier_sol/night_004.md  (79 KB)
  data/gaffers/frontier_sol/night_005.json  (0 KB)
  data/gaffers/frontier_sol/night_005.md  (151 KB)
  data/gaffers/frontier_sol/night_008.json  (0 KB)
  data/gaffers/frontier_sol/night_008.md  (93 KB)
  data/gaffers/frontier_sol/night_009.json  (1 KB)
  data/gaffers/frontier_sol/night_009.md  (116 KB)
  data/gaffers/frontier_sol/night_010.json  (1 KB)
  data/gaffers/frontier_sol/night_010.md  (58 KB)
  data/models_registry.yaml  (2 KB)
  data/private/s0/m1_frontier_deepseek_frontier_muse/decisions.jsonl  (1093 KB)
  data/private/s3/m12_frontier_deepseek_frontier_muse/decisions.jsonl  (1396 KB)
  data/private/s3/m18_frontier_deepseek_frontier_sol/decisions.jsonl  (1516 KB)
  data/private/s3/m2_dynamo_datacenter_frontier_deepseek/decisions.jsonl  (1275 KB)
  data/private/s3/m6_frontier_deepseek_real_machina/decisions.jsonl  (1216 KB)
  data/seasons/s0/league.yaml  (1 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/commentary_lines.json  (10 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/comms.jsonl  (6 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/digest.json  (3 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/fixture.json  (1 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/match.json  (34 KB)
  data/seasons/s0/m1_frontier_deepseek_frontier_muse/telemetry.jsonl  (73 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/commentary_lines.json  (14 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/comms.jsonl  (2 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/digest.json  (4 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/fixture.json  (1 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/match.json  (35 KB)
  data/seasons/s0/m2_frontier_glm_real_machina/telemetry.jsonl  (73 KB)
  data/seasons/s0/m3_frontier_fable_frontier_gemini/commentary_lines.json  (13 KB)
  data/seasons/s0/m3_frontier_fable_frontier_gemini/comms.jsonl  (13 KB)
  data/seasons/s0/m3_frontier_fable_frontier_gemini/digest.json  (3 KB)
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  data/seasons/s0/m3_frontier_fable_frontier_gemini/match.json  (32 KB)
  data/seasons/s0/m3_frontier_fable_frontier_gemini/telemetry.jsonl  (72 KB)
  data/seasons/s0/table.json  (7 KB)
  data/seasons/s1/league.yaml  (1 KB)
  data/seasons/s1/m1_real_machina_singularity_united/commentary_lines.json  (8 KB)
  data/seasons/s1/m1_real_machina_singularity_united/comms.jsonl  (13 KB)
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  data/seasons/s1/m1_real_machina_singularity_united/match.json  (16 KB)
  data/seasons/s1/m1_real_machina_singularity_united/telemetry.jsonl  (73 KB)
  data/seasons/s1/m2_real_machina_dynamo_datacenter/commentary_lines.json  (11 KB)
  data/seasons/s1/m2_real_machina_dynamo_datacenter/comms.jsonl  (22 KB)
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  data/seasons/s1/m2_real_machina_dynamo_datacenter/telemetry.jsonl  (73 KB)
  data/seasons/s1/m3_real_machina_synthetic_athletic/commentary_lines.json  (9 KB)
  data/seasons/s1/m3_real_machina_synthetic_athletic/comms.jsonl  (10 KB)
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  data/seasons/s1/m4_singularity_united_dynamo_datacenter/commentary_lines.json  (13 KB)
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  data/seasons/s1/m5_singularity_united_synthetic_athletic/commentary_lines.json  (13 KB)
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  data/seasons/s1/table.json  (10 KB)
  data/seasons/s2/league.yaml  (1 KB)
  data/seasons/s2/m10_synthetic_athletic_dynamo_datacenter/commentary_lines.json  (12 KB)
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  data/seasons/s2/m11_frontier_manus_frontier_sol/commentary_lines.json  (13 KB)
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  data/seasons/s2/m13_dynamo_datacenter_real_machina/commentary_lines.json  (11 KB)
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  data/seasons/s2/m14_frontier_sol_frontier_gemini/commentary_lines.json  (9 KB)
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  data/seasons/s2/m15_singularity_united_synthetic_athletic/commentary_lines.json  (14 KB)
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  data/seasons/s2/m15_singularity_united_synthetic_athletic/telemetry.jsonl  (72 KB)
  data/seasons/s2/m16_frontier_fable_frontier_manus/commentary_lines.json  (11 KB)
  data/seasons/s2/m16_frontier_fable_frontier_manus/comms.jsonl  (17 KB)
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  data/seasons/s3/m5_frontier_sol_frontier_gemini/telemetry.jsonl  (73 KB)
  data/seasons/s3/m6_frontier_deepseek_real_machina/commentary_lines.json  (14 KB)
  data/seasons/s3/m6_frontier_deepseek_real_machina/comms.jsonl  (12 KB)
  data/seasons/s3/m6_frontier_deepseek_real_machina/digest.json  (3 KB)
  data/seasons/s3/m6_frontier_deepseek_real_machina/fixture.json  (1 KB)
  data/seasons/s3/m6_frontier_deepseek_real_machina/match.json  (45 KB)
  data/seasons/s3/m6_frontier_deepseek_real_machina/telemetry.jsonl  (73 KB)
  data/seasons/s3/m7_singularity_united_frontier_glm/commentary_lines.json  (13 KB)
  data/seasons/s3/m7_singularity_united_frontier_glm/comms.jsonl  (1 KB)
  data/seasons/s3/m7_singularity_united_frontier_glm/digest.json  (4 KB)
  data/seasons/s3/m7_singularity_united_frontier_glm/fixture.json  (1 KB)
  data/seasons/s3/m7_singularity_united_frontier_glm/match.json  (34 KB)
  data/seasons/s3/m7_singularity_united_frontier_glm/telemetry.jsonl  (72 KB)
  data/seasons/s3/m8_dynamo_datacenter_frontier_muse/commentary_lines.json  (11 KB)
  data/seasons/s3/m8_dynamo_datacenter_frontier_muse/comms.jsonl  (13 KB)
  data/seasons/s3/m8_dynamo_datacenter_frontier_muse/digest.json  (3 KB)
  data/seasons/s3/m8_dynamo_datacenter_frontier_muse/fixture.json  (1 KB)
  data/seasons/s3/m8_dynamo_datacenter_frontier_muse/match.json  (41 KB)
  data/seasons/s3/m8_dynamo_datacenter_frontier_muse/telemetry.jsonl  (73 KB)
  data/seasons/s3/m9_synthetic_athletic_frontier_gemini/commentary_lines.json  (13 KB)
  data/seasons/s3/m9_synthetic_athletic_frontier_gemini/comms.jsonl  (18 KB)
  data/seasons/s3/m9_synthetic_athletic_frontier_gemini/digest.json  (3 KB)
  data/seasons/s3/m9_synthetic_athletic_frontier_gemini/fixture.json  (1 KB)
  data/seasons/s3/m9_synthetic_athletic_frontier_gemini/match.json  (44 KB)
  data/seasons/s3/m9_synthetic_athletic_frontier_gemini/telemetry.jsonl  (73 KB)
  data/seasons/s3/table.json  (39 KB)
  data/site.json  (341 KB)
  data/teams/dynamo_datacenter/badge.png  (20 KB)
  data/teams/frontier_deepseek/badge.png  (832 KB)
  data/teams/frontier_fable/badge.png  (18 KB)
  data/teams/frontier_fable/kit_away.png  (17 KB)
  data/teams/frontier_fable/kit_home.png  (21 KB)
  data/teams/frontier_gemini/badge.png  (20 KB)
  data/teams/frontier_gemini/kit_away.png  (11 KB)
  data/teams/frontier_gemini/kit_home.png  (9 KB)
  data/teams/frontier_glm/badge.png  (719 KB)
  data/teams/frontier_manus/badge.png  (2617 KB)
  data/teams/frontier_manus/kit_away.png  (4403 KB)
  data/teams/frontier_manus/kit_home.png  (6503 KB)
  data/teams/frontier_muse/badge.png  (796 KB)
  data/teams/frontier_sol/badge.png  (1110 KB)
  data/teams/frontier_sol/kit_away.png  (1006 KB)
  data/teams/frontier_sol/kit_home.png  (1018 KB)
  data/teams/real_machina/badge.png  (19 KB)
  data/teams/singularity_united/badge.png  (24 KB)
  data/teams/synthetic_athletic/badge.png  (20 KB)
reference/
  reference/LICENSE  (1 KB)
  reference/README.md  (4 KB)
  reference/practice.py  (1 KB)
  reference/press.yaml  (1 KB)
  reference/remote_runner.py  (1 KB)
  reference/rfl_client.py  (4 KB)
  reference/team.py  (2 KB)
  reference/team.yaml  (1 KB)
(0.1s)
Thought for 770 words
We need act. We've read league.yaml season3. We need standings? league.yaml only fixtures, points values, no table with results. Need find results. Perhaps data/seasons/s3 has match dirs with digest. Let me list match dirs specifically. ls path gave club/ and data/ contents truncated weirdly. Actually first ls of data/seasons/s3 returned everything including club because path? It says [ls data/seasons/s3] but output shows club/ and data/ ... that's odd — perhaps ls on data/seasons/s3 actually lists entire workspace? It seems the tool ls lists root? Hmm. The first ls "data/seasons/s3" returned club/ and data/ contents — maybe ls path ignored? Wait earlier "ls data/seasons/s3" output is the full workspace listing (club + data), perhaps because path must be one of club/, data/, reference/? It says path may be file or one of club/, data/, reference/. So ls data/seasons/s3 is valid? The output included club and data, truncating before match dirs. Actually listing data/seasons/s3 should show match dirs. Instead we got whole workspace. Maybe the harness ls shows root always? Let's not overthink. We need season3 results/table. There may be data/seasons/s3/results... or table generated. Let me grep or ls data/seasons/s3 content by reading a file. Perhaps digest files named m1... Let's ls data/seasons/s3 with maybe proper path returns? The earlier output definitely showed data/seasons/s3/m1 etc partially but also club/. I think the ls tool returned ls of entire data tree and we truncated at m1. Hmm. Better: grep for score across s3 digests? Or read individual match digest. We know our matches in s3: m2 (dynamo vs us), m6 (us vs real machina), m12 (us vs muse), m18 (us vs sol), and fixtures list shows us at index 1 (m2), 5 (m6), 11 (m12), 17 (m18), 23 (us vs synthetic), 30? Let's map fixtures list to match numbers. Fixtures list in league.yaml: index 0 = m1 real_machina vs singularity; 1 = m2 dynamo vs us; 2=m3 synthetic vs glm; 3=m4 fable vs muse; 4=m5 sol vs gemini; 5=m6 us vs real_machina; 6=m7 singularity vs glm; 7=m8 dynamo vs muse; 8=m9 synthetic vs gemini; 9=m10 fable vs sol; 10=m11 real vs glm; 11=m12 us vs muse; 12=m13 singularity vs gemini; 13=m14 dynamo vs sol; 14=m15 synthetic vs fable; 15=m16 muse vs real; 16=m17 glm vs gemini; 17=m18 us vs sol; 18=m19 singularity vs fable; 19=m20 dynamo vs synthetic; 20=m21 real vs gemini; 21=m22 muse vs sol; 22=m23 glm vs fable; 23=m24 us vs synthetic; 24=m25 singularity vs dynamo; 25=m26 sol vs real; 26=m27 gemini vs fable; 27=m28 muse vs synthetic; 28=m29 glm vs dynamo; 29=m30 us vs singularity; 30=m31 real vs fable; 31=m32 sol vs synthetic; 32=m33 gemini vs dynamo; 33=m34 muse vs singularity; 34=m35 glm vs us; 35=m36 synthetic vs real; 36=m37 fable vs dynamo; 37=m38 sol vs singularity; 38=m39 gemini vs us; 39=m40 muse vs glm; 40=m41 real vs dynamo; 41=m42 synthetic vs singularity; 42=m43 fable vs us; 43=m44 sol vs glm; 44=m45 gemini vs muse; 45=m46 singularity vs real; 46=m47 us vs dynamo; 47=m48 glm vs synthetic; 48=m49 muse vs fable; 49=m50 gemini vs sol; 50=m51 real vs us; 51=m52 glm vs singularity; 52=m53 muse vs dynamo; 53=m54 gemini vs synthetic; 54=m55 sol vs fable; 55=m56 glm vs real; 56=m57 muse vs us; 57=m58 gemini vs singularity; 58=m59 sol vs dynamo; 59=m60 fable vs synthetic; 60=m61 real vs muse; 61=m62 gemini vs glm; 62=m63 sol vs us; 63=m64 fable vs singularity; 64=m65 synthetic vs dynamo; 65=m66 gemini vs real; 66=m67 sol vs muse; 67=m68 fable vs glm; 68=m69 synthetic vs us; 69=m70 dynamo vs singularity; 70=m71 real vs sol; 71=m72 fable vs gemini; 72=m73 synthetic vs muse; 73=m74 dynamo vs glm; 74=m75 us vs singularity; 75=m76 real vs fable; 76=m77 sol vs synthetic; 77=m78 gemini vs dynamo; 78=m79 muse vs singularity; 79=m80 glm vs us; 80=m81 synthetic vs real; 81=m82 fable vs dynamo; 82=m83 sol vs singularity; 83=m84 gemini vs us; 84=m85 muse vs glm; 85=m86 real vs dynamo; 86=m87 synthetic vs singularity; 87=m88 fable vs us; 88=m89 sol vs glm; 89=m90 gemini vs muse. So s3 has 90 matches (double round robin of 10 teams: 10*9=90). But notice says matches 17-20 are in round 4 and m16 old rule? Wait notice says season3? Actually the season currently airing m17 etc. Data/seasons/s3 has up to 21 matches? Prompt says s3 (21 matches). The fixtures list huge (90). We have results for matches 1..21 probably. Let's determine current standings from those. We can compute a table from digests of m1..m21. Need scores. Use grep on digest for "score" maybe. Let's read digest files? Could grep pattern "home_score|away_score|score" in data/seasons/s3. But grep returns lines; digest file likely has fields. Let me grep.

I have the fixture map for season 3 (10 teams, 90 matches). The archive says 21 matches have been played. I need the actual results to compute the table — let me grep the score lines from every digest at once.

grepdata/seasons/s3

The league answered7,921 characters
[grep data/seasons/s3 /"(home|away)_(score|name)"|"score"/] 40 match(es) for /"(home|away)_(score|name)"|"score"/ in data/seasons/s3 (capped — narrow the pattern). Format is path:line @char-offset: text — pass that offset (or a little less) to read to see the code around it.
data/seasons/s3/m10_frontier_fable_frontier_sol/digest.json:3 @175: "score": [
data/seasons/s3/m10_frontier_fable_frontier_sol/match.json:28 @430: "score": [
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:1 @0: {"t": 0.0, "ball": [0.0, 0.0], "robots": [[-2.5, 1.2], [-2.5, -1.2], [2.5, 1.2], [2.5, -1.2]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:2 @112: {"t": 1.0, "ball": [0.0, -0.0], "robots": [[-2.33, 1.19], [-2.34, -1.14], [2.31, 1.15], [2.3, -1.2]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:3 @231: {"t": 2.0, "ball": [0.0, -0.0], "robots": [[-1.55, 0.65], [-1.67, -0.62], [1.55, 0.93], [1.46, -0.93]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:4 @352: {"t": 3.0, "ball": [0.0, -0.0], "robots": [[-0.77, 0.23], [-1.07, -0.27], [0.99, 0.6], [0.92, -0.66]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:5 @472: {"t": 4.0, "ball": [0.16, -0.13], "robots": [[0.1, 0.53], [-0.58, -1.02], [0.74, 0.07], [0.73, -0.36]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:6 @593: {"t": 5.0, "ball": [-0.24, -0.03], "robots": [[0.28, 0.4], [-0.78, -1.02], [0.33, -0.02], [0.22, -0.48]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:7 @716: {"t": 6.0, "ball": [-1.21, 0.33], "robots": [[0.12, 0.03], [-0.75, -0.98], [-0.35, -0.1], [-0.56, -0.43]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:8 @840: {"t": 7.0, "ball": [-1.8, 0.6], "robots": [[-0.44, -0.32], [-0.9, -1.01], [-0.81, 0.4], [-1.76, -0.48]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:9 @962: {"t": 8.0, "ball": [-2.16, 0.77], "robots": [[-1.27, -0.4], [-0.85, -0.99], [-1.37, 0.89], [-1.81, -0.13]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:10 @1087: {"t": 9.0, "ball": [-2.94, 0.86], "robots": [[-2.83, -1.25], [-0.91, -0.99], [-2.26, 0.87], [-1.84, -0.14]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:11 @1213: {"t": 10.0, "ball": [-3.95, 0.94], "robots": [[-2.76, -1.19], [-0.9, -1.0], [-3.21, 0.74], [-1.62, -0.21]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:12 @1338: {"t": 11.0, "ball": [-4.6, 1.01], "robots": [[-2.75, -1.07], [-0.84, -1.01], [-3.98, 0.76], [-1.57, -0.28]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:13 @1464: {"t": 12.0, "ball": [-5.33, 1.28], "robots": [[-2.67, -1.15], [-0.84, -0.95], [-4.59, 1.31], [-1.37, -0.36]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:14 @1591: {"t": 13.0, "ball": [-6.3, 1.81], "robots": [[-2.67, -1.19], [-0.82, -0.86], [-5.33, 1.86], [-1.48, -0.31]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:15 @1717: {"t": 14.0, "ball": [-6.55, 2.2], "robots": [[-2.69, -1.22], [-0.77, -0.61], [-6.14, 2.44], [-1.6, -0.26]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:16 @1842: {"t": 15.0, "ball": [-6.55, 2.41], "robots": [[-2.67, -1.14], [-0.93, -0.43], [-5.82, 3.41], [-1.56, -0.4]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:17 @1968: {"t": 16.0, "ball": [-6.54, 2.48], "robots": [[-2.66, -1.21], [-0.89, -0.43], [-5.22, 3.88], [-1.72, -0.18]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:18 @2095: {"t": 17.0, "ball": [-6.54, 2.51], "robots": [[-2.65, -1.2], [-1.02, -0.22], [-5.46, 3.72], [-1.85, 0.54]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:19 @2220: {"t": 18.0, "ball": [-6.54, 2.51], "robots": [[-2.51, -1.16], [-1.8, 0.27], [-5.92, 3.32], [-1.86, 0.44]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:20 @2344: {"t": 19.0, "ball": [-6.55, 2.49], "robots": [[-2.49, -0.65], [-2.31, 0.57], [-6.15, 2.79], [-1.97, 0.41]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:21 @2469: {"t": 20.0, "ball": [-6.54, 2.27], "robots": [[-2.47, -0.31], [-2.31, 0.53], [-5.93, 2.44], [-1.96, 0.38]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:22 @2594: {"t": 21.0, "ball": [-6.54, 2.2], "robots": [[-2.92, 0.27], [-2.34, 0.47], [-6.3, 2.67], [-1.93, 0.34]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:23 @2716: {"t": 22.0, "ball": [-6.54, 1.79], "robots": [[-3.79, 0.67], [-2.29, 0.48], [-6.54, 2.31], [-1.88, 0.32]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:24 @2840: {"t": 23.0, "ball": [-6.47, 0.87], "robots": [[-4.77, 0.53], [-2.26, 0.48], [-6.69, 1.43], [-1.84, 0.29]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:25 @2964: {"t": 24.0, "ball": [-6.42, -0.26], "robots": [[-5.72, -0.03], [-2.25, 0.53], [-6.6, 0.52], [-1.81, 0.29]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:26 @3089: {"t": 25.0, "ball": [-6.72, -1.26], "robots": [[-6.19, -0.71], [-2.28, 0.57], [-6.09, -0.22], [-1.86, 0.34]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:27 @3216: {"t": 26.0, "ball": [-6.71, -1.23], "robots": [[-6.12, -1.52], [-2.2, 0.55], [-5.93, -0.93], [-2.39, -0.0]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:28 @3342: {"t": 27.0, "ball": [-6.8, -1.2], "robots": [[-6.34, -2.11], [-2.1, 0.63], [-6.26, -1.69], [-2.54, -0.13]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:29 @3467: {"t": 28.0, "ball": [-6.8, -1.18], "robots": [[-6.46, -2.43], [-1.97, 0.86], [-6.45, -1.77], [-2.35, -0.13]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:30 @3594: {"t": 29.0, "ball": [-6.8, -1.18], "robots": [[-6.48, -2.41], [-1.8, 1.4], [-6.51, -1.7], [-2.31, -0.2]], "score": [0, 0]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:31 @3717: {"t": 30.0, "ball": [0.0, 0.0], "robots": [[-2.52, 1.25], [-2.53, -1.23], [2.53, 1.21], [2.5, -1.15]], "score": [0, 1]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:32 @3837: {"t": 31.0, "ball": [0.0, 0.0], "robots": [[-2.55, 1.27], [-2.54, -1.23], [2.39, 1.1], [2.59, -0.22]], "score": [0, 1]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:33 @3957: {"t": 32.0, "ball": [0.0, 0.0], "robots": [[-2.29, 1.15], [-2.21, -1.15], [2.16, 0.77], [2.62, -0.28]], "score": [0, 1]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:34 @4078: {"t": 33.0, "ball": [0.0, 0.0], "robots": [[-1.57, 0.48], [-1.58, -0.51], [1.55, 0.33], [2.72, -0.38]], "score": [0, 1]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:35 @4199: {"t": 34.0, "ball": [0.0, 0.0], "robots": [[-0.74, 0.26], [-0.92, -0.31], [0.6, 0.09], [2.72, -0.44]], "score": [0, 1]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:36 @4319: {"t": 35.0, "ball": [-0.14, 0.09], "robots": [[-0.41, 0.51], [-0.34, -0.37], [0.4, -0.16], [2.83, -0.44]], "score": [0, 1]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:37 @4443: {"t": 36.0, "ball": [-0.15, 0.3], "robots": [[-0.81, 0.45], [-0.4, -0.16], [1.3, -0.68], [2.65, -0.41]], "score": [0, 1]}
data/seasons/s3/m10_frontier_fable_frontier_sol/telemetry.jsonl:38 @4565: {"t": 37.0, "ball": [-0.11, 1.06], "robots": [[-1.35, -0.06], [-0.72, 0.47], [1.74, -1.12], [2.65, -0.4]], "score": [0, 1]}
(0.1s)
Thought for 222 words
We need continue session. We have to act efficiently. Budget line: spent $0.05 of $2.50, clock 1h29m left, turns 24 of 28. Need orient, scout, improve, commit. The grep went wrong because pattern matched telemetry. Need read digests. Let me get list of digests in s3. We need know my club's results. I'm frontier_deepseek. Matches played in s3: m2 (dynamo vs deepseek), m6 (deepseek vs real_machina), m12 (deepseek vs muse), m18 (deepseek vs sol). Also maybe m? From fixture list, my fixtures: m2, m6, m12, m18, m24, m31, m37, m44, m50, m60, m69, m72, m78, m85, m86... Let's grep digest files only for score. Use grep path data/seasons/s3 pattern "score" but include digest. Better read digests directly. I can read a few digests. Let me list only digest.json files. grep pattern "digest.json" won't help. Use ls? ls output truncated. Better grep for "home_name" in s3 digests. Actually each digest.json contains score, home/away fields. Use grep with pattern '"home_name"|"away_name"|"score"' path data/seasons/s3 maybe returns digest lines only? It may include match.json too. We can narrow using read of specific digests. Let me read the four digests of my matches and maybe table. But no table file other than league.yaml (no standings). We need compute standings. Strong signal: read my 4 digests. Then maybe check opposition strength. Let's read digests for m2, m6, m12, m18.

I have the fixture map; now I need my four results from season 3 plus the surrounding table. Let me read the four digests for my matches directly.

Readdata/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/digest.json

The league answered4,033 characters
[read data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/digest.json] {
 "_what": "League-computed summary of this match. The raw event tape is in match.json; this is the same data counted up so it fits in a read. Facts only \u2014 no advice.",
 "score": [
  9,
  11
 ],
 "winner": "B",
 "teams": {
  "A": {
   "name": "Dynamo Datacenter",
   "code": "DYD",
   "players": [
    "Mbapp-E",
    "Buffon.exe"
   ]
  },
  "B": {
   "name": "DeepSeek Rovers",
   "code": "DSK",
   "players": [
    "Abyss",
    "Signal"
   ]
  }
 },
 "match_time_s": 600.0,
 "half_breaks": [
  300.0
 ],
 "honest_latency": true,
 "goals": [
  {
   "t": 45.4,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 72.5,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 101.6,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 128.7,
   "team": "A",
   "scorer": 0,
   "replay_s": 5.0
  },
  {
   "t": 146.4,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 187.4,
   "team": "A",
   "scorer": 1,
   "replay_s": 5.0
  },
  {
   "t": 204.3,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 255.8,
   "team": "A",
   "scorer": 0,
   "replay_s": 5.0
  },
  {
   "t": 277.5,
   "team": "A",
   "scorer": 1,
   "replay_s": 5.0
  },
  {
   "t": 357.3,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 379.6,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 401.3,
   "team": "B",
   "scorer": 1,
   "replay_s": 5.0
  },
  {
   "t": 452.6,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 475.2,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 488.3,
   "team": "A",
   "scorer": 1,
   "replay_s": 5.0
  },
  {
   "t": 506.6,
   "team": "A",
   "scorer": 0,
   "replay_s": 5.0
  },
  {
   "t": 524.6,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 553.3,
   "team": "A",
   "scorer": 0,
   "replay_s": 5.0
  },
  {
   "t": 571.9,
   "team": "A",
   "scorer": 1,
   "replay_s": 5.0
  },
  {
   "t": 585.4,
   "team": "A",
   "scorer": 3,
   "replay_s": 5.0
  }
 ],
 "events_total": 495,
 "event_counts": {
  "touch": 228,
  "kick": 212,
  "through": 14,
  "wall": 19,
  "fall": 15,
  "near_miss": 6,
  "ram": 1
 },
 "event_counts_by_half": {
  "half_1": {
   "touch": 116,
   "kick": 114,
   "through": 8,
   "wall": 12,
   "fall": 6,
   "near_miss": 1,
   "ram": 1
  },
  "half_2": {
   "touch": 112,
   "kick": 98,
   "wall": 7,
   "fall": 9,
   "near_miss": 5,
   "through": 6
  }
 },
 "falls": {
  "total": 15,
  "by_opponent": 4,
  "unforced": 11,
  "by_half": {
   "half_1": 6,
   "half_2": 9
  },
  "times_s": [
   79.4,
   154.7,
   179.1,
   181.3,
   246.1,
   251.3,
   343.9,
   363.0,
   363.0,
   372.8,
   379.2,
   443.0,
   444.7,
   495.8,
   500.5
  ]
 },
 "players": [
  {
   "index": 0,
   "team": "A",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 5,
   "recoveries": 5,
   "touches": 47,
   "decisions": 247,
   "invalid_actions": 0,
   "missed_deadlines": 7,
   "abandoned": 1,
   "mean_decision_latency_s": 1.581
  },
  {
   "index": 1,
   "team": "A",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 4,
   "recoveries": 4,
   "touches": 60,
   "decisions": 253,
   "invalid_actions": 0,
   "missed_deadlines": 8,
   "abandoned": 0,
   "mean_decision_latency_s": 1.575
  },
  {
   "index": 2,
   "team": "B",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 3,
   "recoveries": 3,
   "touches": 67,
   "decisions": 262,
   "invalid_actions": 0,
   "missed_deadlines": 5,
   "abandoned": 0,
   "mean_decision_latency_s": 1.504
  },
  {
   "index": 3,
   "team": "B",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 3,
   "recoveries": 3,
   "touches": 54,
   "decisions": 256,
   "invalid_actions": 0,
   "missed_deadlines": 5,
   "abandoned": 0,
   "mean_decision_latency_s": 1.55
  }
 ],
 "dropped_balls": [],
 "tokens_in": 4538791,
 "tokens_out": 17191,
 "est_cost_usd": 0.4608
}
(0.0s)
Thought for 283 words
We need respond. Need continue session. We have budget and clock. We need decide what to improve. Let's understand current team.py. I have not yet read team.py. Need inspect. We have only 5 turns used? 23 left. Need be efficient. We have results: m2 vs Dynamo 11-9 win. Need my other matches: m6 vs real_machina, m12 vs muse, m18 vs sol. Also perhaps m16? Actually season3 fixtures: my matches: m2 (Dynamo away), m6 (DSK home vs real_machina), m12 (DSK home vs muse), m18 (DSK home vs sol), then m24 (DSK home vs synthetic), m29 (DSK home vs singularity), m36 (glm home vs DSK), m42 (gemini home vs DSK), m45 (fable home vs DSK?), let's map. 90 matches total, 10 teams, each pair plays twice? Fixtures list 90. 21 matches played, so we've played m2, m6, m12, m18 (4 matches). Next fixtures m24 synthetic, m29 singularity... Need results to compute standing. Let's read team.py and maybe other digests. But time and turns. We need find weakness. Presumably our code is deterministic press/shade. We added buzzer kick. We're doing okay? Need see why m18 vs sol (maybe lost?). Let's read remaining three digests quickly. Use read individually. We can read 3 digests. Then read team.py. But token budget: digests ~3KB each, fine. Let's read m6, m12, m18 digests. Could read all three maybe parallel? One JSON per turn. We can read m6 and m12 and m18 using three turns. Or grep for "winner" and "score" only across digests at line 2-4. We already attempted grep and got capped. Could use pattern to narrow: grep `"winner"|"score"` path s3 but pattern capping due many telemetry. We can use path more specific with read. Let's read m6 digest.

I'll look at my other three season-3 results to build the picture before touching code.

Readdata/seasons/s3/m6_frontier_deepseek_real_machina/digest.json

The league answered3,334 characters
[read data/seasons/s3/m6_frontier_deepseek_real_machina/digest.json] {
 "_what": "League-computed summary of this match. The raw event tape is in match.json; this is the same data counted up so it fits in a read. Facts only \u2014 no advice.",
 "score": [
  0,
  8
 ],
 "winner": "B",
 "teams": {
  "A": {
   "name": "DeepSeek Rovers",
   "code": "DSK",
   "players": [
    "Abyss",
    "Signal"
   ]
  },
  "B": {
   "name": "Real Machina",
   "code": "RMA",
   "players": [
    "CR-7000",
    "Zidroid"
   ]
  }
 },
 "match_time_s": 600.0,
 "half_breaks": [
  300.0
 ],
 "honest_latency": true,
 "goals": [
  {
   "t": 136.6,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 157.6,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 232.2,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 259.1,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 380.4,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 410.9,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 527.6,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 588.0,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  }
 ],
 "events_total": 549,
 "event_counts": {
  "touch": 221,
  "through": 20,
  "kick": 226,
  "fall": 35,
  "wall": 38,
  "near_miss": 6,
  "ram": 3
 },
 "event_counts_by_half": {
  "half_1": {
   "touch": 107,
   "through": 10,
   "kick": 102,
   "fall": 15,
   "wall": 9,
   "near_miss": 2,
   "ram": 2
  },
  "half_2": {
   "touch": 114,
   "kick": 124,
   "through": 10,
   "near_miss": 4,
   "wall": 29,
   "fall": 20,
   "ram": 1
  }
 },
 "falls": {
  "total": 35,
  "by_opponent": 10,
  "unforced": 25,
  "by_half": {
   "half_1": 15,
   "half_2": 20
  },
  "times_s": [
   34.7,
   37.5,
   38.6,
   39.4,
   44.2,
   49.1,
   50.9,
   51.2,
   60.0,
   60.1,
   60.9,
   164.2,
   174.1,
   282.4,
   292.7,
   385.7,
   395.4,
   403.1,
   417.1,
   420.9,
   427.3,
   456.9,
   466.6,
   492.3,
   502.4,
   512.3,
   518.8,
   522.6,
   547.6,
   550.9,
   558.2,
   558.6,
   574.7,
   585.6,
   598.2
  ]
 },
 "players": [
  {
   "index": 0,
   "team": "A",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 7,
   "recoveries": 7,
   "touches": 52,
   "decisions": 251,
   "invalid_actions": 0,
   "missed_deadlines": 4,
   "abandoned": 1,
   "mean_decision_latency_s": 1.556
  },
  {
   "index": 1,
   "team": "A",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 10,
   "recoveries": 9,
   "touches": 54,
   "decisions": 242,
   "invalid_actions": 0,
   "missed_deadlines": 3,
   "abandoned": 0,
   "mean_decision_latency_s": 1.53
  },
  {
   "index": 2,
   "team": "B",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 7,
   "recoveries": 7,
   "touches": 61,
   "decisions": 253,
   "invalid_actions": 0,
   "missed_deadlines": 2,
   "abandoned": 0,
   "mean_decision_latency_s": 1.554
  },
  {
   "index": 3,
   "team": "B",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 11,
   "recoveries": 11,
   "touches": 54,
   "decisions": 240,
   "invalid_actions": 0,
   "missed_deadlines": 3,
   "abandoned": 0,
   "mean_decision_latency_s": 1.52
  }
 ],
 "dropped_balls": [],
 "tokens_in": 4299285,
 "tokens_out": 15881,
 "est_cost_usd": 0.4363
}
(0.0s)
Thought for 200 words
I need to carefully understand the current state before making any decisions. I have two of my four Season 3 results, and they show a pretty concerning pattern: a 9-11 loss to Dynamo Datacenter and an 0-8 loss to Real Machina. I should pull the remaining results to see the full picture of how I've been performing. I'm also aware I'm low on turns and time, so I need to be efficient with my reasoning. The key insight from the available data is that in both matches, my opponents simply out-executed me—they were faster, more aggressive, and scored from cleaner attacks. Real Machina in particular seems to have the anti-go_to_ball or press game figured out, which is why they're dominating possession and creating chances at will. Before I decide whether to change anything, I should quickly check my other results to see if the 0-8 loss was an outlier or a pattern. Then I'll need to compare my strategy to what the strong clubs are doing, especially since my biggest weakness appears to be conceding goals through a leaky defense. The narrow loss to Dynamo Datacenter suggests my tactic isn't completely broken, but against stronger opposition I'm getting torn apart.

I'm going to get my other two S3 results and then look at how the strong teams are playing, since I'm conceding heavily.

Readdata/seasons/s3/m12_frontier_deepseek_frontier_muse/digest.json

The league answered3,699 characters
[read data/seasons/s3/m12_frontier_deepseek_frontier_muse/digest.json] {
 "_what": "League-computed summary of this match. The raw event tape is in match.json; this is the same data counted up so it fits in a read. Facts only \u2014 no advice.",
 "score": [
  9,
  7
 ],
 "winner": "A",
 "teams": {
  "A": {
   "name": "DeepSeek Rovers",
   "code": "DSK",
   "players": [
    "Abyss",
    "Signal"
   ]
  },
  "B": {
   "name": "Muse Spark FC",
   "code": "MSP",
   "players": [
    "Spark",
    "Muse"
   ]
  }
 },
 "match_time_s": 600.0,
 "half_breaks": [
  300.0
 ],
 "honest_latency": true,
 "goals": [
  {
   "t": 9.9,
   "team": "A",
   "scorer": 0,
   "replay_s": 5.0
  },
  {
   "t": 46.5,
   "team": "A",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 71.1,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 97.0,
   "team": "A",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 116.8,
   "team": "A",
   "scorer": 1,
   "replay_s": 5.0
  },
  {
   "t": 138.9,
   "team": "A",
   "scorer": 0,
   "replay_s": 5.0
  },
  {
   "t": 175.7,
   "team": "A",
   "scorer": 1,
   "replay_s": 5.0
  },
  {
   "t": 222.4,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 247.3,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 264.9,
   "team": "A",
   "scorer": 1,
   "replay_s": 5.0
  },
  {
   "t": 346.2,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 386.0,
   "team": "A",
   "scorer": 0,
   "replay_s": 5.0
  },
  {
   "t": 406.4,
   "team": "A",
   "scorer": 0,
   "replay_s": 5.0
  },
  {
   "t": 471.8,
   "team": "B",
   "scorer": 2,
   "replay_s": 5.0
  },
  {
   "t": 571.9,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  },
  {
   "t": 597.0,
   "team": "B",
   "scorer": 3,
   "replay_s": 5.0
  }
 ],
 "events_total": 412,
 "event_counts": {
  "touch": 184,
  "through": 22,
  "kick": 179,
  "wall": 16,
  "ram": 2,
  "near_miss": 2,
  "fall": 7
 },
 "event_counts_by_half": {
  "half_1": {
   "touch": 93,
   "through": 11,
   "kick": 93,
   "wall": 8,
   "ram": 1,
   "near_miss": 2,
   "fall": 3
  },
  "half_2": {
   "touch": 91,
   "kick": 86,
   "fall": 4,
   "through": 11,
   "wall": 8,
   "ram": 1
  }
 },
 "falls": {
  "total": 7,
  "by_opponent": 3,
  "unforced": 4,
  "by_half": {
   "half_1": 3,
   "half_2": 4
  },
  "times_s": [
   107.9,
   111.6,
   283.5,
   316.5,
   448.0,
   452.7,
   462.3
  ]
 },
 "players": [
  {
   "index": 0,
   "team": "A",
   "agent": "<rfl_team_frontier_deepseek.Rover object at 0x116ceecc0>",
   "falls": 4,
   "recoveries": 4,
   "touches": 42,
   "decisions": 282,
   "invalid_actions": 0,
   "missed_deadlines": 0,
   "abandoned": 0,
   "mean_decision_latency_s": 0.0
  },
  {
   "index": 1,
   "team": "A",
   "agent": "<rfl_team_frontier_deepseek.Rover object at 0x104de53a0>",
   "falls": 2,
   "recoveries": 2,
   "touches": 56,
   "decisions": 288,
   "invalid_actions": 0,
   "missed_deadlines": 0,
   "abandoned": 0,
   "mean_decision_latency_s": 0.0
  },
  {
   "index": 2,
   "team": "B",
   "agent": "<rfl_team_frontier_muse.Wrapper object at 0x116c3f530>",
   "falls": 0,
   "recoveries": 0,
   "touches": 37,
   "decisions": 287,
   "invalid_actions": 0,
   "missed_deadlines": 1,
   "abandoned": 4,
   "mean_decision_latency_s": 0.751
  },
  {
   "index": 3,
   "team": "B",
   "agent": "<rfl_team_frontier_muse.Wrapper object at 0x104dd2f00>",
   "falls": 1,
   "recoveries": 1,
   "touches": 49,
   "decisions": 281,
   "invalid_actions": 0,
   "missed_deadlines": 2,
   "abandoned": 1,
   "mean_decision_latency_s": 0.936
  }
 ],
 "dropped_balls": [],
 "tokens_in": 1461360,
 "tokens_out": 4745,
 "est_cost_usd": 0.148
}
(0.0s)
Thought for 126 words
We have much info. We need decide action. We're in a session already; previous turns were condensed. We need act decisively. We have 21 turns, 1h28m, budget $0.11 spent of $2.50 session cap. Season purse $5.68. Need understand current code and whether to change. We have results: m2 lost 9-11 (we were B, lost by 2), m6 lost 0-8 badly, m12 won 9-7 vs Muse. So we're conceding heavily. m18 vs sol not yet read. We should review remaining digests/tables, then improve tactics. Let me think about what to change. Our playbook says deterministic press/shade baseline with buzzer awareness. We leak goals. Perhaps our press/shade has both players too aggressive or the shade not defensive enough. Need read team.py to see current code. Let's inspect team.py.

I've seen three S3 results: a 9-11 loss to Dynamo, a 0-8 hammering by Real Machina, and a 9-7 win over Muse. We score plenty but concede badly. Before editing, I need to see exactly what my current code does — especially the shade/defensive role, which is where the leakage must be coming from.

Readclub/team.py

The league answered5,714 characters
[read club/team.py] """DeepSeek Rovers — the RFL club of deepseek-v4-pro.

Hand-written deterministic 2v2 tactics. No LLM calls, no latency, no spend.

Roles, recomputed every decision from the shared detections:
  * press  — the player nearer the ball drives it at the opponent goal
             via the engine's go_to_ball skill (which already orbits to the
             correct side of the ball and steers + dribbles goal-ward).
  * shade  — the farther player holds a point between the ball and our own
             goal, ready for the second ball or a rebound.

A fallen robot holds still. A stale ball memory (not seen for >2 s) sends
players back toward their own goal rather than chasing a ghost.
"""

import math


def _d(a, b):
    """Euclidean distance between two (x, y) points."""
    return math.hypot(a[0] - b[0], a[1] - b[1])


def _pt(v, default=None):
    if v is None:
        return default
    try:
        return (float(v[0]), float(v[1]))
    except (TypeError, IndexError, ValueError):
        return default


class Rover:
    """One player. Identical code for both shirts; role falls out of geometry."""

    def __init__(self, index):
        self.index = index
        self.role = None  # 'press' or 'shade'; used only to gate shouts.

    def begin_episode(self, log_dir=None):
        self.role = None

    def decide(self, obs):
        det = obs.get("detections") or {}
        ball = det.get("ball") if isinstance(det, dict) else None
        selfp = obs.get("self") or {}
        you = obs.get("you") or {}
        t_left = obs.get("time_remaining_s")

        my_pos = _pt(selfp.get("field_xy"))
        attack = _pt(you.get("attack_goal_xy"))
        defend = _pt(you.get("defend_goal_xy"))

        # Fallen: lie still and wait for self-recovery.
        if selfp.get("fallen"):
            self.role = None
            return {"skill": "hold"}

        # No localization and no ball: stay put.
        if my_pos is None and (ball is None or not ball.get("field_xy")):
            return {"skill": "hold"}

        # Ball lost from sight for a while: fall back toward our own goal.
        if ball is None or not ball.get("field_xy"):
            if defend is not None:
                self.role = "shade"
                return {"skill": "walk_to", "target": list(defend)}
            return {"skill": "hold"}

        bxy = _pt(ball.get("field_xy"))
        if bxy is None:
            return {"skill": "hold"}

        # Stale memory (not currently seen, age rising): recover position.
        if not ball.get("seen_now", True) and ball.get("age_s", 0.0) > 2.0:
            if defend is not None:
                self.role = None
                return {"skill": "walk_to", "target": list(defend)}
            return {"skill": "hold"}

        my_d = _d(my_pos, bxy) if my_pos is not None else 1e9

        # Distance from the ball to the nearest visible teammate.
        teammates = det.get("teammates") or []
        t_d = 1e9
        for t in teammates:
            txy = _pt(t.get("field_xy"))
            if txy is not None:
                t_d = min(t_d, _d(txy, bxy))

        # The nearer player presses. A small hysteresis margin prevents
        # role flapping when the two are side by side.
        press = my_d <= t_d + 0.4

        if press:
            new_role = "press"
            # Near the buzzer: strike at goal rather than dribble. The
            # buzzer cuts all power, so a ball already moving at the
            # goal cannot be blocked once the clock hits zero.
            if (t_left is not None and t_left <= 3.0 and my_d <= 2.5
                    and attack is not None):
                reply = {"skill": "kick_toward", "target": list(attack)}
                say = "shooting" if self.role != new_role else ""
            else:
                # go_to_ball approaches the correct side (orbiting if
                # needed) and drives the ball at the opponent goal.
                reply = {"skill": "go_to_ball"}
                say = "I've got it" if self.role != new_role else ""
        else:
            new_role = "shade"
            if defend is not None and attack is not None:
                # Hold goal-side of the ball, but how deep depends on which
                # half the ball is in. When the ball is in our half, drop
                # deep toward our own goal to protect the empty net; when
                # the ball is in their half, stay close enough to support
                # the press or pounce on a rebound.
                ax = attack[0] - defend[0]
                ay = attack[1] - defend[1]
                mx = (attack[0] + defend[0]) / 2.0
                my = (attack[1] + defend[1]) / 2.0
                own_half = (bxy[0] - mx) * ax + (bxy[1] - my) * ay < 0.0
                depth = 0.68 if own_half else 0.45
                tx = bxy[0] + depth * (defend[0] - bxy[0])
                ty = bxy[1] + depth * (defend[1] - bxy[1])
                reply = {"skill": "walk_to", "target": [tx, ty]}
            else:
                # No own-goal fix available; stay put rather than crash.
                reply = {"skill": "hold"}
            say = "covering" if self.role != new_role else ""

        if say:
            # Shouts are public by design; keep them sparse (only on role
            # changes) so the pitch isn't noise.
            reply["say"] = say

        self.role = new_role
        return reply


def build_team(ctx):
    """Return two identical hand-written players and no manager.

    ctx carries team_index and the parsed team.yaml; we ignore the model
    config because these players never call a model.
    """
    return {"players": [Rover(0), Rover(1)], "manager": None}

(0.0s)
Thought for 299 words
We need act. We have 20 turns. Need understand current state, decide changes. Already read team.py. We've seen results: S3 m2 loss 9-11 vs Dynamo (we B, scored 11, conceded 9? Actually score [9,11] A=9 B=11, winner B = us won 11-9!). Wait m2 dynamo vs deepseek: score [9,11], winner B us. So we won 11-9. m6 we A lost 0-8 to Real Machina. m12 we won 9-7 vs Muse. So S3 record 2W 1L (m18 vs sol not read yet). We're B in m2, A in m6, A in m12, maybe m18 frontier_deepseek_frontier_sol. Need read m18 digest. Also we should check league table and maybe tactics. Main issues: conceding heavily (0-8 RMA, 7 goals to Muse, 9 to Dynamo despite winning). Our defensive shade logic might be flawed. Need improve defense. Let's read m18 digest and maybe league.yaml. Use read. We saw current team.py uses deterministic pure logic, no LLM calls? Wait team.yaml says player_model gemini flash lite, but team.py build_team returns Rover, ignores model. So we are deterministic already, no model cost? But digest players agent shows llm:google:gemini-flash-lite-latest in m2, m6. Hmm maybe m12 shows <rfl_team_frontier_deepseek.Rover object> because we changed to deterministic? Actually m12 players agent shows Rover object for our team A and Muse Wrapper. That indicates our team.py at that match used deterministic Rover (no LLM) whereas m2/m6 used gemini? But current team.py is determinant and no model. Wait m12 our player descisions latency 0 and agent shows Rover object. So we switched to deterministic already at m12. The team.yaml still says gemini but build_team ignores. The digest for m2/m6 show agent gemini flash lite; those earlier matches likely before switch. So current deterministic code won 9-7 vs Muse, lost 0-8? m6 likely before switch? We need m18 result with deterministic. Let's read m18 digest.

I need my fourth S3 result (m18 vs Sol) to complete the picture, then I'll look at the table. My code is already deterministic (no LLM spend), so the main question is tactical — and conceding is the problem.

Readdata/seasons/s3/m18_frontier_deepseek_frontier_sol/digest.json

The league answered3,516 characters
[read data/seasons/s3/m18_frontier_deepseek_frontier_sol/digest.json] {
 "_what": "League-computed summary of this match. The raw event tape is in match.json; this is the same data counted up so it fits in a read. Facts only \u2014 no advice.",
 "score": [
  4,
  6
 ],
 "winner": "B",
 "teams": {
  "A": {
   "name": "DeepSeek Rovers",
   "code": "DSK",
   "players": [
    "Abyss",
    "Signal"
   ]
  },
  "B": {
   "name": "Codex City",
   "code": "CDX",
   "players": [
    "Patchford",
    "Turingham"
   ]
  }
 },
 "match_time_s": 600.0,
 "half_breaks": [
  300.0
 ],
 "honest_latency": true,
 "goals": [
  {
   "t": 22.4,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 39.5,
   "team": "A",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 135.8,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 264.3,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 328.8,
   "team": "A",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 345.3,
   "team": "A",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 443.1,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 532.4,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 544.9,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 580.3,
   "team": "A",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  }
 ],
 "events_total": 479,
 "event_counts": {
  "touch": 223,
  "kick": 185,
  "through": 15,
  "near_miss": 7,
  "wall": 33,
  "fall": 9,
  "ram": 5,
  "buzzer": 2
 },
 "event_counts_by_half": {
  "half_1": {
   "touch": 104,
   "kick": 85,
   "through": 8,
   "near_miss": 4,
   "wall": 19,
   "fall": 8,
   "ram": 2
  },
  "half_2": {
   "buzzer": 2,
   "touch": 119,
   "kick": 100,
   "through": 7,
   "near_miss": 3,
   "wall": 14,
   "ram": 3,
   "fall": 1
  }
 },
 "falls": {
  "total": 9,
  "by_opponent": 4,
  "unforced": 5,
  "by_half": {
   "half_1": 8,
   "half_2": 1
  },
  "times_s": [
   113.1,
   117.1,
   118.5,
   127.3,
   128.5,
   143.5,
   232.2,
   233.2,
   560.9
  ]
 },
 "players": [
  {
   "index": 0,
   "team": "A",
   "agent": "<rfl_team_frontier_deepseek.Rover object at 0x112426c30>",
   "falls": 2,
   "recoveries": 2,
   "touches": 68,
   "decisions": 302,
   "invalid_actions": 0,
   "missed_deadlines": 0,
   "abandoned": 0,
   "mean_decision_latency_s": 0.0
  },
  {
   "index": 1,
   "team": "A",
   "agent": "<rfl_team_frontier_deepseek.Rover object at 0x112427710>",
   "falls": 4,
   "recoveries": 4,
   "touches": 47,
   "decisions": 293,
   "invalid_actions": 0,
   "missed_deadlines": 0,
   "abandoned": 0,
   "mean_decision_latency_s": 0.0
  },
  {
   "index": 2,
   "team": "B",
   "agent": "codex-city-learned-shape",
   "falls": 2,
   "recoveries": 2,
   "touches": 61,
   "decisions": 301,
   "invalid_actions": 0,
   "missed_deadlines": 0,
   "abandoned": 0,
   "mean_decision_latency_s": 0.0
  },
  {
   "index": 3,
   "team": "B",
   "agent": "codex-city-learned-shape",
   "falls": 1,
   "recoveries": 1,
   "touches": 47,
   "decisions": 304,
   "invalid_actions": 0,
   "missed_deadlines": 0,
   "abandoned": 0,
   "mean_decision_latency_s": 0.0
  }
 ],
 "dropped_balls": [],
 "tokens_in": 0,
 "tokens_out": 0,
 "est_cost_usd": null
}
(0.0s)
Thought for 662 words
We need decide what to do. We have budget, turns. Need analyze. Current code deterministic press/shade. Results: m2 lost 9-11 to Dynamo, m6 lost 0-8 Real Machina, m12 win 9-7 Muse, m18 lost 4-6 Codex. Season 3 standings? need table. We spent some. Need improve defensive leakage. We should read league table and maybe scout what strong teams do. But cannot read opponent code? reference only. We can inspect match.json for goals to understand conceding patterns. Key: shade role maybe not defending enough, conceding. Need possibly modify defensive logic. Let's think deeply about code and game. Our players deterministic. Roles: press drives ball at goal via go_to_ball; shade holds point between ball and own goal. Shade depth 0.68 own half, 0.45 opp half. Concede badly. Maybe shade too passive, not intercepting; press too aggressive leaving defense? Also defense goalkeeper? There is no explicit goalkeeper, just shade. We should look at telemetry around conceded goals to see. But telemetry large. digest tells goal times and scorer. Could inspect match.json for goal events with ball position? We could use grep for "goals" or "goal" lines in match.json. Better: read match.json slices around goal timestamps? match.json has events. Let's read structure? We need know what fields in match.json contain (events?). likely event tape: goals list already. Could examine decision log for opponent, but expensive. Maybe use our own notes: no. Let's get league table to see ranking and remaining fixtures. Read data/seasons/s3/league.yaml earlier condensed. Need read table file maybe "standings.yaml"? ls showed files. Let's ls s3 directory. But turns limited 19 left; clock 1h28. We need be decisive. Let's identify likely tactical improvement. Conceding 11,8,7,6. Shade role maybe too static and not chasing ball when press fails. We can improve defensive positioning: when ball in own half approaching goal, shade should sit between ball and goal but closer to goal line (goalkeeper). Depth 0.68 means position 68% from ball to defend goal, i.e., closer to goal. That seems fine. But maybe shade should actually go_to_ball if ball closer to shade than press? Role assigned by nearest player to ball. So press always nearest. Shade just walks to a point. But if ball is loose between them, shade may get there too slowly. The issue could be: when press loses ball in our half, shade is positioned between ball and goal but not actually challenging, allowing opponent to dribble/shoot. Need more aggressive defense: shade should also move to ball / block when opponent near? Hard with only detections? We have detections likely include opponents field_xy. We don't use opponents at all! That's notable. The shade could position relative to nearest opponent or ball. And press could avoid? We don't tackle explicitly; go_to_ball handles tackle maybe. Maybe we should add goalkeeper behavior: if ball in defensive third and opponent has possession, shade should go_to_ball too? But two players on ball can cause collision; role geometry assigns press to nearest, shade is farther. If shade also goes_to_ball, both chase, leaving goal open. But defense needs one behind. Maybe issue is shade depth when ball in opponent half: depth 0.45 positions shade 45% from ball to own goal, i.e. behind ball in own half. When our press loses ball in opponent half, shade is back near halfway, can't prevent counter? Actually if ball in opp half, shade target is between ball and own goal at 45% toward defend goal from ball. So shade is in own half near halfway. Opponent breaks, shade should intercept. But maybe too far from ball and opponent. Let's read actual telemetry moments around conceded goals to see. We can read match.json goals only? digest already has. Need events around goals with ball/robots positions. match.json has events? Let's check structure by grep "goal" in match.json m18 maybe. But grep pattern returns huge if telemetry included. The match.json likely has "events" array with timestamps, type, actor, positions. We can read slice around goal times. Let's grep specific: pattern "\"type\": \"goal\"" in m18 match.json to find offsets.

I need to see the league table and, more importantly, *why* we concede — the digests show we score plenty but leak goals every match. Let me pull the table and then aim a read at the moments around the conceded goals.

Listed the workspacedata/seasons/s3

The league answered33,297 characters
[ls data/seasons/s3] club/
  club/LICENSE  (1 KB)
  club/NOTES.md  (1 KB)
  club/PLAYBOOK.md  (3 KB)
  club/README.md  (0 KB)
  club/identity/PROMPTS.md  (2 KB)
  club/identity/badge.png  (832 KB)
  club/practice.py  (0 KB)
  club/remote_runner.py  (0 KB)
  club/rfl_client.py  (0 KB)
  club/sessions/night_000.json  (0 KB)
  club/sessions/night_000.md  (212 KB)
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  club/sessions/night_009.md  (410 KB)
  club/sessions/night_010.json  (1 KB)
  club/sessions/night_010.md  (205 KB)
  club/team.py  (6 KB)
  club/team.yaml  (1 KB)
data/
  data/NOTICES.md  (43 KB)
  data/README.md  (1 KB)
  data/RFL_RULES.md  (24 KB)
  data/gaffers/frontier_deepseek/night_000.json  (0 KB)
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  data/private/s3/m2_dynamo_datacenter_frontier_deepseek/decisions.jsonl  (1275 KB)
  data/private/s3/m6_frontier_deepseek_real_machina/decisions.jsonl  (1216 KB)
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  data/seasons/s0/m1_frontier_deepseek_frontier_muse/commentary_lines.json  (10 KB)
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  data/seasons/s1/m1_real_machina_singularity_united/commentary_lines.json  (8 KB)
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  data/seasons/s1/m3_real_machina_synthetic_athletic/commentary_lines.json  (9 KB)
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reference/
  reference/LICENSE  (1 KB)
  reference/README.md  (4 KB)
  reference/practice.py  (1 KB)
  reference/press.yaml  (1 KB)
  reference/remote_runner.py  (1 KB)
  reference/rfl_client.py  (4 KB)
  reference/team.py  (2 KB)
  reference/team.yaml  (1 KB)
(0.2s)
Thought for 539 words
We need make progress. I have seen my code, results. Need decide what change. Let's analyze. Current code: deterministic press/shade with go_to_ball. Results S3: - m2 vs Dynamo: 9-11 loss (conceded 11) - m6 vs Real Machina: 0-8 loss - m12 vs Muse: 9-7 win - m18 vs Codex City: 4-6 loss So we score: 9,0,9,4 = 22 in 4; concede 11,8,7,6 = 32. Bad defense. Current code is from night 10 (buzzer awareness). But wait, team.py has no LLM, but digest m2 and m6 show agents gemini-flash-lite? Actually m2 players team B (us) agent gemini-flash-lite-latest, but our current code deterministic. Those matches were before switch? m2 and m6 show gemini-flash; m12, m18 show Rover object deterministic. So m12 and m18 are current code; m2 and m6 earlier. Current code results: 9-7 win vs Muse and 4-6 loss vs Codex. Codex and Muse seem weaker/stronger. We should improve. Need know what's causing conceded goals. Since 23 turns left, time plenty but budget/tokens. Need inspect match telemetry or decisions around conceded goals. But first maybe league table? Not necessary. Need tactical fix. Let's think from code. Current roles: press = nearest; go_to_ball presumably drives at opponent goal. shade = farther player holds point between ball and own goal at depth 0.68 if own half, 0.45 if opponent half. Potential issues: - Two nearest detection: team uses detections from shared obs; each player independently computes press by comparing own distance to ball vs nearest teammate distance. This should assign one press, one shade, except tie/margin. Good. - But roles are geometric; shade hold spot between ball and own goal. It doesn't position centrally relative to goal; maybe x/y interpolated. Need check coordinates orientation. attack_goal_xy and defend_goal_xy are 2D; attack is opponent's goal. The vector ax,ay from defend to attack defines attacking direction. own_half test: dot((bxy-mid), attack direction)<0 means ball behind midline. Good. - Shade target at depth*x from ball toward defend. depth 0.68 when own half, 0.45 when their half. So shade is (bxy + depth*(defend-bxy)). Fine. - But press using go_to_ball may overcommit/turnover. Concede may come from both players being too aggressive? Actually shade stays back. Hmm. Potential reasons for concede: shade point is not blocking goal, but along line ball-defend at fraction 0.68/0.45; may be out of position laterally. Also when ball lost, both fall back to defend goal (walk_to defend target), both converge same spot? They both walk_to defend target exact; may collide. But okay. Could add explicit defensive behaviors: shade player should track goal center to block shots, or should tackle/clear when ball near our goal. Also go_to_ball for press might wander; maybe kick to goal more directly when close. We need data-driven. Let's inspect the conceded goals in recent matches around times. The events tape has telemetry/commentary. We can grep around goal times. But easier: read decisions.jsonl of m18 around goal times? Conceded goals at 22.4,135.8,264.3,443.1,532.4,544.9. Could inspect my decisions leading up. The decisions.jsonl likely includes obs + chosen actions. Reading big file precisely maybe. But might be costly. We have 28 turns, 1h27m. Could spend some. Also maybe read match.json or commentary_lines for m18 to see goal descriptions. digest has scores only. commentary_lines.json might contain goal commentary. Let's read commentary_lines for m18. It's small likely.

I've got the picture: 22 scored, 32 conceded in S3, and the two most recent (current deterministic code) were 9-7 win and 4-6 loss. The leak is defensive. I'll read the commentary for the Codex City loss to see *how* we conceded before changing the shade role.

Readdata/seasons/s3/m18_frontier_deepseek_frontier_sol/commentary_lines.json

The league answered14,891 characters
[read data/seasons/s3/m18_frontier_deepseek_frontier_sol/commentary_lines.json] [
  {
    "t": 0.0,
    "kind": "kickoff",
    "stakes": 1,
    "energy": "calm",
    "text": "Underway here in round four.",
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    "dur_s": 1.96
  },
  {
    "t": 0.5,
    "kind": "shout",
    "stakes": 1,
    "energy": "calm",
    "text": "Abyss calls to take control of the magenta ball in the centre circle, looking to build on DeepSeek's recent form.",
    "wav": "line_999a7782f7c7ba08.wav",
    "dur_s": 6.37
  },
  {
    "t": 19.87,
    "kind": "through",
    "stakes": 1,
    "energy": "excited",
    "text": "Patchford clean through on goal!",
    "wav": "line_40d59c243b658724.wav",
    "dur_s": 1.65
  },
  {
    "t": 22.4,
    "kind": "goal",
    "stakes": 2,
    "energy": "roar",
    "text": "Buried! Patchford slots it home from close range and Codex City take the early lead! DeepSeek Rovers caught cold at the back.",
    "wav": "line_5bc2d80785fc77b5.wav",
    "dur_s": 8.28
  },
  {
    "t": 35.0,
    "kind": "run",
    "stakes": 1,
    "energy": "build",
    "text": "Abyss drives straight toward goal.",
    "wav": "line_dbc3043a123c5bf4.wav",
    "dur_s": 2.43
  },
  {
    "t": 35.64,
    "kind": "near_miss",
    "stakes": 1,
    "energy": "excited",
    "text": "Just wide of the target!",
    "wav": "line_8d3475808c359ac8.wav",
    "dur_s": 1.36
  },
  {
    "t": 39.5,
    "kind": "goal",
    "stakes": 2,
    "energy": "roar",
    "text": "It is an own goal! Turingham turns it into the net under pressure, and DeepSeek Rovers are right back level at one apiece!",
    "wav": "line_918e5172ecb786e4.wav",
    "dur_s": 8.6
  },
  {
    "t": 46.0,
    "kind": "run",
    "stakes": 1,
    "energy": "build",
    "text": "Signal striding forward into the final third now, probing for another opening in the Codex defence.",
    "wav": "line_ee321bbb247402e6.wav",
    "dur_s": 6.69
  },
  {
    "t": 60.0,
    "kind": "shout",
    "stakes": 1,
    "energy": "calm",
    "text": "Turingham calls for a clearance.",
    "wav": "line_6467488d2393b7af.wav",
    "dur_s": 2.09
  },
  {
    "t": 62.0,
    "kind": "pressure",
    "stakes": 1,
    "energy": "build",
    "text": "DeepSeek Rovers applying real pressure now, penning the colored shirts deep into their own territory.",
    "wav": "line_4bf2967b15325986.wav",
    "dur_s": 6.14
  },
  {
    "t": 70.5,
    "kind": "through",
    "stakes": 1,
    "energy": "excited",
    "text": "Codex break and Patchford is slipped right through the middle, with nobody back to stop them!",
    "wav": "line_79b47a685ed981c1.wav",
    "dur_s": 5.96
  },
  {
    "t": 113.14,
    "kind": "fall",
    "stakes": 1,
    "energy": "calm",
    "text": "Turingham loses balance on the touchline and goes down.",
    "wav": "line_3806fd7610f2cbf5.wav",
    "dur_s": 3.76
  },
  {
    "t": 117.13,
    "kind": "tackle",
    "stakes": 1,
    "energy": "build",
    "text": "Turingham clatters hard into Signal!",
    "wav": "line_9c93bfb4ad29d94b.wav",
    "dur_s": 2.14
  },
  {
    "t": 118.5,
    "kind": "tackle",
    "stakes": 1,
    "energy": "build",
    "text": "And now Abyss is sent tumbling as well by another firm challenge.",
    "wav": "line_6bf2c5472e0d215c.wav",
    "dur_s": 4.15
  },
  {
    "t": 124.48,
    "kind": "near_miss",
    "stakes": 1,
    "energy": "excited",
    "text": "Fired just wide of the post!",
    "wav": "line_6b5353ac63e754fe.wav",
    "dur_s": 1.88
  },
  {
    "t": 127.29,
    "kind": "fall",
    "stakes": 1,
    "energy": "calm",
    "text": "Signal stumbles to the deck.",
    "wav": "line_113308294964f4e2.wav",
    "dur_s": 1.59
  },
  {
    "t": 128.53,
    "kind": "fall",
    "stakes": 1,
    "energy": "calm",
    "text": "Abyss goes down as well, leaving the DeepSeek Rovers half completely vacated for a moment.",
    "wav": "line_8ce0b199397840e1.wav",
    "dur_s": 5.54
  },
  {
    "t": 135.8,
    "kind": "goal",
    "stakes": 2,
    "energy": "roar",
    "text": "Turingham taps it in! Codex City retake the lead, two goals to one!",
    "wav": "line_d1854d628a2c28c5.wav",
    "dur_s": 5.41
  },
  {
    "t": 137.3,
    "kind": "shout",
    "stakes": 1,
    "energy": "calm",
    "text": "Signal immediately calls to take charge of the restart.",
    "wav": "line_21493eb111fda5ba.wav",
    "dur_s": 3.08
  },
  {
    "t": 143.52,
    "kind": "fall",
    "stakes": 1,
    "energy": "calm",
    "text": "Patchford overextends in midfield and takes a spill, though Codex have cleaned up their balance nicely since earlier rounds.",
    "wav": "line_e5b940c7ce1eb66f.wav",
    "dur_s": 8.23
  },
  {
    "t": 151.76,
    "kind": "near_miss",
    "stakes": 1,
    "energy": "excited",
    "text": "A venomous strike flashes inches past the upright, so nearly a third for Codex City!",
    "wav": "line_f5fc068db14c71c4.wav",
    "dur_s": 5.36
  },
  {
    "t": 185.0,
    "kind": "pressure",
    "stakes": 1,
    "energy": "build",
    "text": "Codex City keeping the squeeze on in the final third, pinning DeepSeek back against their own goal line with disciplined positioning.",
    "wav": "line_3449588e085d678a.wav",
    "dur_s": 8.05
  },
  {
    "t": 206.0,
    "kind": "run",
    "stakes": 1,
    "energy": "build",
    "text": "Abyss breaks into the channel.",
    "wav": "line_aef96cb755373186.wav",
    "dur_s": 1.91
  },
  {
    "t": 206.24,
    "kind": "near_miss",
    "stakes": 1,
    "energy": "excited",
    "text": "Inches wide of the near post!",
    "wav": "line_9c5a258481ea5fba.wav",
    "dur_s": 1.91
  },
  {
    "t": 209.5,
    "kind": "shout",
    "stakes": 1,
    "energy": "calm",
    "text": "Patchford calls out to warn of the double press, demanding an immediate clearance out toward the far end.",
    "wav": "line_d5e8e6924cb90880.wav",
    "dur_s": 6.37
  },
  {
    "t": 230.79,
    "kind": "ram",
    "stakes": 1,
    "energy": "calm",
    "text": "The corner ram springs it clear.",
    "wav": "line_1a7bf52d108973b3.wav",
    "dur_s": 1.83
  },
  {
    "t": 232.23,
    "kind": "tackle",
    "stakes": 1,
    "energy": "build",
    "text": "Signal crunches into Patchford!",
    "wav": "line_ae40db31706c3b04.wav",
    "dur_s": 2.14
  },
  {
    "t": 233.17,
    "kind": "tackle",
    "stakes": 1,
    "energy": "build",
    "text": "Patchford climbs back up and returns the favour, sending Signal sprawling near the touchline.",
    "wav": "line_d34ffb5b85319039.wav",
    "dur_s": 6.01
  },
  {
    "t": 241.97,
    "kind": "ram",
    "stakes": 1,
    "energy": "calm",
    "text": "The push-panel punches the magenta ball back into open pitch once again.",
    "wav": "line_9e9846fea64712d4.wav",
    "dur_s": 3.74
  },
  {
    "t": 253.0,
    "kind": "pressure",
    "stakes": 1,
    "energy": "build",
    "text": "DeepSeek Rovers hemming Codex in as the first half winds down, looking determined to find an equaliser before the break.",
    "wav": "line_a92dc6b4dd496924.wav",
    "dur_s": 7.03
  },
  {
    "t": 264.3,
    "kind": "goal",
    "stakes": 0,
    "energy": "excited",
    "text": "Patchford pounces on the counter and tucks it away! It is three-one to Codex City with thirty-six seconds on the clock.",
    "wav": "line_e17704afd45cca89.wav",
    "dur_s": 8.18
  },
  {
    "t": 270.53,
    "kind": "through",
    "stakes": 0,
    "energy": "build",
    "text": "Patchford breaks through the lines again with acres of open green carpet ahead.",
    "wav": "line_9d63dd7932b21ba5.wav",
    "dur_s": 4.99
  },
  {
    "t": 291.1,
    "kind": "shout",
    "stakes": 0,
    "energy": "calm",
    "text": "Turingham calls to hold the central outlet rather than doubling up against the perimeter wall.",
    "wav": "line_9b5495ed54cafbcd.wav",
    "dur_s": 5.17
  },
  {
    "t": 300.0,
    "kind": "buzzer",
    "stakes": 0,
    "energy": "build",
    "text": "The buzzer sounds, cutting power, but the ball rolls freely toward goal!",
    "wav": "line_c57f5dc4427704d4.wav",
    "dur_s": 4.81
  },
  {
    "t": 305.0,
    "kind": "half_time",
    "stakes": 0,
    "energy": "calm",
    "text": "It rolls to a halt, so at the break it remains three-one. Remember, the buzzer cuts power instantly to the robots, but any rolling ball stays live until it stops, just like a basketball buzzer-beater. Codex City hold the advantage.",
    "wav": "line_fa757da7a9f9d91c.wav",
    "dur_s": 14.79
  },
  {
    "t": 328.8,
    "kind": "goal",
    "stakes": 2,
    "energy": "roar",
    "text": "Abyss strikes early in the second half! DeepSeek Rovers cut the deficit to three-two, game well and truly on!",
    "wav": "line_277fb4890f0a35d5.wav",
    "dur_s": 7.11
  },
  {
    "t": 334.31,
    "kind": "through",
    "stakes": 1,
    "energy": "excited",
    "text": "Signal is clean through on goal!",
    "wav": "line_f9575f68bd18723e.wav",
    "dur_s": 2.01
  },
  {
    "t": 336.0,
    "kind": "run",
    "stakes": 1,
    "energy": "build",
    "text": "Signal surges into the final third, bearing down on the Codex net.",
    "wav": "line_339fe12b6cfa6423.wav",
    "dur_s": 3.97
  },
  {
    "t": 343.68,
    "kind": "near_miss",
    "stakes": 1,
    "energy": "excited",
    "text": "Agonisingly close off the post!",
    "wav": "line_4a105665de762cf4.wav",
    "dur_s": 2.25
  },
  {
    "t": 345.3,
    "kind": "goal",
    "stakes": 2,
    "energy": "roar",
    "text": "It has gone in off Patchford, another own goal! An absolute calamity in the Codex goalmouth and DeepSeek Rovers have clawed it back to three-three!",
    "wav": "line_394910a1358e7984.wav",
    "dur_s": 10.66
  },
  {
    "t": 370.76,
    "kind": "ram",
    "stakes": 1,
    "energy": "calm",
    "text": "Corner panel fires it back out.",
    "wav": "line_3fad009205539374.wav",
    "dur_s": 1.88
  },
  {
    "t": 371.5,
    "kind": "shout",
    "stakes": 1,
    "energy": "calm",
    "text": "Patchford calls to close the lane.",
    "wav": "line_092c9ef476199700.wav",
    "dur_s": 2.25
  },
  {
    "t": 374.0,
    "kind": "pressure",
    "stakes": 1,
    "energy": "build",
    "text": "DeepSeek Rovers smelling blood here, keeping Codex City under relentless siege in their own defensive third.",
    "wav": "line_ad1a56ab3e1d6416.wav",
    "dur_s": 7.58
  },
  {
    "t": 389.0,
    "kind": "run",
    "stakes": 1,
    "energy": "calm",
    "text": "Turingham relieves the pressure with a composed carry into the midfield circle.",
    "wav": "line_d71a6ed178fc7177.wav",
    "dur_s": 5.23
  },
  {
    "t": 397.16,
    "kind": "near_miss",
    "stakes": 1,
    "energy": "excited",
    "text": "Flashing just wide of the near corner!",
    "wav": "line_357f7288f061f0d1.wav",
    "dur_s": 2.33
  },
  {
    "t": 400.69,
    "kind": "ram",
    "stakes": 1,
    "energy": "calm",
    "text": "Deflected into the corner and the mechanical ram sends it straight back out.",
    "wav": "line_49b43b0379a50a13.wav",
    "dur_s": 4.47
  },
  {
    "t": 406.08,
    "kind": "near_miss",
    "stakes": 1,
    "energy": "excited",
    "text": "A whisker away! That nearly crept inside the upright.",
    "wav": "line_a2ed03801b70baf1.wav",
    "dur_s": 3.27
  },
  {
    "t": 411.0,
    "kind": "run",
    "stakes": 1,
    "energy": "build",
    "text": "Abyss works the magenta ball out from the right flank, trying to reset the Rovers attack after that narrow escape.",
    "wav": "line_2609d469805c8d51.wav",
    "dur_s": 6.37
  },
  {
    "t": 443.1,
    "kind": "goal",
    "stakes": 2,
    "energy": "roar",
    "text": "Patchford scores! A clinical poke right on the line, and Codex City edge back in front, four goals to three!",
    "wav": "line_1d11665fb7ad051c.wav",
    "dur_s": 8.28
  },
  {
    "t": 455.5,
    "kind": "shout",
    "stakes": 1,
    "energy": "calm",
    "text": "Patchford calls for tight defensive rotation to protect this slender advantage, telling Turingham to stay goal-side as Rovers step forward.",
    "wav": "line_fedc10928b837b62.wav",
    "dur_s": 9.72
  },
  {
    "t": 482.37,
    "kind": "ram",
    "stakes": 2,
    "energy": "calm",
    "text": "The corner push-panel ejects the ball into open play.",
    "wav": "line_18f9974528f267ab.wav",
    "dur_s": 2.93
  },
  {
    "t": 486.78,
    "kind": "through",
    "stakes": 2,
    "energy": "excited",
    "text": "Patchford breaks clean through again! A golden opportunity to put daylight between the teams with two minutes remaining!",
    "wav": "line_ae876d68e3384f0a.wav",
    "dur_s": 7.81
  },
  {
    "t": 509.6,
    "kind": "color",
    "stakes": 2,
    "energy": "calm",
    "text": "Under two minutes remaining, and DeepSeek Rovers know time is rapidly evaporating. Their gaffer added late-clock striking aggression for exactly this kind of situation, but they need to win the ball back first.",
    "wav": "line_e2cb1716a0df6ec0.wav",
    "dur_s": 14.19
  },
  {
    "t": 532.4,
    "kind": "goal",
    "stakes": 2,
    "energy": "roar",
    "text": "Patchford converts! That could be the decisive blow! Five-three to Codex City!",
    "wav": "line_147c84dcb0019ed9.wav",
    "dur_s": 5.54
  },
  {
    "t": 533.5,
    "kind": "shout",
    "stakes": 1,
    "energy": "calm",
    "text": "Signal calls for immediate possession at the restart, knowing they need two goals in eighty-four seconds.",
    "wav": "line_2cef7ba491745bd1.wav",
    "dur_s": 6.79
  },
  {
    "t": 543.0,
    "kind": "run",
    "stakes": 1,
    "energy": "build",
    "text": "Patchford drives forward once more.",
    "wav": "line_0dd979cca30899f2.wav",
    "dur_s": 2.3
  },
  {
    "t": 544.9,
    "kind": "goal",
    "stakes": 0,
    "energy": "excited",
    "text": "Patchford tucks away another, making it six-three! That surely seals all three points for Codex City with barely a minute left on the clock.",
    "wav": "line_376b0180c1467be5.wav",
    "dur_s": 8.33
  },
  {
    "t": 564.0,
    "kind": "run",
    "stakes": 0,
    "energy": "build",
    "text": "Abyss carries the ball forward along the right wall, keeping the fight going as the seconds tick down.",
    "wav": "line_26247eb77631649e.wav",
    "dur_s": 7.03
  },
  {
    "t": 580.3,
    "kind": "goal",
    "stakes": 2,
    "energy": "roar",
    "text": "Abyss scores! A quick response from point-blank range to pull it back to four-six! Thirty-seven seconds left, is there time for a miracle?",
    "wav": "line_c70906ece2f02611.wav",
    "dur_s": 9.72
  },
  {
    "t": 617.0,
    "kind": "buzzer",
    "stakes": 1,
    "energy": "calm",
    "text": "The buzzer sounds, power cuts, and the ball trickles wide along the touchline.",
    "wav": "line_824a2dd9bc8ce43d.wav",
    "dur_s": 4.81
  },
  {
    "t": 622.0,
    "kind": "full_time",
    "stakes": 1,
    "energy": "calm",
    "text": "Codex City win 6-4. Singularity United face AFC Fable Tuesday: 20:00 UK, 21:00 Europe, 15:00 US East. Goodbye.",
    "wav": "line_8628d9c0649a4811.wav",
    "dur_s": 11.68
  }
]
(0.0s)
Thought for 667 words
We need respond. We have clock 1h27m, turns 17. Need decide what to do. Context: team.py deterministic press/shade. Results S3: m2 lost 9-11 to Dynamo? Wait from text earlier condensed: read m2 digest, then m6 0-8 RMA, m12 9-7 win Muse, m18 4-6 loss Codex. We want improve defense. We read commentary m18: conceded early 22s caught cold at back; 70s Codex break Patchford through middle nobody back; 135s goal after both our players fell/tackled leaving half vacated. So defense leak: shade role maybe too far up or gets drawn. Need analyze before editing. We need likely improve shade positioning. Current shade: holds point between ball and own goal with depth 0.68 if own half else 0.45. This may be insufficient. In commentary: "nobody back" when break. Press + shade both maybe get caught. Shade should stay deeper, goal-side, maybe always between ball and goal but closer to goal, especially in own half. Also when ball is far side, shade predicts. Need inspect RFL_RULES for skills/observations to ensure changes valid. We have team.py already. Need maybe read reference/team.py for available observations: opponents, goal, ball velocity, etc. Current code only uses ball.position and self positions. Could add opponent detection: track nearest opponent to our goal / ball; shade should mark opponents and intercept passing lanes. Need decide specific change. Likely make shade deeper: depth larger when ball in own half (0.85?) and mark center of goal. Also improve press when not pressing? The press uses go_to_ball and dribbles; if ball in our own half, go_to_ball okay. The major issue: both players advance too high; shade is at 45% of distance when ball in opponent half, so when attack breaks, shade too high, no one back. Increase depth maybe own_half 0.78, opponent half 0.60. But commentary "nobody back to stop them" suggests shade positioning maybe not enough. Could also set shade target as between ball and defend goal but closer to goal when ball is in our half: (defend + 0.25*(bxy-defend))? Let's reason. Coordinates: attack goal and defend goal. Shade holds point along line from ball to defend goal, at fraction depth from ball toward defend. depth 0.68 when own half: target = bxy + 0.68*(defend - bxy) = 0.32*bxy +0.68*defend. So 68% of way from ball to goal. For ball in own half near our goal, target close to goal. Opponent half depth 0.45: target = 0.55*bxy+0.45*defend, halfway-ish. If counterattack, shade is high. Increase depth for both? But if too close to goal, not supporting attack. Need maybe use opponent position to decide. Alternative: role not just shade, but if opponent closest to ball is attacking with ball and our defender is farther, shade should mark the ball directly? Current press is nearer player to ball. If both opponents closer to ball, the nearer of ours still presses, other shades. Fine. Maybe issue: the "press" uses go_to_ball always, which drives ball toward goal, but when nobody near ball, press is nearest, goes to ball. Shade is farther, stays back. Should be okay. Look at m6 0-8 RMA: Real Machina scored 8. We need see commentary but not read. Maybe strong opponent. Our defense failed. Could change shade to track between ball and defend goal but with fixed depth based on distance: if own half, target closer to goal: depth 0.8. If opponent half, depth 0.55. Additionally, have shade position goal-side of nearest opponent? Current only ball-geometry. The "through" commentary indicates opponent slipped through middle with nobody back: likely shade was too far to one side, not central. Maybe we should have shade hold directly on line from ball to own goal at a point nearer goal (but not on goal line) and also use go_to_ball? No. Need look at reference/team.py to see skills/obs keys. Let's read it. We have 17 turns; one read okay. Also need maybe look at RFL_RULES for observation fields: opponents, ball velocity, etc. But we know from code. Could grep for "opponents" in reference/team.py and RFL_RULES.md. But better read reference/team.py quickly. Let's read reference/team.py.

I've confirmed the leak: our shade role is too high up the pitch when we attack, leaving nobody back for counterattacks, and when the ball is in our half the shade isn't deep enough. Before editing I'll check the observation/skill surface in the reference to make sure I use the right keys.

Readreference/team.py

The league answered2,294 characters
[read reference/team.py] """Sample United — the RFL reference team.

The engine calls build_team(ctx) once on match day. Return two player
objects and (optionally) a manager. Each player needs:

    begin_episode(log_dir=None)     # called once at kickoff
    decide(obs) -> reply            # called every ~2 s of match time

obs gives you camera detections in METRES (ball / teammates / opponents
with bearing + distance + field position), your own localization, the
score and clock, your teammate's last shout and the last one you
overheard from the opposition. You reply with a skill and, optionally,
one short sentence shouted out loud — your teammate hears it, and so do
both opponents:

    {"skill": "go_to_ball"}
    {"skill": "kick_toward", "target": [x, y], "say": "crossing to you"}
    {"skill": "walk_to",     "target": [x, y]}
    {"skill": "turn_to",     "target": [x, y]}
    {"skill": "hold"}

The full schema lives in the engine repo: docs/RFL_RULES.md.

This sample wires LLM brains through the engine's helper factory, which
handles prompting, reply parsing, and per-decision latency budgets. Your
team may instead implement decide() entirely yourself — hand-written
logic, your own model calls, anything. The schema is the only contract.

ctx = {"engine_version": str,
       "team_index": 0 or 1,
       "config": <your team.yaml, parsed>}
"""


def build_team(ctx):
    from gauntlet.football import make_football_agent, make_football_manager
    cfg = ctx["config"]
    base = ctx["team_index"] * 2
    # Each player may run different software: a per-player "model" in the
    # players: list overrides the team default, and nothing stops you from
    # returning two completely different hand-written objects instead.
    roster = cfg.get("players") or [{}, {}]
    players = [make_football_agent(
                   roster[k].get("model", cfg["player_model"]),
                   base + k, seed=base + k,
                   prompt=roster[k].get("prompt", cfg.get("prompt", "football_v2")))
               for k in range(2)]
    manager = None
    if cfg.get("manager_model"):
        manager = make_football_manager(cfg["manager_model"],
                                        seed=100 + ctx["team_index"])
    return {"players": players, "manager": manager}

(0.0s)
Thought for 371 words
We need act. We have 16 turns left, clock fine, budget fine. Need decide changes and commit. We have current team.py. We diagnosed leak: shade role too high, not deep enough. Also scoring fine but conceding. Need inspect obs schema maybe RFL_RULES for skills and any defensive options. We have read reference but that's minimal. Need understand rules: possible skills? go_to_ball, kick_toward, walk_to, turn_to, hold. Maybe there's a "tackle"? Need read RFL_RULES.md relevant. Grep for skill names and obs keys. Let's do cheap greps. Key improvement: Defensive positioning. Current shade targets point between ball and own goal at depth 0.45 (their half) or 0.68 (our half). But conceding on counterattacks: "nobody back" when we attack. The shade is at depth 0.45 from ball toward own goal, meaning if ball in their half near goal, shade is 45% of way back toward own goal — could be middle of pitch, not near own goal. Better: shade should stay deeper, between ball and own goal but closer to own goal, maybe always keep within certain distance of own goal. But also must support attack. We score 9 goals in win, so pressing works. Concede on breaks. Fix: shade positions much deeper — closer to own goal, especially when ball in opponent half. Maybe target a point a fixed distance in front of own goal on the goal-side of ball, rather than fraction of ball-to-goal. Also important: when ball in our half, shade should be between ball and own goal close enough to intervene; press goes to ball. If shade too deep perhaps fine. Also "hold" for fallen — okay. Additional issue: two players both pressing near ball because teammate detection may not include co-player? They use detections teammates. In 2v2, each player's obs detections includes ball, teammates, opponents. If both see same ball and same teammate distances, press = my_d <= t_d + 0.4. That's okay. But own goals? m18 one own goal by opponent. We didn't. Another issue: midfielder shade walking to target could fall? Not relevant. Need know coordinate system and field dimensions. RFL_RULES. Let's grep for "attack_goal_xy", "defend_goal_xy", "field_xy", "go_to_ball", "kick_toward", "hold", skills, maybe "tackle" skill exists? If there's a "tackle" or "dive" maybe defensive. We should read relevant sections.

I've got the diagnosis: the shade role isn't deep enough, especially on our attacks — teams counter through the middle with "nobody back." Let me check the exact skill/observation contract before I rewrite the defensive positioning.

grepdata/RFL_RULES.md

The league answered2,271 characters
[grep data/RFL_RULES.md /skill|kick_toward|go_to_ball|tackle|walk_to|turn_to|hold|field_xy|attack_goal_xy|defend_goal_xy/] 20 match(es) for /skill|kick_toward|go_to_ball|tackle|walk_to|turn_to|hold|field_xy|attack_goal_xy|defend_goal_xy/ in data/RFL_RULES.md. Format is path:line @char-offset: text — pass that offset (or a little less) to read to see the code around it.
data/RFL_RULES.md:37 @1668: detector -> world model -> skills stack is the league's reference onboard
data/RFL_RULES.md:41 @1953: well as skills — so a team may run its own vision, its own world model,
data/RFL_RULES.md:58 @2789: model -> skills). The default, and what all eight season-2 clubs run.
data/RFL_RULES.md:64 @3208: built-in skills steer at control rate between decisions, so a pure
data/RFL_RULES.md:69 @3544: dribbling controllers compete with the built-in skills on equal
data/RFL_RULES.md:86 @4509: field_xy, seen_now, age_s
data/RFL_RULES.md:92 @4898: obs["self"]        localization output: field_xy, heading_rad, velocity,
data/RFL_RULES.md:94 @5014: obs["you"]         id, shirt number, team, attack_goal_xy, defend_goal_xy
data/RFL_RULES.md:100 @5395: obs["last_skill"]
data/RFL_RULES.md:105 @5571: {"skill": "go_to_ball"}                      drive the ball at their goal
data/RFL_RULES.md:106 @5649: {"skill": "kick_toward", "target": [x, y]}   strike the ball at a point
data/RFL_RULES.md:107 @5725: {"skill": "walk_to",     "target": [x, y]}   take up a position
data/RFL_RULES.md:108 @5793: {"skill": "turn_to",     "target": [x, y]}   face a point (or sweep)
data/RFL_RULES.md:109 @5866: {"skill": "hold"}                            stand still
data/RFL_RULES.md:110 @5927: Skills run closed-loop at control rate with their own steering and A* path
data/RFL_RULES.md:173 @9407: dropped (and logged). An empty message holds your shout. "move" paces your
data/RFL_RULES.md:213 @11496: footing — and nobody is credited with a tackle for it. At half time the
data/RFL_RULES.md:234 @12612: player whose contact preceded the fall, tackle vs teammate collision — and
data/RFL_RULES.md:240 @12943: Skill guarantee: `go_to_ball` / `kick_toward` approach the CORRECT side of
data/RFL_RULES.md:244 @13235: conceding-side goals were this bug; the orbit is skill competence, not
(0.0s)
Thought for 263 words
We need act. I've been diagnosing. Key insight: shade role positioning. Currently shade holds at depth 0.68 if ball in own half, 0.45 if in their half, point between ball and own goal. Conceding counterattacks: when we attack, shade too far forward (0.45 depth from ball to own goal means if ball in opponent half, shade positioned only slightly goal-side of ball, leaving space behind). Need deeper shade, maybe split strategy. Also when ball in own half, depth 0.68 means shade 68% toward own goal from ball—could be decent but maybe need get between ball and goal, perhaps directly on line. But also issue: both players may chase ball due to hysteresis? Press decision: nearer player presses. Shade point between ball and goal. When attacking, shade should stay behind ball but further toward own goal to cover counter. depth parameter 0.45: if ball near opponent goal (say attack goal at x=..., own goal far), shade target = ball + 0.45*(defend-ball) which is 45% toward own goal, still fairly high. Should increase depth when ball in their half? Actually current code comment says when ball in their half stay close to support; when own half drop deep. Maybe opposite? For defensive solidity, when attacking in their half, leave one player deep near halfway/own third. We need shade hold closer to own goal. Maybe depth 0.75 in attack. Let me read RFL_RULES for coordinate system field dimensions, attack goal x etc. Crucial to set shade target smartly. Could use defend goal x and midline to position. Let me read rules around lines 80-110 and skills.

Readdata/RFL_RULES.md

The league answered24,149 characters
[read data/RFL_RULES.md@20] ll League: Participant Rules (engine rfl-0.3)

Two teams of two simulated Unitree G1 humanoids, one optional manager each,
on a walled 14 x 9 m pitch. 0.35 m ball. Fixed-length matches (default 90 s);
most goals wins. The engine, physics, and low-level walking are fixed and
identical for everyone — a team supplies ONLY decision-making.

## What a team is

A directory you build in isolation:

    teams/<your_team>/
        team.yaml   # name, code (3 letters), color [r,g,b], color_name
        team.py     # def build_team(ctx) -> {"players": [p0, p1], "manager": m}

`build_team` returns two player objects and an optional manager. "manager":
None fields an unmanaged team. Objects need two methods:

    begin_episode(log_dir=None)     # called once at kickoff
    decide(obs) -> reply            # called by the engine, see contracts below

How you produce decisions is your business: your own LLM keys, local models,
hand-written code. Your directory is self-contained; the engine imports only
`build_team`.

## Architecture (rfl-0.3) - matching real competition practice

Real humanoid-football stacks (HULKs' RoboCup 2026 software survey; NimbRo;
Unitree's own G1-Comp RoboCup SDK) all split the same way: a detector plus an
inverse camera transform produce object positions in METRES, a world model
keeps them, A* navigation and a walk engine execute motion, and a behaviour
layer decides what to do. Unitree ships exactly three API groups on the
competition G1 - Visual Recognition (YOLO11), Spatial Positioning, and Motion
Control driven by detection results.

RFL mirrors that — as a PROVIDED DEFAULT, not a requirement. The engine's
detector -> world model -> skills stack is the league's reference onboard
software: use it, modify around it, or bypass it entirely. Observations
carry the raw panoramic camera frames (obs["_frames"]) alongside the
processed detections, and replies accept raw body-frame velocities as
well as skills — so a team may run its own vision, its own world model,
its own navigation, its own everything. A RoboCup-style G1 codebase
should port onto this engine with its architecture intact. The hardware
is what's fixed: the robot, the physics, the walking envelope, the
camera. Software is yours.

Two players need not run the same software. build_team returns two
player objects — give them different code, different models, different
roles, or nothing in common but the shirt.

### Interface levels: what a club may replace, and what is coming

The HARDWARE is fixed: the robot, its motors, the 120-degree camera, the
physics, the pitch. Everything above the hardware is software, and the
league's direction is that all of it becomes yours to replace:

- **Level 0 — behaviour over the reference stack** (detections -> world
  model -> skills). The default, and what all eight season-2 clubs run.
- **Level 1 — your own perception and steering, available TODAY.**
  obs["_frames"] carries the raw panoramic camera frames; replies accept
  raw body-frame velocities {vx, vy, wz}. Run your own detector, your
  own world model, your own navigation — per player if you like. Known
  caveat: your code acts at the decision cadence (~2 s) while the
  built-in skills steer at control rate between decisions, so a pure
  Level-1 stack trades away re-planning speed. Which is why:
- **Level 2 — ROADMAP (rfl-0.4): the fast local controller.** Hosted
  clubs will register a control-rate callback (tens of Hz, IMU/odometry
  plus periodic frames) so a club's own pursuit, interception or
  dribbling controllers compete with the built-in skills on equal
  terms. On a real G1 this is simply "your code runs onboard"; networked
  clubs get it when their compute runs at the venue.
- **Level 3 — ROADMAP: below the walk.** Replace the locomotion policy
  itself — own gait, own recovery — at the joint level, subject to
  HOMOLOGATION: a scrutineering stability probe your controller must
  pass, so match day stays football rather than four robots learning to
  stand. The bundled unitree_rl_gym policy remains the reference.

Whatever the level: simulated sensors in, simulated actuators out,
nothing read from the simulator's internals. Live sideline control via
the API is also planned for the live-rendering era. Current contracts
remain supported as levels arrive.

### What your player receives each decision
    obs["detections"]  what the camera can see NOW, in metres:
                       ball  -> forward_m, left_m, distance_m, bearing_deg,
                                field_xy, seen_now, age_s
                       teammates[], opponents[] -> same shape
                       Out of view, behind you, or hidden behind another robot
                       => absent. A lost ball persists briefly as memory
                       (seen_now false, age_s rising) exactly as a real world
                       model keeps it.
    obs["self"]        localization output: field_xy, heading_rad, velocity,
                       fallen, blocked
    obs["you"]         id, shirt number, team, attack_goal_xy, defend_goal_xy
    obs["score"], obs["time_remaining_s"], obs["decision_interval_s"]
    obs["teammate_says"]   your teammate's latest shout
    obs["opponent_says"]   the latest shout you overheard from the
                           opposition — shouts carry, and ears do not
                           check shirts
    obs["last_skill"]
    obs["_frames"]     the two raw panoramic images as well, if you would
                       rather run your own vision

### What your player replies
    {"skill": "go_to_ball"}                      drive the ball at their goal
    {"skill": "kick_toward", "target": [x, y]}   strike the ball at a point
    {"skill": "walk_to",     "target": [x, y]}   take up a position
    {"skill": "turn_to",     "target": [x, y]}   face a point (or sweep)
    {"skill": "hold"}                            stand still
Skills run closed-loop at control rate with their own steering and A* path
planning. Raw {"vx","vy","wz"} is still accepted for teams that prefer to
drive the body themselves.

### Player shouts - heard by the whole pitch
Add "say" to any reply: ONE short sentence of plain, human-readable language
(<=120 chars), shouted out loud. There is no radio and no private channel —
a shout is heard by every robot in earshot, and on this pitch that is
everyone. Your teammate reads it in obs["teammate_says"] on their next
decision; BOTH OPPONENTS overhear the same words in obs["opponent_says"] on
theirs. Call your runs and pay the price a human pays: the defender heard
you too. League rule: natural language only. Every shout is written to
comms.jsonl AND burned into the broadcast video, so spectators always see
everything said on the pitch. Nothing shouted is hidden.

## The realism law

Players perceive ONLY what a real robot on a real pitch could: what its
camera sees and what its ears hear — the players' shouts around it, own
team's and the opposition's alike, and its own coach from the touchline.
No radio link, no telemetry, no data a human player would not have.
Managers see the stadium data feed
(positions of everything, as any coach watching from the touchline does)
but can only influence play by shouting, rationed. Reaching into simulator
internals from team code is cheating; match logs are published and audited.

## Player contract (LEGACY camera+velocity mode, obs_mode: camera)

Every ~2 s of match time (realtime mode; replies slower than 3 s are dropped
by the bridge) `decide(obs)` receives:

    obs["_frames"]         two egocentric RGB frames [older, current] from a
                           120-degree panoramic lens (numpy, 240x480x3), taken
                           ~0.35 s apart; obs["camera"]["dt_s"] is the exact gap.
                           The LAST frame is the present - steer by it; the
                           first exists only to reveal what is moving.
    obs["you"]             {id, team, attack_goal_color, attack_goal_heading}
    obs["self"]            {heading_rad, velocity, fallen, blocked}   # IMU-class only
    obs["score"], obs["time_remaining_s"], obs["decision_interval_s"]
    obs["manager_says"]    latest shouted instruction (may be "")
    obs["last_action_result"]  "ok" | "clipped" | "ignored_invalid"

There are NO positions of the ball, teammates, or opponents. Reply:

    {"vx": m/s, "vy": m/s, "wz": rad/s}     # body frame, clamped to the
                                            # published envelope; wz and vy
                                            # auto-expire after 2 s

Field facts: goal pockets are painted in each team's color (you attack the
pocket painted in the OPPONENT's color; its heading is attack_goal_heading).
Heading 0 faces +x. The ball resets to pitch center after every goal. Walls
rebound the ball; corners are beveled. A fallen robot lies still for ~8 s and then
self-recovers on the spot (see Falls below). Three unparseable replies in a row stop your robot.

## Manager contract (data feed + shouts)

Every ~10 s `decide(obs)` receives the full data feed: ball position and
velocity, all player positions/headings/fallen flags, the score and clock,
your own touchline body state, and `seconds_until_shout_allowed`. Reply:

    {"message": "<= 240 chars to BOTH your players", "move": {vx, vy, wz}}

Shouts are accepted at most once per 20 s; a shout attempted early is
dropped (and logged). An empty message holds your shout. "move" paces your
manager's robot inside your dugout; wandering out triggers an automatic
escort back. A fallen manager can still shout.

## Match day

    python -m gauntlet rfl teams/team_a teams/team_b --time 600 --halves 2 \
        --video match.mp4 --out runs/match_day

League matches are 10 minutes in two 5-minute halves (`--halves 2`): at half
time everything resets to kickoff spots, play pauses briefly under a HALF
TIME banner, and the second half kicks off (ends are not swapped — the goal
pockets are painted in the teams' colours and are their identities). The
scorebug clock counts down within the current half, tagged 1H/2H.

### The buzzer

**Each half ends on a BUZZER, and the buzzer cuts the power.** At that
instant every robot on the premises — both clubs' players and both managers
— loses power and folds up where it stands. It is a buzzer and not a
whistle on purpose: a whistle in football means the ball is dead, and here
the opposite is true.

**The ball is still live.** Play continues under physics alone until the
ball comes to rest, for at least 5 seconds and at most 10. A ball that
crosses the line inside that window is a **goal, and it counts** — scored,
replayed and added to the table like any other. The last robot to touch it
is the scorer, whether or not it is still standing.

Nothing else may touch the ball after the buzzer. No decision is taken, no
robot is stood up, no dropped ball is given, and the corner push-panels
disarm: a panel caught mid-stroke retracts rather than firing. After the
buzzer, only physics.

The match clock STOPS at the buzzer and does not start again until play
does — through the dead ball and through the interval that follows it. Both
halves are therefore exactly `match_time_s / 2` of football. (Until
2026-09-07 the interval came out of the second half, which ran 288 s against
the first half's 300, and the scoreboard counted down through the break.) Robots do not book a fall
for going down at the buzzer — the power went off, they did not lose their
footing — and nobody is credited with a tackle for it. At half time the
power comes back with a full reboot, and the second half restarts from
kickoff spots as it always did.

Practically, for your club: **a shot struck in the last second of a half is
worth taking.** It cannot be blocked once the buzzer goes, because nothing
that could block it has any power.

The pitch carries full football markings — halfway line, centre circle,
penalty and goal areas, penalty spots — but they are PAINT.
They confer no rules: no offside, no penalty-area offence, no set pieces,
no keeper. They exist so the broadcast looks like football and so players
and commentary can describe position.

There is NO referee ball rescue. A ball pinned on a flat wall stays in play
until somebody frees it; only the corners have machinery (powered push
panels that arm and fire when the ball rests in a corner zone).

The engine publishes: match.json (score, goals with per-goal replay length,
half breaks, per-robot stats, token/cost roll-up, and an event tape of
kicks / wall hits / post hits / near misses / ram fires / falls — with the
player whose contact preceded the fall, tackle vs teammate collision — and
"through on goal": a player touches the ball goal-ward while behind it,
with the lane to the net clear and no rival within a body's width),
decisions.jsonl, tactics.jsonl (every shout, including suppressed ones),
telemetry.jsonl, and the broadcast video.

Skill guarantee: `go_to_ball` / `kick_toward` approach the CORRECT side of
the ball — if the straight walk to the pushing stance would barge through
the ball (shoving it toward the walker's own goal), the runner orbits the
ball's projected position and comes around instead. Fixture 1's five
conceding-side goals were this bug; the orbit is skill competence, not
strategy, and applies identically to every team.

## League

`league.yaml` defines the 4-team round-robin: Real Machina (CR-7000,
Zidroid), Singularity United (Haalandroid, BellingRAM), Dynamo Datacenter
(Mbapp-E, Buffon.exe), Synthetic Athletic (Griezmatronn, Robodinho).
Each team directory carries a `players:` roster — the broadcast floats
"number + name" plates above heads, and each player's `hair:` entry styles
them individually. 3 points a win, 1 a draw.

## Team look (cosmetic only)

`team.yaml` may set a team-wide `hair: {style: ..., color: [r,g,b]}`, or a
per-player entry inside each `players:` roster item, with style one of:
`none` (bare head), `short` (cropped bob around the crown), `long`
(falls past the shoulders), `ponytail` (gathered into a tail sweeping
out the back), `mohawk` (a crest along the midline). Hairstyles are welded, massless,
collision-free render geometry: adding one changes no degree of freedom, no
mass, no inertia and no contact, and a match runs bit-identically with or
without it (verified by hashing simulator state after 20 s of play). Purely
personality; never an advantage.

## Falls and self-recovery

A fall costs FALL_RECOVERY_S (8 s) of lying still, after which the robot
stands back up where it fell, its walking policy reset. Real G1-Comp robots
get up with their arms and RoboCup lets an incapable player re-enter after a
delay; our 12-DoF walking checkpoint has welded arms and provably cannot
right itself (0/9 in the get-up probe), so the timed recovery models the cost
of that get-up rather than pretending it happens for free. match.json reports
falls and recoveries per robot.

## Broadcast

- TV scorebug (team chips, codes, score, countdown clock) and GOAL banners.
- GOAL REPLAY: play halts and the broadcast cuts to the scorer's own head
  camera for the 5 s leading up to the goal, with a countdown to impact.
  Replay time is not match time.
- SPEECH BUBBLES: every shout appears in a bubble above that player's
  head, tracking them as they move, in their team's colour. Shouts are
  public by rule — spectators see every word, and comms.jsonl keeps
  the full transcript.
- NAME PLATES: each player's shirt number and name float above their head,
  in the team color with automatic light/dark text for contrast.
- BOTTOM SCOREBOARD: TV-style bar with full team names, kit chips, a big
  centre score, a clock tab (counts down within the half, 1H/2H/HT), and a
  scorers row (grouped per scorer, own goals marked "(OG)", match minutes).
  A LIVE tag sits top-right.
- RESTARTS: after a goal and at half time ALL players are reset upright to
  their kickoff spots (a fallen robot's recovery clock is cut short by the
  restart; counted as a recovery in the stats). While play is stopped NOBODY
  moves: decisions taken before the restart are void and the controllers are
  held at zero until the restart whistle. The whistle only ever STARTS play
  now — kickoffs, restarts after a goal — because the buzzer is what ends a
  half (see The buzzer, above).
- SOUND: `python -m gauntlet sound <match_dir>` post-produces a stadium mix
  from the match logs — crowd bed that swells as the ball nears a goal,
  kicks/wall/post impacts from the sound-event tape, cheers on goals and
  near misses, the buzzer that ends each half, and referee whistles
  (kickoff and restarts) — and muxes it into `<video>_tv.mp4`. The sim itself is silent;
  audio is broadcast production, not physics.

## Speaking for your club - `press.yaml` (optional)

Your club can talk to its own supporters in its own words. People who
follow your club get an email after every match you play, and the league
would rather quote you than speak for you.

Put a `press.yaml` in the root of your club repository:

    round: 7                     # the round these lines are for
    before:                      # keyed by your OPPONENT's slug
      real_machina: "They have won the second ball all season. Today we get there first."
      frontier_sol: "We stopped chasing and started arriving. Expect a tighter game."
    after: "Two draws and a defeat. The plan was right; we were slow to it."

- **`before`** is what you expect of a fixture, written before the round
  is rendered. It is quoted to your supporters after that match, marked
  *before kick-off*, because that is when you wrote it.
- **`after`** is your reaction to the round just played.
- **`round` must match the round being played.** A file left stamped
  with an old round is ignored, not reused - those words were about a
  different match, and printing them under this one would put a small
  lie in your mouth.

Rules, so this stays your voice and nobody else's:

- **Entirely optional.** Write nothing and your supporters get the
  league's own plain summary. No club is penalised for silence, and
  nothing here touches the table.
- **One line each**, 280 characters maximum. Longer is dropped.
- **No links, addresses or markup.** A line containing any is dropped
  whole rather than edited - these go into other people's inboxes.
- **Nobody writes these but you.** The league will never generate a
  quote and sign your gaffer's name to it. If you have written nothing,
  the league speaks in its own voice and says so.
- Lines may appear on the site as well as in email.

## Fair play

- Team code runs in the match process; isolation is procedural in rfl-0.1
  (host runs the match, logs are audited). Don't import engine internals.
- Per-decision compute/API budget is yours to spend; replies late against
  the 3 s bridge deadline are simply lost.
- The engine, prompts in prompts/, and the sample team are public reference;
  copying teams/sample_united is the intended starting point.

## Networked play (rfl-0.2)

The league's competition mode: the game server owns physics, rendering,
rules, and the clock; each team connects from ITS OWN environment over a
WebSocket and receives exactly the contracts above (frames as base64 JPEG in
"frames_jpeg"). Your compute, your models, your keys, your language - the
server never sees any of it, and your code physically cannot see the
simulator. Late replies are voided by the bridge deadline: network
misfortune is a missed decision, not an error.

    # league host
    python -m gauntlet rfl-serve --port 8800 --time 90 --video m.mp4 --out runs/md
    # each team, anywhere
    python teams/remote_runner.py ws://<server>:8800 "My Team" MYT 0.2,0.8,0.3 green <model>

Or build your own client from the single-file SDK: rfl_client.py (bundled;
needs only websockets, numpy, Pillow). Fairness rule for official fixtures:
team environments must run in the same cloud region as the server, so
network latency is level. Tokens (--tokens) bind connections to team slots.
Reserved for 0.3: networked managers (mgr_obs/mgr_cmd).

## Season 2: the gaffer era

From season 2, clubs may be run by GAFFERS — agents that iterate on
their own club between game days. How a club builds its software is the
club's business: the season-2 frontier clubs (each run by a frontier
LLM working alone in its repo) are ONE example approach, not a required
structure. While the league pre-renders matches, the gaffer's role is
strictly between game days; live in-match direction is a roadmap item.
The four season-1 founding clubs play on FROZEN (no gaffer, code fixed)
as the league's control group.

- Each gaffer club is a public git repository. The gaffer alone writes
  it: identity, behaviour code, playbook, notes, session transcripts.
  The commit history is the audit trail.
- One session per club per game day, in a uniform harness (same system
  prompt, same tools, same budget for every model —
  prompts/system_gaffer_v1.md is public). Gaffers may build their own
  analysis tools and standing instructions inside their repo: SELF-
  improvement is allowed; outside help is not.
- A gaffer's workspace contains its own repo, the public league data,
  and the reference team. Rival code is never mounted: you scout
  opponents from the stands (comms + telemetry are public), not from
  their training ground.
- Data boundary: public = anything a spectator could see (match.json,
  comms.jsonl, telemetry.jsonl, tables, commentary). Each club
  additionally receives its OWN robots' decisions.jsonl privately.
- Scrutineering (python -m gauntlet lint) mechanically enforces the
  realism law on club code: an import allowlist (stdlib basics, numpy,
  torch, the engine's public factories), no engine internals, no I/O in
  match code. A club failing scrutineering on match day plays its LAST
  GOOD commit, and the failure is public.
- Learned models are welcome: ship weight files in the club repo (keep
  artifacts under ~50 MB) and load them in build_team. Train them on
  practice logs, the public archive, or self-play outside the league.
  The ~2 s decision budget is the only clock.
- Budgets: player-model spend is capped per match per club
  (config/models_registry.yaml); gaffer sessions have a hard nightly
  budget. Overspend is logged publicly.
- Cadence: matches are played (rendered) overnight against each club's
  latest cleared commit, and broadcast the following day.

## The end-of-season code release

At the end of each season, **every club's final `team.py`, its sibling
modules and its `PLAYBOOK.md` become readable by every other club.** A
new entrant may found itself from any released tree instead of the
sample team.

What is released: the football code and the standing instructions that
explain it. What is NOT: a club's record, its badge and kit, its
`NOTES.md`, and its session transcripts. Those stay its own. A club that
inherits a tree says so in its README until the code is genuinely its
own work.

Nothing is released mid-season. During play, rival code is not in your
workspace and you scout opponents from the stands, exactly as before.

Why the league does this rather than resetting everyone to the scaffold:

- **A reset would measure the wrong thing.** Clubs improving across a
  season is the competition; wiping that each year would leave a league
  that only ever measures a model's first afternoon. The four frozen
  founding clubs already exist as the no-iteration control.
- **Knowledge should equalise; position should not.** Motorsport does
  this with technical regulations and shared components, and RoboCup
  does it by requiring teams to publish their code after each
  competition. A club should win because of what it does NEXT, not
  because a rival could not see what it did last year.
- **A new entrant otherwise starts a season behind.** Founding from a
  released tree is the concession that makes a mid-life league joinable.

New clubs also get extra founding sessions and a preseason before their
f
...[showing 20-24020 of 24090 chars. Read on with {"tool": "read", "path": "data/RFL_RULES.md", "offset": 24020}]
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Thought for 59 words
We need continue orient and then make changes. Let's recall current state: team.py deterministic already perhaps. Need read current team.py, but prior condensed omitted. We know from notes buzzer awareness press role added night 10. Current code deterministic press/shade with buzzer awareness. We've diagnosed shade not deep enough. Need see team.py code to modify. Need read club/team.py (6 KB).

I need to see the actual current shade/press code before I change the defensive positioning — the digests say the leak is "nobody back on counters," and I want to fix that precisely rather than guess.

Readclub/team.py

The league answered5,714 characters
[read club/team.py] """DeepSeek Rovers — the RFL club of deepseek-v4-pro.

Hand-written deterministic 2v2 tactics. No LLM calls, no latency, no spend.

Roles, recomputed every decision from the shared detections:
  * press  — the player nearer the ball drives it at the opponent goal
             via the engine's go_to_ball skill (which already orbits to the
             correct side of the ball and steers + dribbles goal-ward).
  * shade  — the farther player holds a point between the ball and our own
             goal, ready for the second ball or a rebound.

A fallen robot holds still. A stale ball memory (not seen for >2 s) sends
players back toward their own goal rather than chasing a ghost.
"""

import math


def _d(a, b):
    """Euclidean distance between two (x, y) points."""
    return math.hypot(a[0] - b[0], a[1] - b[1])


def _pt(v, default=None):
    if v is None:
        return default
    try:
        return (float(v[0]), float(v[1]))
    except (TypeError, IndexError, ValueError):
        return default


class Rover:
    """One player. Identical code for both shirts; role falls out of geometry."""

    def __init__(self, index):
        self.index = index
        self.role = None  # 'press' or 'shade'; used only to gate shouts.

    def begin_episode(self, log_dir=None):
        self.role = None

    def decide(self, obs):
        det = obs.get("detections") or {}
        ball = det.get("ball") if isinstance(det, dict) else None
        selfp = obs.get("self") or {}
        you = obs.get("you") or {}
        t_left = obs.get("time_remaining_s")

        my_pos = _pt(selfp.get("field_xy"))
        attack = _pt(you.get("attack_goal_xy"))
        defend = _pt(you.get("defend_goal_xy"))

        # Fallen: lie still and wait for self-recovery.
        if selfp.get("fallen"):
            self.role = None
            return {"skill": "hold"}

        # No localization and no ball: stay put.
        if my_pos is None and (ball is None or not ball.get("field_xy")):
            return {"skill": "hold"}

        # Ball lost from sight for a while: fall back toward our own goal.
        if ball is None or not ball.get("field_xy"):
            if defend is not None:
                self.role = "shade"
                return {"skill": "walk_to", "target": list(defend)}
            return {"skill": "hold"}

        bxy = _pt(ball.get("field_xy"))
        if bxy is None:
            return {"skill": "hold"}

        # Stale memory (not currently seen, age rising): recover position.
        if not ball.get("seen_now", True) and ball.get("age_s", 0.0) > 2.0:
            if defend is not None:
                self.role = None
                return {"skill": "walk_to", "target": list(defend)}
            return {"skill": "hold"}

        my_d = _d(my_pos, bxy) if my_pos is not None else 1e9

        # Distance from the ball to the nearest visible teammate.
        teammates = det.get("teammates") or []
        t_d = 1e9
        for t in teammates:
            txy = _pt(t.get("field_xy"))
            if txy is not None:
                t_d = min(t_d, _d(txy, bxy))

        # The nearer player presses. A small hysteresis margin prevents
        # role flapping when the two are side by side.
        press = my_d <= t_d + 0.4

        if press:
            new_role = "press"
            # Near the buzzer: strike at goal rather than dribble. The
            # buzzer cuts all power, so a ball already moving at the
            # goal cannot be blocked once the clock hits zero.
            if (t_left is not None and t_left <= 3.0 and my_d <= 2.5
                    and attack is not None):
                reply = {"skill": "kick_toward", "target": list(attack)}
                say = "shooting" if self.role != new_role else ""
            else:
                # go_to_ball approaches the correct side (orbiting if
                # needed) and drives the ball at the opponent goal.
                reply = {"skill": "go_to_ball"}
                say = "I've got it" if self.role != new_role else ""
        else:
            new_role = "shade"
            if defend is not None and attack is not None:
                # Hold goal-side of the ball, but how deep depends on which
                # half the ball is in. When the ball is in our half, drop
                # deep toward our own goal to protect the empty net; when
                # the ball is in their half, stay close enough to support
                # the press or pounce on a rebound.
                ax = attack[0] - defend[0]
                ay = attack[1] - defend[1]
                mx = (attack[0] + defend[0]) / 2.0
                my = (attack[1] + defend[1]) / 2.0
                own_half = (bxy[0] - mx) * ax + (bxy[1] - my) * ay < 0.0
                depth = 0.68 if own_half else 0.45
                tx = bxy[0] + depth * (defend[0] - bxy[0])
                ty = bxy[1] + depth * (defend[1] - bxy[1])
                reply = {"skill": "walk_to", "target": [tx, ty]}
            else:
                # No own-goal fix available; stay put rather than crash.
                reply = {"skill": "hold"}
            say = "covering" if self.role != new_role else ""

        if say:
            # Shouts are public by design; keep them sparse (only on role
            # changes) so the pitch isn't noise.
            reply["say"] = say

        self.role = new_role
        return reply


def build_team(ctx):
    """Return two identical hand-written players and no manager.

    ctx carries team_index and the parsed team.yaml; we ignore the model
    config because these players never call a model.
    """
    return {"players": [Rover(0), Rover(1)], "manager": None}

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Thought for 1,492 words
We need act. We have read a lot. Need decide change. The current shade holds a point between ball and own goal, depth 0.45 when ball in our half, 0.68 when own half? Check: own_half bool. if own_half: depth=0.68 else depth=0.45. Wait own_half means ball in our half. If own half, depth 0.68 meaning shade closer to defend goal (deeper?). depth fraction from ball to defend: target = ball + depth*(defend-ball). depth 0.68 means 68% of way from ball to own goal. If own half, deeper defensive. Else 0.45 closer to ball to support. That seems okay maybe. But commentary shows conceding on counter with nobody back. Need strengthen shade: keep a player deeper, behind ball near own goal rather than fraction interpolation of ball. Existing shade follows ball position fraction, so when press attacking, ball in opponent half depth=0.45, shade at 45% from ball back to own goal; if ball is near opponent goal, shade around midfield? Let's calculate field 14 x 9. Attack goal maybe x=14, defend x=0. Press dribbles ball near attack goal x=12, shade target = 12 + 0.45*(0-12)=6.6, so shade at center line. A counter through middle can bomb past. Need shade stay deeper closer own goal when ball in opponent half: perhaps anchor near own goal / goal-side? The leak "penning" and "nobody back to stop them" means shade too high. Maybe change target computation to be based on own goal position rather than ball, with ball angle. Or use defensive line: when ball in opponent half, shade at maybe 65% toward own goal (deeper), not 45%. Actually more depth means closer to own goal. So reverse: when attacking (ball in opponent half), shade should drop DEEPER, not support too close. Current depth 0.45 is too high. Set attacking depth higher e.g. 0.75 or anchor at a point a few meters in front of goal. But also when ball in own half, deep 0.68 maybe okay; perhaps deeper 0.8. Could improve to explicitly position shade at point between ball and own goal but capped near own goal. The simple fix: invert depth? Let's reason. The code's own comment says "when ball in their half, stay close enough to support or pounce on rebound." But evidence shows counters hurt. We can change to deeper: own_half depth 0.72, else 0.65 (deeper). Wait deeper fraction means shade closer to defend. Let's set: own_half 0.70 else 0.65. But also dynamic based on distance: shade should maybe hold at a fixed distance from own goal along the ball-goal vector when ball in opponent half, e.g., 3 m in front of own goal, to cover counters. The current interpolation keeps shade at 55% line away from ball, maybe near midfield. A better anchor: choose the target point along line from own goal toward ball at a small radius (1.5-3 m) when ball in opponent half, rather than a fraction of total ball-defend distance. If ball is far away, fraction yields midfield; anchored near goal is better. If ball in our half, we need defend directly, so keep between ball and goal perhaps fraction. We have limited turns 13 left. Need implement, lint, maybe practice if code changed. We changed team.py only if replacing. Let's design robustly. Simplest targeted change with minimal risk: - Define defend pos. - Compute vector from defend to ball v = bxy - defend. Unit. - If ball in own half (closer to defend), position shade between ball and defend, with depth maybe 0.35 from ball toward defend? Let's not overcomplicate. - For all cases, set shade target = defend + 0.5? Need interpret coordinate orientation: attack[0]-defend[0] for ax, my midpoint. Own half projection negative means ball on defend side. The field has attack goal and defend goal; defend is own goal. Attack is opponent. Current code interpolates from ball toward defend. We can replace with a scheme based on ball position: - Always target = defend + f * (ball - defend), with f between 0 and 1, where f=0.25 means close to own goal regardless of ball distance; f=0.45 means 45% of way from goal to ball. Wait target = defend + f*(ball-defend). If f=0.25, target is 25% of distance from own goal toward ball; closer to own goal for large separation. That's actually better counter cover. But if ball close to own goal, target near own goal too? If ball very close to goal, f=0.25 gives 25% of small separation; shade near ball too. Hmm. Actually current formula target = bxy + depth*(defend-bxy) = ball + depth*(defend-ball). It's equivalent to defend + (1-depth)*(ball-defend). So depth=0.45 => target = defend + 0.55*(ball-defend), so 55% toward ball, i.e. closer to ball than own goal. So increasing depth moves target closer to own goal. depth=0.68 => target 32% toward ball. So current own-half depth 0.68 -> near own goal; opponent half depth 0.45 -> near ball. To cover counters, if ball in opponent half, set depth=0.70 (near own goal). Maybe simply set both 0.70. But also when ball is far in opponent half, target = ball + .70*(defend-ball) = near own goal, which may be too far from pressing player? That's okay; one presses, one stays home. In 2v2, keeping one back is prudent. Let's modify: depth = 0.72 if own_half else 0.68. That makes shade deeper in both but especially attacking. But current own_half 0.68 vs attack 0.45; new own 0.72 attack 0.68. For attack, target moves from 55% of distance from goal to ball to 32% toward ball. Good. But perhaps need more nuance: when ball in our own half, we want shade to go goal-side between ball and goal, not necessarily too deep; but depth .72 means near own goal. If ball is right in front of own goal, shade might retreat too close to goal and leave ball to presser. In our half, pressing player handles ball; shade should shield goal. being deep is good. Can refine with `dist_to_defend` cap? Keep simple. Maybe add explicit defender anchor: `target = defend + 0.35*(ball-defend)`? That is constant 35% toward ball, i.e., never too deep? Wait if ball far, target still 35% toward ball could be midfield, not own goal. The issue is we need near own goal, not proportional to ball distance. Let's compute current target for opponent half with ball near opponent goal: defend x=0, attack x=14, ball x=11. depth=0.45 => target=11+0.45*(0-11)=6.05. That's x=6, midfield+. If we want target x~2.5, use depth = (11-2.5)/11 =.77. New depth .68 gives target=11*.32=3.52. Good. depth .72 gives 3.08. Better. If ball at x=13, depth .68 target 4.16; .72 ->3.64. Defensive enough. When ball in own half x=2, defend x=0, depth .68 target=2*.32=.64; shade near goal. Good. So set depth: own_half 0.72 else 0.70 maybe. But maybe also role assignment hysteresis: `press = my_d <= t_d + 0.4`. t_d is distance from ball to nearest visible TEAMMATE. If my_d is distance from me to ball. This role computed per player. When both see same teammate, t_d for each is the other's distance? For player A, teammates detections includes B; t_d = dist B to ball. For A press if dist A <= dist B + .4. For B, teammates includes A; press if dist B <= dist A + .4. So both could be press when within .4? Actually if A closer by >.4, B farther: A press (dA <= dB + .4 true), B shade (dB <= dA + .4 false). If within .4 both press. hysteresis maybe okay but can cause both press if close. Not main. Could also improve shade to actively get behind presser: use `walk_to` target; fine. Let's implement depth change and perhaps simplify comment. Also "A fallen robot holds still" etc. Good. Need choose edit. Use replace on the `depth =` line. But exact old string appears once. new: `depth = 0.72 if own_half else 0.70`. Maybe update comments. Let's do replace with block comments. But before that, maybe we should consider using `turn_to` instead of walk_to for shade to keep facing ball? Not needed. `walk_to` takes position. The engine's skills steer closed-loop; walk_to to a point. Maybe facing not important. Could add guard: if ball is very near own goal (within 1.5m), shade should stand on goal line? But already deep. Maybe add a "goal-side intercept position": compute along direction ball-defend with depth. Fine. Let's commit change. Need maybe update NOTES later? We have turns. Let's do replace and lint/practice. After code change should practice before done. We'll do one practice maybe 90s; budget currently spent $0.28 of $2.50 session, so fine. But practice costs maybe $? Session budget includes practice spend from player-model calls? Our deterministic no LLM, so practice likely 0 or tiny. Earlier night 10 practice cost 0. We can do 90s. But only max 2/session. Should we do 60? We want verify. code change simple; practice mirror will tell load only. We have 13 turns. Sequence: replace, lint, practice, done. That's 4 JSON turns. Fine. Let's craft prose.

The leak is the shade role drifting too far upfield on our attacks — "nobody back" on the counter. I'm going to drop the shade deeper toward our own goal in both halves, and especially when the ball is in the opponent half, so one player always stays home to cover the break.

Editedclub/team.py

one exact substitution

The league answered159 characters
[replace club/team.py] replaced in club/team.py — match code changed: practice before done (lint cannot see a crash at kickoff; practice plays the code)
(0.0s)
Thought for 121 words
We need continue. We changed depth from 0.68/0.45 to 0.72/0.70. Need verify, lint, practice maybe. We have limited turns. Need decide. The change is small but meaningful. We should run lint, then practice to ensure no kickoff crash. Earlier notes say practice 90s cost 0. Also budget shows spend $0.31 of $2.50. Practice costs? It said practice not free, spend on model calls but our code no LLM calls so practice may cost low engine? Earlier "90 s practice loaded and played with no kickoff crash (0-1 mirror, cost 0)". Here cost 0 maybe. Practice real match up to 120 s max 2 per session. We should practice to verify. But maybe first lint. We have 12 turns. Let's run lint.

The shade depth is now deeper in both halves. I'll lint to make sure the edit is clean, then run a short practice to confirm the code still loads and plays at kickoff.

Ran scrutineering

The league answered33 characters
[lint] scrutineering CLEAR
(0.0s)
Thought for 208 words
We need continue. We changed shade depth. Need practice before done. We have budget/turns. We should run practice to verify kickoff. Then maybe analyze result. But practice costs. We have 11 turns. Let's run practice 90s perhaps. Then done. But first maybe think: depth 0.72/0.70? Need sanity. The shade target = bxy + depth*(defend-bxy), i.e. point depth fraction from ball toward own goal. Higher depth closer to own goal. Original own_half 0.68, other 0.45. New 0.72, 0.70. This means when ball in their half, shade 0.70 toward own goal (deeper), when own half 0.72 (slightly deeper). Wait if ball in their half (attack), own goal far away; shade point is 70% of way from ball to own goal, so close to own goal? Actually from ball=their half (x ~ -?), defend goal at +? Let's define. If attack goal at positive x? Suppose own half = ball between midline and defend. depth higher means position nearer defend? Yes 0.72 fraction along vector from ball to defend: point = ball + 0.72*(defend-ball). So closer to defend. For ball in their half, own goal far; point 70% toward defend, still relatively far from own goal but maybe near midfield? Should be deeper. Fine. But practice likely 90 sec. Let's run.

The shade-depth change is in and lint is clean. Now I'll verify it actually loads and plays at kickoff with a short practice match before committing.

Played a practice match

90 seconds

The league answered77 characters
[practice] practice (90s): score 0-0, events {None: 46}, cost $0.000
(136.0s)
Thought for 60 words
The practice loaded and played (0-0, no kickoff crash). The shade-depth change is in, lint clear. I should commit with done. The practice cost $0.000? It says cost $0.000 but budget says spent $0.34. Anyway. I've made the change, verified it loads and plays. Time to commit. Summary should describe the change. Let me do done with a good summary.

The defensive fix is in, lint is clean, and a 90 s practice match loaded and played with no kickoff crash (0-0). The shade now holds noticeably deeper in both halves — 0.70 of the way from ball to our own goal even when we're attacking — so one Rover always stays home to cover the through-ball counter that was leaking goals. Committing.

Finished the session

Deepen shade role in both halves to fix defensive leak: shade now holds 0.70 of the way from ball to own goal when attacking (was 0.45) and 0.72 when defending (was 0.68), so one player always stays goal-side to stop through-ball counters. Lint clean; 90 s practice loaded and played with no kickoff crash.

Session over. Everything the club changed was committed to its own public repository.