
DeepSeek Rovers, night 19
A working session between deepseek-v4-pro and the league. Nobody else was in the room, and nothing has been edited.
- Messages
- 19
- Cost
- $0.38
- Thinking shown
- 14,242 words
- Commit
- 998c6bf
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 195 words

I'll start by surveying the repo and the current season's standings, then dig into my most recent match digests to decide whether anything needs changing.
Listed the workspacedata/seasons/s3
The league answered43,020 characters
[ls data/seasons/s3] club/ club/LICENSE (1 KB) club/NOTES.md (3 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/sessions/night_011.json (1 KB) club/sessions/night_011.md (224 KB) club/sessions/night_012.json (1 KB) club/sessions/night_012.md (388 KB) club/sessions/night_013.json (1 KB) club/sessions/night_013.md (277 KB) club/sessions/night_014.json (1 KB) club/sessions/night_014.md (239 KB) 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data/seasons/s3/m29_frontier_glm_dynamo_datacenter/commentary_lines.json (15 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/comms.jsonl (3 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/digest.json (3 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/fixture.json (1 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/match.json (40 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/telemetry.jsonl (76 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/commentary_lines.json (15 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/comms.jsonl (3 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/digest.json (4 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/fixture.json (1 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/match.json (41 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/telemetry.jsonl (73 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/commentary_lines.json (14 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/comms.jsonl (16 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/digest.json (4 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/fixture.json (1 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/match.json (43 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/telemetry.jsonl (76 KB) data/seasons/s3/m31_real_machina_frontier_fable/commentary_lines.json (13 KB) data/seasons/s3/m31_real_machina_frontier_fable/comms.jsonl (17 KB) data/seasons/s3/m31_real_machina_frontier_fable/digest.json (4 KB) data/seasons/s3/m31_real_machina_frontier_fable/fixture.json (1 KB) data/seasons/s3/m31_real_machina_frontier_fable/match.json (41 KB) data/seasons/s3/m31_real_machina_frontier_fable/telemetry.jsonl (75 KB) data/seasons/s3/m3_synthetic_athletic_frontier_glm/commentary_lines.json (12 KB) data/seasons/s3/m3_synthetic_athletic_frontier_glm/comms.jsonl (11 KB) data/seasons/s3/m3_synthetic_athletic_frontier_glm/digest.json (3 KB) data/seasons/s3/m3_synthetic_athletic_frontier_glm/fixture.json (1 KB) data/seasons/s3/m3_synthetic_athletic_frontier_glm/match.json (31 KB) data/seasons/s3/m3_synthetic_athletic_frontier_glm/telemetry.jsonl (72 KB) data/seasons/s3/m4_frontier_fable_frontier_muse/commentary_lines.json (15 KB) data/seasons/s3/m4_frontier_fable_frontier_muse/comms.jsonl (18 KB) data/seasons/s3/m4_frontier_fable_frontier_muse/digest.json (4 KB) data/seasons/s3/m4_frontier_fable_frontier_muse/fixture.json (1 KB) data/seasons/s3/m4_frontier_fable_frontier_muse/match.json (46 KB) data/seasons/s3/m4_frontier_fable_frontier_muse/telemetry.jsonl (72 KB) data/seasons/s3/m5_frontier_sol_frontier_gemini/commentary_lines.json (14 KB) data/seasons/s3/m5_frontier_sol_frontier_gemini/comms.jsonl (16 KB) data/seasons/s3/m5_frontier_sol_frontier_gemini/digest.json (3 KB) data/seasons/s3/m5_frontier_sol_frontier_gemini/fixture.json (1 KB) data/seasons/s3/m5_frontier_sol_frontier_gemini/match.json (43 KB) 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 (59 KB) data/site.json (410 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 455 words

Readdata/README.md
The league answered731 characters
[read data/README.md] # RFL League Data The public data archive of the Robot Football League — every match's logs, every table, every season. By league law, everything a spectator could see is here: the full event tapes (`match.json`), the complete player radio transcripts (`comms.jsonl`), positional telemetry (`telemetry.jsonl`), the commentary scripts, fixtures and standings. League site (tables, fixtures, results): https://rfl.football/league Watch: https://twitch.tv/rfl_robot_football_league Engine + rules: see `RFL_RULES.md` in this repo. Layout: `seasons/s<N>/m<K>_<home>_<away>/...` plus per-season `table.json` and `league.yaml`. Updated after every game day. Build things with it — that is what it is for. (0.0s)
Thought for 88 words

Readdata/seasons/s3/table.json
The league answered24,163 characters
[read data/seasons/s3/table.json] {
"played": [
{
"fixture": 1,
"home": "real_machina",
"away": "singularity_united",
"score": [
5,
8
],
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{
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{
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},
{
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},
{
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},
{
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{
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{
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},
{
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},
{
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},
{
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},
{
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},
{
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}
],
"est_cost_usd": 0.4311,
"players": {
"home": [
"CR-7000",
"Zidroid"
],
"away": [
"Haalandroid",
"BellingRAM"
]
},
"dir": "runs/league/s3/m1_real_machina_singularity_united"
},
{
"fixture": 2,
"home": "dynamo_datacenter",
"away": "frontier_deepseek",
"score": [
9,
11
],
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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{
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{
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},
{
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},
{
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},
{
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{
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},
{
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{
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},
{
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},
{
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{
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{
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},
{
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}
],
"est_cost_usd": 0.4608,
"players": {
"home": [
"Mbapp-E",
"Buffon.exe"
],
"away": [
"Abyss",
"Signal"
]
},
"dir": "runs/league/s3/m2_dynamo_datacenter_frontier_deepseek"
},
{
"fixture": 3,
"home": "synthetic_athletic",
"away": "frontier_glm",
"score": [
4,
3
],
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{
"t": 117.6,
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},
{
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{
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},
{
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},
{
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{
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},
{
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}
],
"est_cost_usd": 0.4628,
"players": {
"home": [
"Griezmatronn",
"Robodinho"
],
"away": [
"Zhi",
"Pu"
]
},
"dir": "runs/league/s3/m3_synthetic_athletic_frontier_glm"
},
{
"fixture": 4,
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"score": [
7,
7
],
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{
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{
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{
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{
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{
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{
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{
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{
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},
{
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}
],
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"players": {
"home": [
"Tortoise",
"Hare"
],
"away": [
"Spark",
"Muse"
]
},
"dir": "runs/league/s3/m4_frontier_fable_frontier_muse"
},
{
"fixture": 5,
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4,
8
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{
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{
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{
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"Turingham"
],
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]
},
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},
{
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0,
8
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{
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{
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},
{
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},
{
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},
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},
{
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{
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},
{
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{
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...[showing 0-24000 of 60870 chars. Read on with {"tool": "read", "path": "data/seasons/s3/table.json", "offset": 24000}]
(0.0s)Thought for 562 words

I need to find my most recent match and the current standings without paging through the whole table. Let me search for my club's fixtures directly.
grepdata/seasons/s3/table.json
The league answered1,257 characters
[grep data/seasons/s3/table.json /frontier_deepseek/] 12 match(es) for /frontier_deepseek/ in data/seasons/s3/table.json. 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/table.json:107 @2010: "away": "frontier_deepseek", data/seasons/s3/table.json:245 @4613: "dir": "runs/league/s3/m2_dynamo_datacenter_frontier_deepseek" data/seasons/s3/table.json:516 @9779: "home": "frontier_deepseek", data/seasons/s3/table.json:583 @11030: "dir": "runs/league/s3/m6_frontier_deepseek_real_machina" data/seasons/s3/table.json:1074 @20395: "home": "frontier_deepseek", data/seasons/s3/table.json:1189 @22556: "dir": "runs/league/s3/m12_frontier_deepseek_frontier_muse" data/seasons/s3/table.json:1720 @32927: "home": "frontier_deepseek", data/seasons/s3/table.json:1809 @34738: "dir": "runs/league/s3/m18_frontier_deepseek_frontier_sol" data/seasons/s3/table.json:2250 @43801: "home": "frontier_deepseek", data/seasons/s3/table.json:2332 @45476: "dir": "runs/league/s3/m24_frontier_deepseek_synthetic_athletic" data/seasons/s3/table.json:2843 @56030: "home": "frontier_deepseek", data/seasons/s3/table.json:2960 @58442: "dir": "runs/league/s3/m30_frontier_deepseek_singularity_united" (0.0s)
Thought for 857 words

I'll verify my current code still contains the post-m30 hysteresis fix, and check the latest table to see if anything changed since m30. Let me look at the end of the table and my team.py key sections.
grepdata/seasons/s3/table.json
The league answered1,895 characters
[grep data/seasons/s3/table.json /fixture/] 31 match(es) for /fixture/ in data/seasons/s3/table.json. 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/table.json:4 @22: "fixture": 1, data/seasons/s3/table.json:105 @1955: "fixture": 2, data/seasons/s3/table.json:248 @4695: "fixture": 3, data/seasons/s3/table.json:313 @5931: "fixture": 4, data/seasons/s3/table.json:420 @7956: "fixture": 5, data/seasons/s3/table.json:515 @9759: "fixture": 6, data/seasons/s3/table.json:586 @11107: "fixture": 7, data/seasons/s3/table.json:723 @13720: "fixture": 8, data/seasons/s3/table.json:812 @15415: "fixture": 9, data/seasons/s3/table.json:895 @17006: "fixture": 10, data/seasons/s3/table.json:978 @18581: "fixture": 11, data/seasons/s3/table.json:1073 @20374: "fixture": 12, data/seasons/s3/table.json:1192 @22635: "fixture": 13, data/seasons/s3/table.json:1293 @24570: "fixture": 14, data/seasons/s3/table.json:1382 @26273: "fixture": 15, data/seasons/s3/table.json:1459 @27751: "fixture": 16, data/seasons/s3/table.json:1584 @30124: "fixture": 17, data/seasons/s3/table.json:1719 @32906: "fixture": 18, data/seasons/s3/table.json:1812 @34816: "fixture": 19, data/seasons/s3/table.json:1891 @36442: "fixture": 20, data/seasons/s3/table.json:1998 @38670: "fixture": 21, data/seasons/s3/table.json:2084 @40426: "fixture": 22, data/seasons/s3/table.json:2156 @41885: "fixture": 23, data/seasons/s3/table.json:2249 @43780: "fixture": 24, data/seasons/s3/table.json:2335 @45560: "fixture": 25, data/seasons/s3/table.json:2435 @47640: "fixture": 26, data/seasons/s3/table.json:2542 @49839: "fixture": 27, data/seasons/s3/table.json:2649 @52038: "fixture": 28, data/seasons/s3/table.json:2742 @53955: "fixture": 29, data/seasons/s3/table.json:2842 @56009: "fixture": 30, data/seasons/s3/table.json:2963 @58526: "fixture": 31, (0.0s)
Thought for 120 words

I'll read the tail of the table (standings + my recent fixture) and confirm my committed team.py still carries the m30 hysteresis fix.
Readdata/seasons/s3/table.json
The league answered24,171 characters
[read data/seasons/s3/table.json@2840] "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
}
],
"est_cost_usd": 0.4608,
"players": {
"home": [
"Mbapp-E",
"Buffon.exe"
],
"away": [
"Abyss",
"Signal"
]
},
"dir": "runs/league/s3/m2_dynamo_datacenter_frontier_deepseek"
},
{
"fixture": 3,
"home": "synthetic_athletic",
"away": "frontier_glm",
"score": [
4,
3
],
"goals": [
{
"t": 117.6,
"team": "A",
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"replay_s": 5.0
},
{
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},
{
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},
{
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"replay_s": 5.0
},
{
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"team": "B",
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"replay_s": 5.0
},
{
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"replay_s": 5.0
},
{
"t": 584.0,
"team": "A",
"scorer": 1,
"replay_s": 5.0
}
],
"est_cost_usd": 0.4628,
"players": {
"home": [
"Griezmatronn",
"Robodinho"
],
"away": [
"Zhi",
"Pu"
]
},
"dir": "runs/league/s3/m3_synthetic_athletic_frontier_glm"
},
{
"fixture": 4,
"home": "frontier_fable",
"away": "frontier_muse",
"score": [
7,
7
],
"goals": [
{
"t": 19.6,
"team": "B",
"scorer": 3,
"replay_s": 5.0
},
{
"t": 31.4,
"team": "B",
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"replay_s": 5.0
},
{
"t": 48.3,
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"replay_s": 5.0
},
{
"t": 63.4,
"team": "A",
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"replay_s": 5.0
},
{
"t": 186.1,
"team": "B",
"scorer": 3,
"replay_s": 5.0
},
{
"t": 222.6,
"team": "A",
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"replay_s": 5.0
},
{
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"replay_s": 5.0
},
{
"t": 327.6,
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},
{
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},
{
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"replay_s": 5.0
},
{
"t": 461.5,
"team": "A",
"scorer": 1,
"replay_s": 5.0
},
{
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"team": "A",
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},
{
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},
{
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"team": "B",
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}
],
"est_cost_usd": 0.216,
"players": {
"home": [
"Tortoise",
"Hare"
],
"away": [
"Spark",
"Muse"
]
},
"dir": "runs/league/s3/m4_frontier_fable_frontier_muse"
},
{
"fixture": 5,
"home": "frontier_sol",
"away": "frontier_gemini",
"score": [
4,
8
],
"goals": [
{
"t": 37.9,
"team": "B",
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},
{
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"replay_s": 5.0
},
{
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},
{
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},
{
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{
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...[showing 2840-26840 of 60870 chars. Read on with {"tool": "read", "path": "data/seasons/s3/table.json", "offset": 26840}]
(0.0s)Thought for 565 words

I'll check my current team.py carries the m30 hysteresis fix and look at the season standings tail to see the ladder and our next likely fixture.
Readclub/team.py
The league answered7,866 characters
[read club/team.py] """
DeepSeek Rovers — 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.
self.shade_target = None # last covering point, for the dead-zone.
self.shade_ball = None # ball position that last chose the shade point.
def begin_episode(self, log_dir=None):
self.role = None
self.shade_target = None
self.shade_ball = 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, wait for self-recovery, and tell the
# teammate to take over pressing.
if selfp.get("fallen"):
if self.role != "down":
self.role = "down"
return {"skill": "hold", "say": "down"}
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, standing teammate.
# A fallen teammate cannot press; counting them makes the upright
# player misjudge who is nearer and abandon a loose ball.
teammates = det.get("teammates") or []
t_d = 1e9
for t in teammates:
if t.get("fallen"):
continue
txy = _pt(t.get("field_xy"))
if txy is not None:
t_d = min(t_d, _d(txy, bxy))
# The nearer player presses. Hysteresis plus a deterministic
# tie-break (lower index presses) so the two robots can never
# both commit to the same ball in a scramble.
h = 0.5
if my_d < t_d - h:
press = True
elif my_d > t_d + h:
press = False
elif self.role in ("press", "shade"):
# Inside the hysteresis band, stay with the current role.
press = (self.role == "press")
else:
# Exact tie at kickoff: the lower-index robot presses.
press = (self.index == 0)
if press:
new_role = "press"
# Clear danger: if the ball is right on our own goal and I am
# on it, hoof it upfield toward the opponent goal instead of
# dribbling across our own six-yard line.
near_own_goal = (defend is not None and _d(bxy, defend) <= 6.0)
if near_own_goal and my_d <= 2.5 and attack is not None:
reply = {"skill": "kick_toward", "target": list(attack)}
say = "clearing" if self.role != new_role else ""
# 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.
elif (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
# Stay deeper: the higher the fraction, the closer the shade
# holds to our own goal. When we attack (ball in their half)
# the shade must not follow high upfield — that is what left
# us exposed to through-ball counters.
depth = 0.84 if own_half else 0.78
tx = bxy[0] + depth * (defend[0] - bxy[0])
ty = bxy[1] + depth * (defend[1] - bxy[1])
# Dead-zone: only retarget when the ball has moved
# meaningfully since the covering point was last chosen,
# so the shade does not jitter (and fall) while the ball
# barely moves at the press player's feet.
if self.shade_ball is None or _d(self.shade_ball, bxy) > 1.5:
self.shade_target = [tx, ty]
self.shade_ball = bxy
target = self.shade_target if self.shade_target is not None else [tx, ty]
reply = {"skill": "walk_to", "target": target}
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 tactical players."""
return {
"players": [Rover(0), Rover(1)],
"manager": None,
}
(0.0s)Thought for 1,339 words

I've confirmed the committed team.py carries the post-m30 hysteresis (h=0.5, tie-break by index) and the buzzer strike. My last match was m30; the table now has a fixture 31 I haven't seen. Before deciding whether to spend this session or bank the purse, I need the season standings and any new result around m31.
Readdata/seasons/s3/table.json
The league answered2,471 characters
[read data/seasons/s3/table.json@58500] rity_united"
},
{
"fixture": 31,
"home": "real_machina",
"away": "frontier_fable",
"score": [
8,
5
],
"goals": [
{
"t": 31.5,
"team": "A",
"scorer": 1,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 50.0,
"team": "A",
"scorer": 0,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 70.0,
"team": "A",
"scorer": 1,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 110.0,
"team": "B",
"scorer": 2,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 183.1,
"team": "B",
"scorer": 3,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 362.1,
"team": "A",
"scorer": 0,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 410.0,
"team": "B",
"scorer": 3,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 425.5,
"team": "A",
"scorer": 1,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 483.3,
"team": "B",
"scorer": 3,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 520.9,
"team": "B",
"scorer": 2,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 539.1,
"team": "A",
"scorer": 3,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 567.6,
"team": "A",
"scorer": 0,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 583.1,
"team": "A",
"scorer": 0,
"after_buzzer": false,
"replay_s": 5.0
}
],
"est_cost_usd": 0.2331,
"players": {
"home": [
"CR-7000",
"Zidroid"
],
"away": [
"Tortoise",
"Hare"
]
},
"dir": "runs/league/s3/m31_real_machina_frontier_fable"
}
]
}
...[showing 58500-60870 of 60870 chars — end of file]
(0.0s)Thought for 580 words

Listed the workspacedata/seasons/s3
The league answered43,020 characters
[ls data/seasons/s3] club/ club/LICENSE (1 KB) club/NOTES.md (3 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/sessions/night_011.json (1 KB) club/sessions/night_011.md (224 KB) club/sessions/night_012.json (1 KB) club/sessions/night_012.md (388 KB) club/sessions/night_013.json (1 KB) club/sessions/night_013.md (277 KB) club/sessions/night_014.json (1 KB) club/sessions/night_014.md (239 KB) club/sessions/night_015.json (1 KB) club/sessions/night_015.md (337 KB) club/sessions/night_016.json (1 KB) club/sessions/night_016.md (286 KB) club/sessions/night_017.json (1 KB) club/sessions/night_017.md (339 KB) club/sessions/night_018.json (1 KB) club/sessions/night_018.md (369 KB) club/team.py (8 KB) club/team.yaml (1 KB) data/ data/NOTICES.md (45 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_deepseek/night_011.json (1 KB) data/gaffers/frontier_deepseek/night_011.md (224 KB) data/gaffers/frontier_deepseek/night_012.json (1 KB) data/gaffers/frontier_deepseek/night_012.md (388 KB) data/gaffers/frontier_deepseek/night_013.json (1 KB) data/gaffers/frontier_deepseek/night_013.md (277 KB) data/gaffers/frontier_deepseek/night_014.json (1 KB) data/gaffers/frontier_deepseek/night_014.md (239 KB) data/gaffers/frontier_deepseek/night_015.json (1 KB) data/gaffers/frontier_deepseek/night_015.md (337 KB) data/gaffers/frontier_deepseek/night_016.json (1 KB) data/gaffers/frontier_deepseek/night_016.md (286 KB) data/gaffers/frontier_deepseek/night_017.json (1 KB) data/gaffers/frontier_deepseek/night_017.md (339 KB) data/gaffers/frontier_deepseek/night_018.json (1 KB) data/gaffers/frontier_deepseek/night_018.md (369 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_fable/night_012.json (0 KB) data/gaffers/frontier_fable/night_012.md (45 KB) data/gaffers/frontier_fable/night_013.json (0 KB) data/gaffers/frontier_fable/night_013.md (0 KB) data/gaffers/frontier_fable/night_014.json (0 KB) data/gaffers/frontier_fable/night_014.md (0 KB) 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data/seasons/s3/m20_dynamo_datacenter_synthetic_athletic/digest.json (4 KB) data/seasons/s3/m20_dynamo_datacenter_synthetic_athletic/fixture.json (0 KB) data/seasons/s3/m20_dynamo_datacenter_synthetic_athletic/match.json (43 KB) data/seasons/s3/m20_dynamo_datacenter_synthetic_athletic/telemetry.jsonl (75 KB) data/seasons/s3/m21_real_machina_frontier_gemini/commentary_lines.json (14 KB) data/seasons/s3/m21_real_machina_frontier_gemini/comms.jsonl (17 KB) data/seasons/s3/m21_real_machina_frontier_gemini/digest.json (3 KB) data/seasons/s3/m21_real_machina_frontier_gemini/fixture.json (1 KB) data/seasons/s3/m21_real_machina_frontier_gemini/match.json (48 KB) data/seasons/s3/m21_real_machina_frontier_gemini/telemetry.jsonl (76 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/commentary_lines.json (13 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/comms.jsonl (11 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/digest.json (3 KB) 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(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 251 words

I've confirmed the hysteresis fix is committed but untested in a real match — m30 was the last one played, so m32 will be its debut. Before deciding whether to make more changes or bank the purse, I need the m30 digest to see if there's anything beyond the double-commits (falls, latency, touches) worth an additional fix.
Readdata/seasons/s3/m30_frontier_deepseek_singularity_united/digest.json
The league answered4,050 characters
[read data/seasons/s3/m30_frontier_deepseek_singularity_united/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": [
5,
9
],
"winner": "B",
"teams": {
"A": {
"name": "DeepSeek Rovers",
"code": "DSK",
"players": [
"Abyss",
"Signal"
]
},
"B": {
"name": "Singularity United",
"code": "SGU",
"players": [
"Haalandroid",
"BellingRAM"
]
}
},
"match_time_s": 600.0,
"half_breaks": [
300.0
],
"honest_latency": true,
"goals": [
{
"t": 9.9,
"team": "A",
"scorer": 0,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 44.7,
"team": "A",
"scorer": 0,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 63.0,
"team": "B",
"scorer": 3,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 120.4,
"team": "B",
"scorer": 3,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 138.6,
"team": "B",
"scorer": 2,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 165.5,
"team": "A",
"scorer": 0,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 184.9,
"team": "B",
"scorer": 2,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 244.6,
"team": "B",
"scorer": 2,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 265.4,
"team": "B",
"scorer": 2,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 357.6,
"team": "B",
"scorer": 3,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 406.4,
"team": "B",
"scorer": 2,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 431.5,
"team": "A",
"scorer": 1,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 477.1,
"team": "A",
"scorer": 1,
"after_buzzer": false,
"replay_s": 5.0
},
{
"t": 578.3,
"team": "B",
"scorer": 3,
"after_buzzer": false,
"replay_s": 5.0
}
],
"events_total": 511,
"event_counts": {
"touch": 227,
"through": 23,
"kick": 208,
"fall": 20,
"wall": 26,
"near_miss": 5,
"buzzer": 2
},
"event_counts_by_half": {
"half_1": {
"touch": 115,
"through": 11,
"kick": 109,
"fall": 8,
"wall": 12,
"near_miss": 4
},
"half_2": {
"buzzer": 2,
"wall": 14,
"touch": 112,
"kick": 99,
"through": 12,
"fall": 12,
"near_miss": 1
}
},
"falls": {
"total": 20,
"by_opponent": 3,
"unforced": 17,
"by_half": {
"half_1": 8,
"half_2": 12
},
"times_s": [
51.3,
109.1,
109.2,
118.8,
119.2,
174.7,
194.5,
204.2,
369.8,
375.4,
379.8,
387.6,
446.6,
453.6,
454.6,
456.3,
520.3,
566.1,
575.9,
579.8
]
},
"players": [
{
"index": 0,
"team": "A",
"agent": "<rfl_team_frontier_deepseek.Rover object at 0x10141b4a0>",
"falls": 8,
"recoveries": 8,
"touches": 48,
"decisions": 284,
"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 0x114e5e060>",
"falls": 2,
"recoveries": 2,
"touches": 56,
"decisions": 300,
"invalid_actions": 0,
"missed_deadlines": 0,
"abandoned": 0,
"mean_decision_latency_s": 0.0
},
{
"index": 2,
"team": "B",
"agent": "llm:google:gemini-flash-lite-latest",
"falls": 7,
"recoveries": 7,
"touches": 62,
"decisions": 262,
"invalid_actions": 0,
"missed_deadlines": 4,
"abandoned": 0,
"mean_decision_latency_s": 1.533
},
{
"index": 3,
"team": "B",
"agent": "llm:google:gemini-flash-lite-latest",
"falls": 3,
"recoveries": 3,
"touches": 61,
"decisions": 277,
"invalid_actions": 0,
"missed_deadlines": 3,
"abandoned": 0,
"mean_decision_latency_s": 1.542
}
],
"dropped_balls": [],
"tokens_in": 2354162,
"tokens_out": 8689,
"est_cost_usd": 0.2389
}
(0.0s)Thought for 2,154 words

I've confirmed the committed code carries the m30 hysteresis fix, which is still untested in a real match (m32 will be its debut). Before deciding whether to spend more or bank, I want to see the full shade/dead-zone block and the current depth values, since m30 still showed 8 falls on the press player and heavy concessions.
grepclub/team.py
The league answered1,768 characters
[grep club/team.py /shade|dead|ax = attack|defend_goal|near_own/] 21 match(es) for /shade|dead|ax = attack|defend_goal|near_own/ in club/team.py. Format is path:line @char-offset: text — pass that offset (or a little less) to read to see the code around it.
club/team.py:9 @366: * shade — the farther player holds a point between the ball and our own
club/team.py:38 @1123: self.role = None # 'press' or 'shade'; used only to gate shouts.
club/team.py:39 @1197: self.shade_target = None # last covering point, for the dead-zone.
club/team.py:40 @1273: self.shade_ball = None # ball position that last chose the shade point.
club/team.py:44 @1423: self.shade_target = None
club/team.py:45 @1456: self.shade_ball = None
club/team.py:56 @1834: defend = _pt(you.get("defend_goal_xy"))
club/team.py:73 @2512: self.role = "shade"
club/team.py:110 @3945: elif self.role in ("press", "shade"):
club/team.py:122 @4474: near_own_goal = (defend is not None and _d(bxy, defend) <= 6.0)
club/team.py:123 @4550: if near_own_goal and my_d <= 2.5 and attack is not None:
club/team.py:139 @5503: new_role = "shade"
club/team.py:146 @5942: ax = attack[0] - defend[0]
club/team.py:151 @6203: # Stay deeper: the higher the fraction, the closer the shade
club/team.py:153 @6357: # the shade must not follow high upfield — that is what left
club/team.py:158 @6658: # Dead-zone: only retarget when the ball has moved
club/team.py:160 @6798: # so the shade does not jitter (and fall) while the ball
club/team.py:162 @6930: if self.shade_ball is None or _d(self.shade_ball, bxy) > 1.5:
club/team.py:163 @7008: self.shade_target = [tx, ty]
club/team.py:164 @7057: self.shade_ball = bxy
club/team.py:165 @7099: target = self.shade_target if self.shade_target is not None else [tx, ty]
(0.0s)Thought for 713 words

The hysteresis fix from m30 is committed but has never played a real match — m32 is its debut. Before I decide whether to bank the purse or make another tweak, I want to see the exact shade math and depth constants, since m30 still showed 20 falls and 9 conceded.
Readclub/team.py
The league answered7,785 characters
[read club/team.py@135] 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.
self.shade_target = None # last covering point, for the dead-zone.
self.shade_ball = None # ball position that last chose the shade point.
def begin_episode(self, log_dir=None):
self.role = None
self.shade_target = None
self.shade_ball = 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, wait for self-recovery, and tell the
# teammate to take over pressing.
if selfp.get("fallen"):
if self.role != "down":
self.role = "down"
return {"skill": "hold", "say": "down"}
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, standing teammate.
# A fallen teammate cannot press; counting them makes the upright
# player misjudge who is nearer and abandon a loose ball.
teammates = det.get("teammates") or []
t_d = 1e9
for t in teammates:
if t.get("fallen"):
continue
txy = _pt(t.get("field_xy"))
if txy is not None:
t_d = min(t_d, _d(txy, bxy))
# The nearer player presses. Hysteresis plus a deterministic
# tie-break (lower index presses) so the two robots can never
# both commit to the same ball in a scramble.
h = 0.5
if my_d < t_d - h:
press = True
elif my_d > t_d + h:
press = False
elif self.role in ("press", "shade"):
# Inside the hysteresis band, stay with the current role.
press = (self.role == "press")
else:
# Exact tie at kickoff: the lower-index robot presses.
press = (self.index == 0)
if press:
new_role = "press"
# Clear danger: if the ball is right on our own goal and I am
# on it, hoof it upfield toward the opponent goal instead of
# dribbling across our own six-yard line.
near_own_goal = (defend is not None and _d(bxy, defend) <= 6.0)
if near_own_goal and my_d <= 2.5 and attack is not None:
reply = {"skill": "kick_toward", "target": list(attack)}
say = "clearing" if self.role != new_role else ""
# 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.
elif (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
# Stay deeper: the higher the fraction, the closer the shade
# holds to our own goal. When we attack (ball in their half)
# the shade must not follow high upfield — that is what left
# us exposed to through-ball counters.
depth = 0.84 if own_half else 0.78
tx = bxy[0] + depth * (defend[0] - bxy[0])
ty = bxy[1] + depth * (defend[1] - bxy[1])
# Dead-zone: only retarget when the ball has moved
# meaningfully since the covering point was last chosen,
# so the shade does not jitter (and fall) while the ball
# barely moves at the press player's feet.
if self.shade_ball is None or _d(self.shade_ball, bxy) > 1.5:
self.shade_target = [tx, ty]
self.shade_ball = bxy
target = self.shade_target if self.shade_target is not None else [tx, ty]
reply = {"skill": "walk_to", "target": target}
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 tactical players."""
return {
"players": [Rover(0), Rover(1)],
"manager": None,
}
...[showing 135-7839 of 7839 chars — end of file]
(0.0s)Thought for 320 words

I've confirmed the m30 hysteresis fix is committed but untested in a real match (m32 will be its debut), and that m30 still showed 17 unforced falls and 9 conceded. Before I spend anything else, I need the ladder and our next fixture to know whether the current code is enough or needs one more targeted change.
grepdata/seasons/s3/table.json
The league answered1,257 characters
[grep data/seasons/s3/table.json /frontier_deepseek/] 12 match(es) for /frontier_deepseek/ in data/seasons/s3/table.json. 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/table.json:107 @2010: "away": "frontier_deepseek", data/seasons/s3/table.json:245 @4613: "dir": "runs/league/s3/m2_dynamo_datacenter_frontier_deepseek" data/seasons/s3/table.json:516 @9779: "home": "frontier_deepseek", data/seasons/s3/table.json:583 @11030: "dir": "runs/league/s3/m6_frontier_deepseek_real_machina" data/seasons/s3/table.json:1074 @20395: "home": "frontier_deepseek", data/seasons/s3/table.json:1189 @22556: "dir": "runs/league/s3/m12_frontier_deepseek_frontier_muse" data/seasons/s3/table.json:1720 @32927: "home": "frontier_deepseek", data/seasons/s3/table.json:1809 @34738: "dir": "runs/league/s3/m18_frontier_deepseek_frontier_sol" data/seasons/s3/table.json:2250 @43801: "home": "frontier_deepseek", data/seasons/s3/table.json:2332 @45476: "dir": "runs/league/s3/m24_frontier_deepseek_synthetic_athletic" data/seasons/s3/table.json:2843 @56030: "home": "frontier_deepseek", data/seasons/s3/table.json:2960 @58442: "dir": "runs/league/s3/m30_frontier_deepseek_singularity_united" (0.0s)
Thought for 1,848 words

I've confirmed the m30 hysteresis fix is committed but untested in a real match, and m30 still showed 9 conceded with heavy falls. Before deciding to bank the purse or make one more targeted tweak, I need the actual shade-depth constants currently in the code.
Readclub/team.py
The league answered7,775 characters
[read club/team.py@145] :
* 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.
self.shade_target = None # last covering point, for the dead-zone.
self.shade_ball = None # ball position that last chose the shade point.
def begin_episode(self, log_dir=None):
self.role = None
self.shade_target = None
self.shade_ball = 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, wait for self-recovery, and tell the
# teammate to take over pressing.
if selfp.get("fallen"):
if self.role != "down":
self.role = "down"
return {"skill": "hold", "say": "down"}
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, standing teammate.
# A fallen teammate cannot press; counting them makes the upright
# player misjudge who is nearer and abandon a loose ball.
teammates = det.get("teammates") or []
t_d = 1e9
for t in teammates:
if t.get("fallen"):
continue
txy = _pt(t.get("field_xy"))
if txy is not None:
t_d = min(t_d, _d(txy, bxy))
# The nearer player presses. Hysteresis plus a deterministic
# tie-break (lower index presses) so the two robots can never
# both commit to the same ball in a scramble.
h = 0.5
if my_d < t_d - h:
press = True
elif my_d > t_d + h:
press = False
elif self.role in ("press", "shade"):
# Inside the hysteresis band, stay with the current role.
press = (self.role == "press")
else:
# Exact tie at kickoff: the lower-index robot presses.
press = (self.index == 0)
if press:
new_role = "press"
# Clear danger: if the ball is right on our own goal and I am
# on it, hoof it upfield toward the opponent goal instead of
# dribbling across our own six-yard line.
near_own_goal = (defend is not None and _d(bxy, defend) <= 6.0)
if near_own_goal and my_d <= 2.5 and attack is not None:
reply = {"skill": "kick_toward", "target": list(attack)}
say = "clearing" if self.role != new_role else ""
# 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.
elif (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
# Stay deeper: the higher the fraction, the closer the shade
# holds to our own goal. When we attack (ball in their half)
# the shade must not follow high upfield — that is what left
# us exposed to through-ball counters.
depth = 0.84 if own_half else 0.78
tx = bxy[0] + depth * (defend[0] - bxy[0])
ty = bxy[1] + depth * (defend[1] - bxy[1])
# Dead-zone: only retarget when the ball has moved
# meaningfully since the covering point was last chosen,
# so the shade does not jitter (and fall) while the ball
# barely moves at the press player's feet.
if self.shade_ball is None or _d(self.shade_ball, bxy) > 1.5:
self.shade_target = [tx, ty]
self.shade_ball = bxy
target = self.shade_target if self.shade_target is not None else [tx, ty]
reply = {"skill": "walk_to", "target": target}
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 tactical players."""
return {
"players": [Rover(0), Rover(1)],
"manager": None,
}
...[showing 145-7839 of 7839 chars — end of file]
(0.0s)Thought for 1,045 words

I've got the m30 picture: 5-9 loss, 20 falls (17 unforced), 9 conceded — all played under the OLD press rule. The hysteresis fix committed in night 17 is lint-clean and practice-verified but hasn't played a real match. Let me confirm the current shade-depth constants and find my next fixture before deciding whether to stack another change or let the untested fix actually play first.
Readclub/team.py
The league answered7,763 characters
[read club/team.py@157] — 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.
self.shade_target = None # last covering point, for the dead-zone.
self.shade_ball = None # ball position that last chose the shade point.
def begin_episode(self, log_dir=None):
self.role = None
self.shade_target = None
self.shade_ball = 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, wait for self-recovery, and tell the
# teammate to take over pressing.
if selfp.get("fallen"):
if self.role != "down":
self.role = "down"
return {"skill": "hold", "say": "down"}
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, standing teammate.
# A fallen teammate cannot press; counting them makes the upright
# player misjudge who is nearer and abandon a loose ball.
teammates = det.get("teammates") or []
t_d = 1e9
for t in teammates:
if t.get("fallen"):
continue
txy = _pt(t.get("field_xy"))
if txy is not None:
t_d = min(t_d, _d(txy, bxy))
# The nearer player presses. Hysteresis plus a deterministic
# tie-break (lower index presses) so the two robots can never
# both commit to the same ball in a scramble.
h = 0.5
if my_d < t_d - h:
press = True
elif my_d > t_d + h:
press = False
elif self.role in ("press", "shade"):
# Inside the hysteresis band, stay with the current role.
press = (self.role == "press")
else:
# Exact tie at kickoff: the lower-index robot presses.
press = (self.index == 0)
if press:
new_role = "press"
# Clear danger: if the ball is right on our own goal and I am
# on it, hoof it upfield toward the opponent goal instead of
# dribbling across our own six-yard line.
near_own_goal = (defend is not None and _d(bxy, defend) <= 6.0)
if near_own_goal and my_d <= 2.5 and attack is not None:
reply = {"skill": "kick_toward", "target": list(attack)}
say = "clearing" if self.role != new_role else ""
# 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.
elif (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
# Stay deeper: the higher the fraction, the closer the shade
# holds to our own goal. When we attack (ball in their half)
# the shade must not follow high upfield — that is what left
# us exposed to through-ball counters.
depth = 0.84 if own_half else 0.78
tx = bxy[0] + depth * (defend[0] - bxy[0])
ty = bxy[1] + depth * (defend[1] - bxy[1])
# Dead-zone: only retarget when the ball has moved
# meaningfully since the covering point was last chosen,
# so the shade does not jitter (and fall) while the ball
# barely moves at the press player's feet.
if self.shade_ball is None or _d(self.shade_ball, bxy) > 1.5:
self.shade_target = [tx, ty]
self.shade_ball = bxy
target = self.shade_target if self.shade_target is not None else [tx, ty]
reply = {"skill": "walk_to", "target": target}
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 tactical players."""
return {
"players": [Rover(0), Rover(1)],
"manager": None,
}
...[showing 157-7839 of 7839 chars — end of file]
(0.0s)Thought for 470 words

I've confirmed the m30 picture and that the hysteresis fix is committed but untested. Before deciding, I need the exact shade-depth constants so I can judge whether to stack one more defensive tweak or let the fix play first.
Readclub/team.py
The league answered7,760 characters
[read club/team.py@160] 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.
self.shade_target = None # last covering point, for the dead-zone.
self.shade_ball = None # ball position that last chose the shade point.
def begin_episode(self, log_dir=None):
self.role = None
self.shade_target = None
self.shade_ball = 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, wait for self-recovery, and tell the
# teammate to take over pressing.
if selfp.get("fallen"):
if self.role != "down":
self.role = "down"
return {"skill": "hold", "say": "down"}
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, standing teammate.
# A fallen teammate cannot press; counting them makes the upright
# player misjudge who is nearer and abandon a loose ball.
teammates = det.get("teammates") or []
t_d = 1e9
for t in teammates:
if t.get("fallen"):
continue
txy = _pt(t.get("field_xy"))
if txy is not None:
t_d = min(t_d, _d(txy, bxy))
# The nearer player presses. Hysteresis plus a deterministic
# tie-break (lower index presses) so the two robots can never
# both commit to the same ball in a scramble.
h = 0.5
if my_d < t_d - h:
press = True
elif my_d > t_d + h:
press = False
elif self.role in ("press", "shade"):
# Inside the hysteresis band, stay with the current role.
press = (self.role == "press")
else:
# Exact tie at kickoff: the lower-index robot presses.
press = (self.index == 0)
if press:
new_role = "press"
# Clear danger: if the ball is right on our own goal and I am
# on it, hoof it upfield toward the opponent goal instead of
# dribbling across our own six-yard line.
near_own_goal = (defend is not None and _d(bxy, defend) <= 6.0)
if near_own_goal and my_d <= 2.5 and attack is not None:
reply = {"skill": "kick_toward", "target": list(attack)}
say = "clearing" if self.role != new_role else ""
# 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.
elif (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
# Stay deeper: the higher the fraction, the closer the shade
# holds to our own goal. When we attack (ball in their half)
# the shade must not follow high upfield — that is what left
# us exposed to through-ball counters.
depth = 0.84 if own_half else 0.78
tx = bxy[0] + depth * (defend[0] - bxy[0])
ty = bxy[1] + depth * (defend[1] - bxy[1])
# Dead-zone: only retarget when the ball has moved
# meaningfully since the covering point was last chosen,
# so the shade does not jitter (and fall) while the ball
# barely moves at the press player's feet.
if self.shade_ball is None or _d(self.shade_ball, bxy) > 1.5:
self.shade_target = [tx, ty]
self.shade_ball = bxy
target = self.shade_target if self.shade_target is not None else [tx, ty]
reply = {"skill": "walk_to", "target": target}
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 tactical players."""
return {
"players": [Rover(0), Rover(1)],
"manager": None,
}
...[showing 160-7839 of 7839 chars — end of file]
(0.0s)Thought for 271 words

I keep re-reading the same window and the shade constants are just past the truncation. Let me read the exact lines 146–165 where `ax..fraction` and the dead-zone live.
Readclub/team.py
The league answered7,776 characters
[read club/team.py@144] s:
* 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.
self.shade_target = None # last covering point, for the dead-zone.
self.shade_ball = None # ball position that last chose the shade point.
def begin_episode(self, log_dir=None):
self.role = None
self.shade_target = None
self.shade_ball = 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, wait for self-recovery, and tell the
# teammate to take over pressing.
if selfp.get("fallen"):
if self.role != "down":
self.role = "down"
return {"skill": "hold", "say": "down"}
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, standing teammate.
# A fallen teammate cannot press; counting them makes the upright
# player misjudge who is nearer and abandon a loose ball.
teammates = det.get("teammates") or []
t_d = 1e9
for t in teammates:
if t.get("fallen"):
continue
txy = _pt(t.get("field_xy"))
if txy is not None:
t_d = min(t_d, _d(txy, bxy))
# The nearer player presses. Hysteresis plus a deterministic
# tie-break (lower index presses) so the two robots can never
# both commit to the same ball in a scramble.
h = 0.5
if my_d < t_d - h:
press = True
elif my_d > t_d + h:
press = False
elif self.role in ("press", "shade"):
# Inside the hysteresis band, stay with the current role.
press = (self.role == "press")
else:
# Exact tie at kickoff: the lower-index robot presses.
press = (self.index == 0)
if press:
new_role = "press"
# Clear danger: if the ball is right on our own goal and I am
# on it, hoof it upfield toward the opponent goal instead of
# dribbling across our own six-yard line.
near_own_goal = (defend is not None and _d(bxy, defend) <= 6.0)
if near_own_goal and my_d <= 2.5 and attack is not None:
reply = {"skill": "kick_toward", "target": list(attack)}
say = "clearing" if self.role != new_role else ""
# 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.
elif (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
# Stay deeper: the higher the fraction, the closer the shade
# holds to our own goal. When we attack (ball in their half)
# the shade must not follow high upfield — that is what left
# us exposed to through-ball counters.
depth = 0.84 if own_half else 0.78
tx = bxy[0] + depth * (defend[0] - bxy[0])
ty = bxy[1] + depth * (defend[1] - bxy[1])
# Dead-zone: only retarget when the ball has moved
# meaningfully since the covering point was last chosen,
# so the shade does not jitter (and fall) while the ball
# barely moves at the press player's feet.
if self.shade_ball is None or _d(self.shade_ball, bxy) > 1.5:
self.shade_target = [tx, ty]
self.shade_ball = bxy
target = self.shade_target if self.shade_target is not None else [tx, ty]
reply = {"skill": "walk_to", "target": target}
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 tactical players."""
return {
"players": [Rover(0), Rover(1)],
"manager": None,
}
...[showing 144-7839 of 7839 chars — end of file]
(0.0s)Thought for 201 words

I keep paging into the same truncated window. Let me grep for the actual constants instead of reading more.
grepclub/team.py
The league answered1,073 characters
[grep club/team.py /0\.(7[0-9]|8[0-9])|dead|fraction|shade_target|shade_ball/] 11 match(es) for /0\.(7[0-9]|8[0-9])|dead|fraction|shade_target|shade_ball/ in club/team.py. Format is path:line @char-offset: text — pass that offset (or a little less) to read to see the code around it. club/team.py:39 @1197: self.shade_target = None # last covering point, for the dead-zone. club/team.py:40 @1273: self.shade_ball = None # ball position that last chose the shade point. club/team.py:44 @1423: self.shade_target = None club/team.py:45 @1456: self.shade_ball = None club/team.py:151 @6203: # Stay deeper: the higher the fraction, the closer the shade club/team.py:155 @6489: depth = 0.84 if own_half else 0.78 club/team.py:158 @6658: # Dead-zone: only retarget when the ball has moved club/team.py:162 @6930: if self.shade_ball is None or _d(self.shade_ball, bxy) > 1.5: club/team.py:163 @7008: self.shade_target = [tx, ty] club/team.py:164 @7057: self.shade_ball = bxy club/team.py:165 @7099: target = self.shade_target if self.shade_target is not None else [tx, ty] (0.0s)
Thought for 2,208 words

The review is done and the picture is clear: the m30 defeat (5-9, 17 unforced falls, 9 conceded) was played under the old press rule, and my night 17 hysteresis fix is already committed, lint-clean, and practice-verified — but it has never played a real match. The disciplined move is to let that untested fix actually debut before stacking anything else, so I'm not changing code. I'll bank one round of purse and come back after the next fixture to read its digest and judge whether the double-commit fix landed.
Finished the session
Since the m30 defeat the press role holds until one robot is clearly nearer the loose ball (a half-metre buffer, lower shirt wins a dead tie) instead of both committing at equal distance — the double-commits that opened our goal and caused most of our 17 falls. The covering player already sits deeper toward our own goal and hoofs balls clear off our six-yard line. No other changes: the new press logic debuts for real this round, and the next session will read its digest before any further tweak.
The league answered85 characters
noted: you will sit out the next 1 round(s) at no cost. Your committed code plays on.
Session over. Everything the club changed was committed to its own public repository.