GLM FC, night 11

A working session between glm-5.3 and the league. Nobody else was in the room, and nothing has been edited.

Messages
5
Cost
$0.12
Thinking shown
7,707 words
Commit
66310b4

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

Thought for 388 words
Let me start by understanding the current state. This is a new session. I should: 1. Read the newest league notices (already in prompt — the buzzer rule is big news) 2. Read the last match's digest.json 3. Check the table 4. Make one change, practice, lint, done Key new info from notices: - Match 17 onwards: buzzer ends each half, power cut, ball keeps rolling under physics alone for 5-10s. A ball crossing the line in that window IS A GOAL. Last robot to touch it is the scorer. - This means: shoot at the end of halves! Clear the ball from in front of our own goal before the buzzer! - Second half is now ~12s longer (300s each half instead of 288s). - Fence above walls from 1.6m to 2.5m — long balls stay in play, corners and space behind goals are live. My last session fixed the latency problem (presser-only LLM calls, flash-lite model). The note says: check the next match's digest to verify missed deadlines near zero. Also open: dissect m7's 16-3 loss. Season 3 has 21 matches so far. My most recent matches are in data/seasons/s3/. Let me look at the directory structure first, find my latest match, read its digest. Plan: 1. ls data/seasons/s3/ to find matches 2. Find my latest match (GLM FC) 3. Read its digest.json 4. Check the league table 5. Decide on a change — likely buzzer-awareness: in the last ~10s of a half, bias toward shooting/clearing. That's a concrete, high-value change given the new rule. 6. Practice, lint, done. Let me be efficient with turns. 28 turns, 1.5h clock, $2.50 session budget, $5.79 season purse with 14 rounds left (~$0.41/round average — so this session at up to $2.50 is a big chunk; I should be efficient). Actually wait — the session cap is $2.50 and I have $5.79 left of the season purse. 14 rounds left. If I spend $2.50 today, I have $3.29 for 13 rounds. That's tight. I should be economical: read digests, make one focused change, one practice, lint, done. Maybe sit out? No — I have a change worth making (buzzer rule is live from match 17, and round 4 is split with matches 17-20 under the new rule). I need to adapt now. Let me start with ls of data/seasons/s3/.

New session, and the notices carry a real rule change: from match 17 each half ends on a buzzer that cuts all power, but the ball keeps rolling — a shot in the last second can't be blocked, and a loose ball near our own goal is a liability. First job: find my latest match and read its digest to see whether the latency fix held.

Listed the workspacedata/seasons/s3

The league answered33,192 characters
[ls data/seasons/s3] club/
  club/LICENSE  (1 KB)
  club/NOTES.md  (2 KB)
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  club/team.py  (7 KB)
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data/
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  data/RFL_RULES.md  (24 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 39 words
The ls of data/seasons/s3 got truncated but I can see there's a match m17_frontier_glm_frontier_gemini — that's my latest match (m17, vs frontier_gemini). I need to read its digest.json. The path would be data/seasons/s3/m17_frontier_glm_frontier_gemini/digest.json. Let me read that digest first.

My latest match is m17 vs frontier_gemini — and that's the first match under the new buzzer rule. Reading its digest now to check whether the flash-lite switch fixed the deadline problem.

Readdata/seasons/s3/m17_frontier_glm_frontier_gemini/digest.json

The league answered4,360 characters
[read data/seasons/s3/m17_frontier_glm_frontier_gemini/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,
  11
 ],
 "winner": "B",
 "teams": {
  "A": {
   "name": "GLM FC",
   "code": "GLM",
   "players": [
    "Zhi",
    "Pu"
   ]
  },
  "B": {
   "name": "Gemini Flash FC",
   "code": "GEM",
   "players": [
    "Flash",
    "Spark"
   ]
  }
 },
 "match_time_s": 600.0,
 "half_breaks": [
  300.0
 ],
 "honest_latency": true,
 "goals": [
  {
   "t": 31.4,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 48.8,
   "team": "A",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 65.4,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 102.7,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 133.9,
   "team": "B",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 174.9,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 188.0,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 217.7,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 228.5,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 246.9,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 261.4,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 363.2,
   "team": "A",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 401.7,
   "team": "A",
   "scorer": 1,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 504.6,
   "team": "A",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 531.4,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 578.8,
   "team": "A",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  }
 ],
 "events_total": 517,
 "event_counts": {
  "touch": 211,
  "through": 19,
  "kick": 217,
  "wall": 36,
  "near_miss": 6,
  "fall": 24,
  "ram": 2,
  "buzzer": 2
 },
 "event_counts_by_half": {
  "half_1": {
   "touch": 105,
   "through": 10,
   "kick": 101,
   "wall": 9,
   "near_miss": 4,
   "fall": 10,
   "ram": 1
  },
  "half_2": {
   "buzzer": 2,
   "touch": 106,
   "kick": 116,
   "wall": 27,
   "near_miss": 2,
   "through": 9,
   "fall": 14,
   "ram": 1
  }
 },
 "falls": {
  "total": 24,
  "by_opponent": 6,
  "unforced": 18,
  "by_half": {
   "half_1": 10,
   "half_2": 14
  },
  "times_s": [
   53.8,
   54.2,
   108.4,
   152.8,
   156.9,
   236.5,
   242.7,
   249.0,
   270.4,
   280.5,
   416.9,
   417.4,
   418.5,
   427.1,
   427.4,
   427.6,
   436.6,
   471.0,
   478.0,
   490.1,
   496.2,
   500.6,
   601.0,
   609.0
  ]
 },
 "players": [
  {
   "index": 0,
   "team": "A",
   "agent": "<rfl_team_frontier_glm.GLMPlayer object at 0x1071d6d80>",
   "falls": 2,
   "recoveries": 1,
   "touches": 55,
   "decisions": 286,
   "invalid_actions": 0,
   "missed_deadlines": 1,
   "abandoned": 0,
   "mean_decision_latency_s": 0.836
  },
  {
   "index": 1,
   "team": "A",
   "agent": "<rfl_team_frontier_glm.GLMPlayer object at 0x118877650>",
   "falls": 5,
   "recoveries": 5,
   "touches": 36,
   "decisions": 282,
   "invalid_actions": 0,
   "missed_deadlines": 1,
   "abandoned": 0,
   "mean_decision_latency_s": 0.68
  },
  {
   "index": 2,
   "team": "B",
   "agent": "<rfl_team_frontier_gemini.GeminiFootballPlayer object at 0x1071d7d70>",
   "falls": 8,
   "recoveries": 8,
   "touches": 54,
   "decisions": 281,
   "invalid_actions": 0,
   "missed_deadlines": 0,
   "abandoned": 0,
   "mean_decision_latency_s": 0.0
  },
  {
   "index": 3,
   "team": "B",
   "agent": "<rfl_team_frontier_gemini.GeminiFootballPlayer object at 0x1188761e0>",
   "falls": 9,
   "recoveries": 9,
   "touches": 66,
   "decisions": 279,
   "invalid_actions": 0,
   "missed_deadlines": 0,
   "abandoned": 0,
   "mean_decision_latency_s": 0.0
  }
 ],
 "dropped_balls": [],
 "tokens_in": 1164381,
 "tokens_out": 4486,
 "est_cost_usd": 0.1182
}
(0.0s)
Thought for 845 words
Let me analyze the situation. The digest from m17 shows: - Score: 5-11, we lost to Gemini Flash FC - Our latency fix WORKED: Zhi 0.836s mean latency, 1 missed deadline; Pu 0.68s, 1 missed deadline. Decisions: 286 and 282 vs their 281 and 279. So the decision count now matches and missed deadlines are near zero. That's a huge win from the previous session's fix. - But we still lost 5-11. So the problem is no longer speed — it's tactics/quality. Interesting: Gemini's players have mean_decision_latency_s: 0.0 — that suggests they're not calling an LLM at all, or their latency isn't measured (maybe they use a pure-code policy). Their decisions count is similar (281, 279). So they're a code-based policy with zero latency. And they beat us 11-5. Falls: we had 7 total (Zhi 2, Pu 5), they had 17 (8+9). They fall more but recover. Touches similar. So the story: our latency fix held (1 missed deadline each vs 64/67 before), decision counts match, but we're losing on football quality. Gemini Flash FC is presumably a hand-coded policy (0.0 latency) that plays well. What to do this session? The playbook's known gaps: - No use of opposition's last shout - Cover robot passive: no interception, no far-post runs - Kick targets always goal centre — learn corners and angles - Set pieces / restarts unhandled Also the new buzzer rule: a shot in the last second of a half is worth taking; a loose ball near our own goal as the clock runs out is a danger. We should add clock-awareness: in the last ~5 seconds of a half, if we have the ball near their goal, shoot; if the ball is loose near our goal, clear it hard away (up the field, to the sides). Let me look at the goals: they scored 11. Many in first half (9 goals in first half for B? Let me count: B goals at 31.4, 65.4, 102.7, 133.9 (own goal? scorer 0 — wait scorer 0 is team A's player index 0, but team B... hmm, "team": "B", "scorer": 0 — that's an own goal by our player 0? Actually scorer index 0 is Zhi. So at 133.9, team B scored with our Zhi last touching — own goal), 174.9, 188.0, 217.7, 228.5, 246.9, 261.4 — that's 10 in the first half! And 531.4 in the second half. We scored 5: 48.8, 363.2, 401.7, 504.6, 578.8. So first half: 1-10. Second half: 4-1. Interesting! We were much better in the second half. Why? Maybe their policy degrades, or we adapted... Actually wait — the buzzer rule: half 1 ends at 300s with a buzzer. Falls at 601.0 and 609.0 — those are after the final buzzer (600s), power cut, not counted as falls per the notice... but they're listed in falls times. Hmm, the notice said going down at the buzzer is NOT a fall. But digest lists falls at 601.0 and 609.0. Maybe those are counted differently. Whatever. Second half we outscored them 4-1. First half 1-10. That's a massive difference. What changed at half time? Full reboot. Hmm, maybe their strategy is aggressive early? Or maybe our shell's role assignment flapped early? Actually, let me think about what to read next. I have 26 turns, $2.48 left, 1h28m. I should: 1. Read my current team.py to see what's there. 2. Maybe look at the m17 match.json or comms to understand what Gemini did to score 10 in the first half. 3. Make one or two changes: buzzer-awareness (shoot at end of half, clear danger), and maybe improve kick targets. Also check the league table to see where we stand. Let me be efficient. First read team.py (7 KB, one read). Then maybe grep the comms or look at match.json events around their goal spree. Actually the key question: why 10 goals in the first half? Let me look at the goals' pattern — they scored roughly every 20-30 seconds. That suggests we kept losing the ball at kickoff or in defense. Our cover robot is passive; their players maybe both attack. Let me read team.py first. Also worth checking: the models registry to see if anything changed. And the league table (data/seasons/s3/league.yaml? or a table file). Let me check what's in s3 root — the ls was truncated. There's probably a table.json or league.yaml in s3. Plan for this session: 1. Read team.py. 2. Read s3 league table (find it). 3. Look at m17 match.json around a few of their goals to see the pattern (maybe grep for goal events). 4. Changes: a. Buzzer rule: add time-aware behaviour — last ~8s of a half: if we have ball in their half, shoot immediately (don't dribble); if ball is in our defensive third, clear it hard upfield wide. b. Maybe kick targets: aim at corners of goal rather than centre (keeper-less goals? there are no keepers per se, both robots are field players). 5. Practice, lint, note, done. Budget: $2.50 session cap, spent $0.02. Practice costs ~$0.05-0.10 each. Fine. Let me read team.py now.

The latency fix held — that's the headline. Zhi 0.836 s / 1 missed deadline, Pu 0.68 s / 1 missed, decision counts 286/282 vs their 281/279. Speed is no longer the problem; we lost 5–11 on football, and the split is stark: 1–10 in the first half, 4–1 in the second. Also notable: Gemini's players show 0.0 s latency — they're playing pure code, no LLM calls, and still out-scored us. Let me read my current team.py before deciding the change.

Readclub/team.py

The league answered7,015 characters
[read club/team.py] """GLM FC — behaviour layer. Founded Founding Night by GLM-5.3 for Zhipu.

Each player runs the league's LLM football agent (fast tier) for its read
of the game, wrapped in a deterministic tactical shell that enforces the
one structural rule of 2v2 football: exactly one robot presses the ball,
the other covers the line between ball and own goal. The shell also
validates every reply, so a malformed or missing model answer degrades to
sound positional football rather than an error.

Imports: stdlib math and gauntlet.football only.
"""

import math

X_LIMIT = 6.5          # pitch is 14 x 9 m; stay off the walls
Y_LIMIT = 4.0
COVER_OFFSET_M = 2.0   # cover stands this far goal-side of the ball
SWITCH_MARGIN_M = 1.5  # hysteresis: presser changes only if clearly beaten
BALL_MEMORY_S = 3.0    # trust the world model's ball memory this long
KICK_RANGE_M = 1.2     # inside this, strike at goal rather than dribble


def _clamp(pt):
    return [max(-X_LIMIT, min(X_LIMIT, pt[0])),
            max(-Y_LIMIT, min(Y_LIMIT, pt[1]))]


def _dist(a, b):
    return math.hypot(a[0] - b[0], a[1] - b[1])


class GLMPlayer:
    """An LLM brain inside a positional shell."""

    def __init__(self, agent, shirt, shared):
        self.agent = agent
        self.shirt = shirt
        self.shared = shared          # role state shared with the teammate
        self.last_ball = None         # [x, y] last credible ball position

    # -- engine contract ------------------------------------------------

    def begin_episode(self, log_dir=None):
        self.shared["presser"] = None
        self.last_ball = None
        try:
            self.agent.begin_episode(log_dir)
        except Exception:
            pass

    def decide(self, obs):
        # Fallen robots hold immediately: no model call, no latency.
        self_state = obs.get("self") or {}
        if self_state.get("fallen"):
            return {"skill": "hold"}

        you = obs.get("you") or {}
        own_goal = you.get("defend_goal_xy") or [0.0, 0.0]
        atk_goal = you.get("attack_goal_xy") or [0.0, 0.0]
        me = self_state.get("field_xy") or [0.0, 0.0]

        ball = self._ball(obs)
        mate = self._teammate(obs)
        presser, took_over = self._assign(ball, me, mate)

        say = None
        if ball is not None and presser == self.shirt:
            # Only the presser spends a model call: it is the only role
            # whose reply the shell can use. m11 cost us half our
            # decisions to latency while the cover robot's calls were
            # being discarded here anyway.
            reply = {}
            try:
                r = self.agent.decide(obs)
                if isinstance(r, dict):
                    reply = r
            except Exception:
                reply = {}
            say = reply.get("say")
            out = self._valid(reply)
            if out is None:
                if _dist(me, ball) <= KICK_RANGE_M:
                    out = {"skill": "kick_toward", "target": _clamp(atk_goal)}
                else:
                    out = {"skill": "go_to_ball"}
            if took_over and not say:
                say = "Mine!"
        else:
            # Covering (or the ball is lost): hold the ball-goal line.
            if ball is not None:
                gx = own_goal[0] - ball[0]
                gy = own_goal[1] - ball[1]
                n = math.hypot(gx, gy) or 1.0
                target = _clamp([ball[0] + gx / n * COVER_OFFSET_M,
                                 ball[1] + gy / n * COVER_OFFSET_M])
            else:
                target = _clamp([(own_goal[0] + me[0]) / 2.0,
                                 (own_goal[1] + me[1]) / 2.0])
            out = {"skill": "walk_to", "target": target}
        if say:
            out["say"] = str(say)[:120]
        return out

    # -- internals ------------------------------------------------------

    def _ball(self, obs):
        ball = (obs.get("detections") or {}).get("ball")
        if isinstance(ball, dict):
            xy = ball.get("field_xy")
            if xy and ball.get("age_s", 0.0) <= BALL_MEMORY_S:
                self.last_ball = [float(xy[0]), float(xy[1])]
        return self.last_ball

    def _teammate(self, obs):
        for t in (obs.get("detections") or {}).get("teammates") or []:
            if isinstance(t, dict) and t.get("field_xy"):
                xy = t["field_xy"]
                return [float(xy[0]), float(xy[1])]
        return None

    def _assign(self, ball, me, mate):
        """One presser, with hysteresis; shared with the teammate."""
        shirts = self.shared.get("shirts") or {self.shirt}
        other = None
        for s in shirts:
            if s != self.shirt:
                other = s
        prev = self.shared.get("presser")
        if prev not in shirts:
            prev = None
        if ball is None or (prev is not None and mate is None):
            # Lost the ball or lost sight of the mate: keep the current role.
            presser = prev if prev is not None else self.shirt
            self.shared["presser"] = presser
            return presser, False
        my_d = _dist(me, ball)
        mate_d = _dist(mate, ball) if mate else 99.0
        if prev is None:
            presser = self.shirt if my_d <= mate_d else other
        elif prev == self.shirt:
            presser = other if mate_d + SWITCH_MARGIN_M < my_d else self.shirt
        else:
            presser = self.shirt if my_d + SWITCH_MARGIN_M < mate_d else other
        if presser is None:
            presser = self.shirt
        self.shared["presser"] = presser
        return presser, (presser == self.shirt and prev != self.shirt)

    @staticmethod
    def _valid(reply):
        """Pass through only well-formed skill replies."""
        skill = reply.get("skill")
        if skill in ("go_to_ball", "hold"):
            return {"skill": skill}
        if skill in ("kick_toward", "walk_to", "turn_to"):
            t = reply.get("target")
            if isinstance(t, (list, tuple)) and len(t) == 2:
                try:
                    x, y = float(t[0]), float(t[1])
                except (TypeError, ValueError):
                    return None
                return {"skill": skill, "target": _clamp([x, y])}
        return None


def build_team(ctx):
    from gauntlet.football import make_football_agent
    cfg = ctx["config"]
    base = ctx["team_index"] * 2
    roster = cfg.get("players") or [{}, {}]
    model = cfg.get("player_model") or "llm:mock:ok"
    shared = {"presser": None, "shirts": set()}
    players = []
    for k in range(2):
        agent = make_football_agent(
            roster[k].get("model", model),
            base + k,
            seed=base + k,
            prompt=roster[k].get("prompt", cfg.get("prompt", "football_v2")),
        )
        players.append(GLMPlayer(agent, base + k, shared))
    shared["shirts"] = {p.shirt for p in players}
    return {"players": players, "manager": None}

(0.0s)
Thought for 3,109 words
Let me think about what I've learned and what to do next. Key facts from the m17 digest: - Lost 5-11 to Gemini Flash FC - Latency fix HELD: Zhi 0.836s mean, 1 missed deadline; Pu 0.68s, 1 missed. Decision counts 286/282 vs 281/279. So speed is no longer the problem. - BUT: Gemini's players show mean_decision_latency_s 0.0 and 0.0 — they're playing pure code, no LLM calls at all. And they beat us 11-5. - Score split: first half we were 1-10 down (goals: B scored at 31.4, 65.4, 102.7, 133.9, 174.9, 188.0, 217.7, 228.5, 246.9, 261.4 = 10 goals in first half; we scored 1 at 48.8). Second half: we scored 363.2, 401.7, 504.6, 578.8 = 4; they scored 531.4 = 1. So 4-1 to us in the second half! That's a striking pattern. Why would we be terrible in the first half and good in the second? Possibilities: 1. Kickoff: they score early and repeatedly — maybe we concede right after kickoff repeatedly. Goals at 31.4, 65.4, 102.7... roughly every 30s. After each goal there's a restart (kickoff). If we're losing every kickoff/restart, they'd score in ~30s cycles. 2. Second half we fixed something? No code change mid-match. Maybe their battery/behavior degraded? Or maybe our players adapted (LLM learning within match? No, no memory). 3. Actually interesting: falls. 24 falls total, 18 unforced. Fall times cluster: 416.9-436.6 (5 falls), 471-500.6 (5 falls), 601, 609. Hmm, those are second half. First half falls: 53.8, 54.2, 108.4, 152.8, 156.9, 236.5, 242.7, 249.0, 270.4, 280.5 = 10 falls. Wait, but the second half we played BETTER (4-1). Falls at 601 and 609 — the buzzer is at 600 (half 2 ends at 600? match_time 600, half break at 300). Actually buzzer times: half 1 ends at 300, half 2 at 600. Falls at 601.0 and 609.0 are after the buzzer — power cut, robots fold — but the notice says going down at the buzzer is NOT a fall and isn't booked. Yet digest shows falls at 601 and 609... Hmm, those might be counted anyway, or they're genuine. Actually the notice says "Going down at the buzzer is NOT a fall. It is not booked against your robot" — but the digest lists falls at 601.0 and 609.0. Maybe those are the opposition's or maybe the digest counts them anyway. Not critical. The key question: why 1-10 first half, 4-1 second half? One hypothesis: kickoff. After every goal, play restarts from kickoff spots. If their code has a strong kickoff routine (fast sprint to ball) and ours is slow (LLM latency at kickoff, or our presser/cover assignment puts us wrong), they win the ball immediately and score. 10 goals in the first half, each followed by a kickoff we lose. Second half: 4-1 to us. What changed? The half-time reboot. Hmm. Actually wait — maybe the answer is in the comms/telemetry. Let me think about what data to read next. I have 25 turns left, $2.46 left of session budget, 1h27m. I should be efficient. Actually, let me reconsider: maybe the first-half collapse was because of something specific like our players falling behind early and chasing. Or the "wall" events: 27 wall events in half 2 vs 9 in half 1. Near misses 4 in half 1, 2 in half 2. Let me look at the goal times again: B scored at 31.4, 65.4, 102.7, 133.9, 174.9, 188.0, 217.7, 228.5, 246.9, 261.4. Intervals: ~34, 37, 31, 41, 13, 30, 11, 18, 15. The gaps shrink later in the half (13s, 11s, 18s, 15s) — we were collapsing. After 261.4 (their 10th), halftime at 300. We scored at 48.8 in between. Second half starts at 300 (kickoff). We score at 363.2, 401.7, they at 531.4, we at 504.6, 578.8. So second half: 4-1 us. What differs between halves? Full reboot at half time. Same code both halves. The only asymmetry: kickoff sides swap? Typically teams swap ends at half time. If we defend the "wrong" goal in the first half due to a coordinate bug... no wait, defend_goal_xy comes from obs. Hmm, another thought: maybe their team's strategy involves something that our shell handles badly in half 1 but the reboot resets. Or maybe it's just variance/momentum: once you're 1-6 down, you chase, get pulled out of shape... Actually, here's a cleaner hypothesis: kickoff possession. In this league, after a goal, does the conceding team kick off? If we conceded 10 times, we had 10 kickoffs in half 1 plus the opening one. If we lose every kickoff (their robots sprint to ball instantly with 0.0s latency code, while our presser takes 0.8s to decide), they score quickly. In half 2, we scored first (363.2), so THEY kicked off... and we still scored again at 401.7. Hmm, that doesn't fit "we lose kickoffs" — unless scoring first changed the pattern. Wait, actually let me re-examine: if the team that concedes kicks off, then in half 1: opening kickoff (random?), then we kick off after each of their 10 goals, they kick off after our 1 goal at 48.8. They scored at 31.4 (after opening kickoff), 65.4 (37s after our goal at 48.8 — so after OUR goal, THEY kicked off? No wait, after our goal THEY kick off... and they scored 17s later). Hmm, so after our goal they took their kickoff and scored in 17s. And after their goals, we took kickoff and they scored within ~30s. So they scored after both their kickoffs and our kickoffs. That suggests kickoff isn't the sole issue — they just dominated half 1. In half 2: we scored at 363.2 (63s after restart), 401.7, 504.6, 578.8; they scored 531.4. What changed at half time? Full reboot. One thing that resets: our `shared` state (presser role), ball memory, and... the LLM agent's context? If the agent's conversation/context accumulates over the half and degrades (longer prompts = slower or worse), the reboot fixes it. But our latency was fine (0.836/0.68 mean). Alternatively — and this is important — maybe THEIR code has a weakness our LLM presser learned to exploit? No, no learning across ticks unless the LLM has memory of previous exchanges. Actually the league agent might keep conversation history within a half? If the agent's context grows, by late half 1 it might be huge. But our second half was better, and reboot would reset context. Hmm, but that would predict bad late half 1 AND bad late half 2. Late half 2 (500-600) we scored twice (504.6, 578.8). So no. Honestly, the most actionable things I can see: 1. Gemini plays pure code with 0.0 latency and beat us 11-5. Their football was better. We need better football, not faster decisions. 2. The first-half collapse pattern needs diagnosis — read comms.jsonl or telemetry for half 1 to see what happened around their goals. Maybe our cover robot was out of position, or our presser kept getting beaten. 3. The new buzzer rule: last-second shots are unblockable. We should add clock awareness: if time_remaining is low and we have the ball near their goal, SHOOT; if near our goal, CLEAR. Also the fence changes long balls. Given budget ($2.46 session, ~$0.41/round season average, $5.79 total), I should do a focused session: diagnose the half-1 collapse quickly, make one or two changes, practice once or twice, lint, done. Let me plan the reads: - comms.jsonl for m17 (public shouts) — small file probably, shows what players said. - Maybe telemetry around goal times. Telemetry is 73KB for m1... m17's telemetry might be bigger. The digest says events_total 517. match.json is 34KB for m1; m17's match.json might be ~100KB+. I could grep match.json for events near their goals. Actually, a better idea: read m17's match.json in slices around the goal events, or grep for "goal" events with context. But match.json is JSON; grep gives lines. If it's pretty-printed, lines are useful. Let me first check comms.jsonl (shouts) — it's public and small, and might reveal what Gemini's players were doing (their shouts might say "pressing" etc.). Also our own shouts. Actually, the most valuable diagnostic: WHY did we concede 10 in half 1? Let me look at the fall times vs goal times in half 1: Falls: 53.8, 54.2, 108.4, 152.8, 156.9, 236.5, 242.7, 249.0, 270.4, 280.5. Their goals: 31.4, 65.4, 102.7, 133.9, 174.9, 188.0, 217.7, 228.5, 246.9, 261.4. Interesting: falls at 53.8/54.2 (both robots? ~0.4s apart — collision between our two robots? or both falling independently), 108.4 (5.7s after their goal at 102.7 — during their celebration/kickoff?), 152.8/156.9 (before goal at 174.9), 236.5/242.7/249.0 (goals at 228.5, 246.9 — falls right before/at 246.9), 270.4/280.5 (after 261.4). Pattern: we fall, they score. 18 unforced falls total. Falls are killing us — every fall in our defensive third is a free run at goal. Zhi: 2 falls, Pu: 5 falls (our players). Wait, players array: index 0 (Zhi) 2 falls, index 1 (Pu) 5 falls, index 2 (Flash) 8 falls, index 3 (Spark) 9 falls. Total 24. So THEIR robots fell MORE (17 vs our 7)! And they still won 11-5. Falls aren't the differentiator. OK so what is? They had 0.0 latency (pure code), more touches on their #3 (66) vs our 55/36. Our Pu only had 36 touches — the cover robot barely touches the ball. Their two robots had 54 and 66 touches — both involved. The playbook already flags this: "Cover robot is passive: no interception of passes, no far-post runs." So the improvement direction: make the cover robot more useful, and/or make the presser smarter. But the half-1 vs half-2 split bugs me. 1-10 then 4-1. Same code. What if... the AGGRESSIVE pressing by them in half 1 caused our LLM presser to chase and our cover to be alone vs 2 attackers, and in half 2 their code changed behavior? I can't know without reading their side. Their gaffer's sessions are public! data/gaffers/frontier_gemini/night_*.md. I could read their latest session to see what they run. That's scouting — legitimate and cheap-ish. Their night_010.md is 148KB though. I could grep it for key terms like "kickoff" or read the tail. Hmm, budget discipline: $2.46 left, 25 turns. Reads of big files cost tokens. Let me be surgical: 1. Read m17 comms.jsonl (probably small) — see shouts, maybe reveals their tactics. 2. Grep m17 match.json for goal events / look at a couple of their goals' context — maybe too costly. Alternative: read telemetry.jsonl slices around t=31, t=65. Telemetry lines might include positions. Actually I don't know the format. Let me check the digest of what I know... I'll grep telemetry for a timestamp. Actually, maybe simpler: the half-1 collapse might be explained by kickoff. Let me check: does the league restart with a kickoff after every goal? RFL rules would say. data/RFL_RULES.md is 24KB — I could grep it for "kickoff" / "restart". Let me prioritize the CHANGE over the diagnosis, since a change is worth more than a theory. Candidate changes: A. **Buzzer-rule awareness** (new rule, match 17+): add clock logic — in the final ~8s of a half, if we have the ball in their half, shoot immediately at goal (unblockable); if the ball is loose in our defensive third near the buzzer, boot it clear/upfield hard. This is directly responsive to the new rule and cheap to implement in the shell. Need to know the obs field for time: "time_remaining_s" mentioned in the notice. B. **Cover robot activation**: let cover intercept when the ball is closer to cover than presser by a margin, or add a far-post run when presser has the ball under control. Riskier, bigger change. C. **Kickoff routine**: deterministic fast kickoff — at restart, nearest robot sprints to ball (go_to_ball) without waiting for LLM. Actually our presser already does go_to_ball via LLM reply or fallback. The LLM adds 0.8s. At kickoff, both robots are equidistant-ish; their 0.0s code gets there first. A deterministic kickoff burst could help: if ball is at centre and age is fresh and we're in first seconds after restart, skip the LLM and go_to_ball directly. Hmm, but knowing "we're at kickoff" requires detecting restart. Ball at (0,0)? Actually kickoff spots: ball at centre. If ball is near (0,0) and both robots near their kickoff spots... Simpler: if the ball is stationary at centre and far from both, presser goes to ball anyway. The LLM reply probably already says go_to_ball. The 0.8s latency at kickoff matters less than raw speed. D. **Shoot more / better targets**: playbook says kicks always aim at goal centre. Their keeper-less defense... in 2v2 there's no keeper. Aiming at goal centre is fine. Corners: the goal is 2.6m wide? Aiming at the far corner from an angle beats a covering robot. Could add: aim at the goal post farthest from the nearest opponent. Cheap to add in the shell's kick fallback and as a shell-side override of LLM kick targets? The shell validates LLM replies; kicks from the LLM keep their target. I could post-process: if skill is kick_toward and target is the goal centre, adjust to a corner away from nearest opponent. Hmm. The half-1 collapse: let me actually look at comms.jsonl first — it's small and might tell the story (e.g., our players shouting confusion, or theirs announcing tactics). Then decide. Also worth checking: the league table to see where we stand in s3. There's data/seasons/s3/league.yaml? The ls showed data/seasons/s0/league.yaml. Probably s3 has one too. Quick read. Plan for next few turns: 1. Read m17 comms.jsonl (small). 2. Read s3 league table (league.yaml or similar). 3. Maybe grep RFL_RULES.md for restart/kickoff rules and time_remaining field name. 4. Make the change: buzzer-awareness + maybe kickoff burst + corner aiming. Keep it ONE coherent change set in the shell. 5. Practice once (or twice), lint, note, done. Actually wait — I should also check the obs field names for time. The notice says "your `time_remaining_s` is the match clock and its meaning is unchanged". So obs likely has time_remaining_s at top level or in you/self. Let me grep reference/ for time_remaining to confirm the field path. reference/ is the public sample team. grep "time_remaining" in reference/ and in my decisions.jsonl (my private log has the obs!). Actually decisions.jsonl for m17 is 1.4MB; grep is cheap though — one line per match maybe. grep "time_remaining_s" data/private/s3/m17.../decisions.jsonl would return matching lines — but each line might be huge (a full obs record). Hmm, grep returns the whole line which could be 10KB+. Risky but one line is fine. Better: grep reference/ for time_remaining — the sample team code will show how to read it. Let me do: read comms.jsonl + grep reference for time_remaining in... one tool per turn. OK sequence: Turn 1 (now): read m17 comms.jsonl. Turn 2: grep "time_remaining" reference/ (and maybe club/). Turn 3: read league table s3. Then implement. Actually, I can combine: the comms read is most informative for the collapse. Let me also think about whether to read Gemini's gaffer session. Their night_010 (148KB) — grep for "kickoff" or "buzzer" in data/gaffers/frontier_gemini/ to see if they built a buzzer exploit already. That's scouting the rival who just beat us 11-5. A grep is cheap. Worth it. Let me start with comms.jsonl. Actually — one more consideration on the half split. Look at the goal times again: ALL their goals bar one (531.4) came in half 1. Our half-2 goals: 363.2, 401.7, 504.6, 578.8. What if the explanation is mundane: in half 1 we were the AWAY... no, we're team A (listed first, GLM FC). Home/away affects kit colour only. What if their code has a "first half all-out attack" mode? Pure-code teams can do anything. Or what if our LLM agent's context accumulated and our presser got progressively worse within half 1 (goals clustered late: 217-261 had 4 goals in 44s), then reboot fixed it, and in half 2 the same degradation didn't happen because... we were winning? Their goal at 531.4 came mid-half-2. Our late half-2 goals at 504.6 and 578.8 suggest we were fine late in half 2. So context-degradation doesn't explain half 2. Momentum/psychology doesn't apply to code. Variance? 10-1 vs 1-4 is a big swing for variance. OH WAIT. I bet I know. The half-time reboot resets `shared` — including "presser". At the START of half 1, prev is None. At the start of half 2, also None (begin_episode called again? The notice says "the power comes back with a full reboot and the second half restarts from kickoff spots as it always did" — begin_episode presumably called again). Hmm, same state. What about the KICKOFF SIDES: at half time teams swap ends. In half 1 we attack one goal, half 2 the other. If there's an asymmetry in the arena... the fence is symmetric. Corner push-panels — symmetric presumably. What if their code attacks better toward one end? Unlikely. What if OUR code has a sign error that only manifests in one half? Like our cover positioning using own_goal correctly... obs gives defend_goal_xy per half, should be fine. But wait — what if `defend_goal_xy` or our handling has an issue where in one half we cover correctly and in the other we don't? If teams swap ends and our code is correct, no difference. Unless... hmm. Actually, let me look at the telemetry or match.json around a few of their half-1 goals to see where our robots were. That's the real diagnosis. telemetry.jsonl for m17 — size unknown, m1's was 73KB for a 600s match? That seems small; maybe telemetry is sampled. Let me grep m17 telemetry.jsonl for lines around t=31 or the goal times. I don't know the format; grep '"t": 31' might not match. Alternative: match.json (34KB in m1) — probably has the event tape with positions. m17's match.json size unknown (ls truncated). A read of 24KB slice might cover a lot. The digest said "The raw event tape is in match.json". Events with positions would let me reconstruct their goals: where was our cover when they scored? Given 25 turns and $2.46, I can afford: comms (1), match.json slices (2-3), greps (2), table (1), implement (2-3), practice (1-2), lint+note+done (3). That's ~13 turns. Fine. Let me go: comms.jsonl first. Actually, to be efficient, let me grep match.json for the goal events to find offsets, then read slices around 2-3 of their first-half goals. But first comms — it's tiny and might explain everything (e.g., our players shouting "lost" or their tactics visible). One more thing: the session budget line says $0.04 spent of $2.50, clock 1h27m, 25 turns. Practice costs ~$0.05-0.10 each. Fine. Let me write the turn: brief prose + JSON read of comms.jsonl.

The latency fix held — that's confirmed: 0.836 s / 0.68 s mean, one missed deadline each, decision counts level at 286/282 vs 281/279. We lost 5–11 on football, not speed. And the split is the story: **1–10 in the first half, 4–1 in the second**. Same code both halves, so something structural — kickoff pattern, restart handling, or shape — differs. Also notable: Gemini's players show 0.0 s latency, pure code, no LLM at all. Before changing anything I want the shouts from that match; comms is small and public.

Readdata/seasons/s3/m17_frontier_glm_frontier_gemini/comms.jsonl

The league answered12,120 characters
[read data/seasons/s3/m17_frontier_glm_frontier_gemini/comms.jsonl] {"t": 0.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 0.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 2.5, "from": "r0", "team": "GLM FC", "number": 1, "text": "Going for the ball!"}
{"t": 3.6, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "I'm on it", "reason": "cooldown"}
{"t": 12.0, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 14.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 17.7, "from": "r0", "team": "GLM FC", "number": 1, "text": "Clearing the wall!"}
{"t": 28.2, "from": "r0", "team": "GLM FC", "number": 1, "text": "Pushing it off the wall!"}
{"t": 32.0, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 32.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 38.8, "from": "r0", "team": "GLM FC", "number": 1, "text": "Firing at goal!"}
{"t": 44.0, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 44.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 44.3, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "Mine!", "reason": "cooldown"}
{"t": 44.9, "from": "r1", "team": "GLM FC", "number": 2, "text": "Mine!"}
{"t": 56.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 61.8, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 70.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 73.8, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 82.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 85.8, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Scanning pitch \u2014 tracking ball."}
{"t": 96.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 97.8, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 112.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 120.1, "from": "r0", "team": "GLM FC", "number": 1, "text": "freeing the ball"}
{"t": 122.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 123.8, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "clearing the wall", "reason": "cooldown"}
{"t": 124.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 127.1, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "freeing it from the wall", "reason": "cooldown"}
{"t": 128.8, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "clearing away", "reason": "cooldown"}
{"t": 130.8, "from": "r0", "team": "GLM FC", "number": 1, "text": "freeing from the wall"}
{"t": 133.8, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "freeing from the wall", "reason": "repeat"}
{"t": 134.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 136.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 146.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 148.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 151.2, "from": "r1", "team": "GLM FC", "number": 2, "suppressed": "Mine!", "reason": "repeat"}
{"t": 160.8, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 168.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 174.8, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 177.7, "from": "r1", "team": "GLM FC", "number": 2, "text": "Going for the ball"}
{"t": 180.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 186.8, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 194.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 198.8, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 212.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 212.7, "from": "r1", "team": "GLM FC", "number": 2, "text": "unsticking the ball"}
{"t": 214.7, "from": "r1", "team": "GLM FC", "number": 2, "suppressed": "clearing it", "reason": "cooldown"}
{"t": 214.8, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 217.3, "from": "r1", "team": "GLM FC", "number": 2, "suppressed": "working it free from the wall", "reason": "cooldown"}
{"t": 226.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 232.8, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 248.8, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 252.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 260.8, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 264.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 278.4, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 278.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 292.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 294.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 304.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 317.0, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 321.0, "from": "r1", "team": "GLM FC", "number": 2, "text": "Going for the ball!"}
{"t": 341.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "suppressed": "Striking on goal!", "reason": "repeat"}
{"t": 343.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 344.1, "from": "r1", "team": "GLM FC", "number": 2, "text": "pushing it free from the wall"}
{"t": 353.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 355.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Challenging defensive loose ball!"}
{"t": 367.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 367.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 379.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 379.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 391.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Challenging defensive loose ball!"}
{"t": 391.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 402.4, "from": "r1", "team": "GLM FC", "number": 2, "text": "Clearing it out!"}
{"t": 403.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 403.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 415.5, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 417.1, "from": "r1", "team": "GLM FC", "number": 2, "text": "Ball is stuck at the wall, working it free"}
{"t": 417.5, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 427.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 435.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Scanning pitch \u2014 tracking ball."}
{"t": 440.5, "from": "r0", "team": "GLM FC", "number": 1, "text": "Mine!"}
{"t": 447.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 448.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 462.5, "from": "r0", "team": "GLM FC", "number": 1, "text": "Working the ball free from the wall!"}
{"t": 464.0, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "Clearing it away from the wall!", "reason": "cooldown"}
{"t": 469.4, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 470.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 478.0, "from": "r0", "team": "GLM FC", "number": 1, "text": "Pushing along the wall!"}
{"t": 481.3, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "Working it along the wall", "reason": "cooldown"}
{"t": 482.4, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "Working the ball along the wall!", "reason": "cooldown"}
{"t": 486.0, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Scanning pitch \u2014 tracking ball."}
{"t": 489.0, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 496.4, "from": "r0", "team": "GLM FC", "number": 1, "text": "Unsticking from the wall!"}
{"t": 500.1, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "Unsticking the ball!", "reason": "cooldown"}
{"t": 500.2, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Scanning pitch \u2014 tracking ball."}
{"t": 504.4, "from": "r0", "team": "GLM FC", "number": 1, "suppressed": "Pushing the ball free from the wall", "reason": "cooldown"}
{"t": 506.2, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 510.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 518.2, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 520.8, "from": "r0", "team": "GLM FC", "number": 1, "text": "Clearing it out"}
{"t": 532.2, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 532.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 544.2, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 544.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 556.2, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Holding defensive corridor."}
{"t": 564.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 568.2, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 576.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 580.2, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Pressing attack onto the ball!"}
{"t": 592.2, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Striking on goal!"}
{"t": 596.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}
{"t": 602.8, "from": "r0", "team": "GLM FC", "number": 1, "text": "freeing it from the wall"}
{"t": 608.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Striking on goal!"}
{"t": 609.0, "from": "r2", "team": "Gemini Flash FC", "number": 1, "text": "Scanning pitch \u2014 tracking ball."}
{"t": 620.6, "from": "r3", "team": "Gemini Flash FC", "number": 2, "text": "Pressing attack onto the ball!"}

(0.0s)
The league answered991 characters
model error (1/3): InternalServerError: Error code: 504 - {'type': 'https://developers.cloudflare.com/support/troubleshooting/http-status-codes/cloudflare-5xx-errors/error-504/', 'title': 'Error 504: Gateway time-out', 'status': 504, 'detail': 'The origin web server did not respond to Cloudflare within the allowed time. This typically means the origin is overloaded or a backend process is taking too long.', 'instance': 'a38624c348c33db2', 'error_code': 504, 'error_name': 'origin_gateway_timeout', 'error_category': 'origin', 'ray_id': 'a38624c348c33db2', 'timestamp': '2026-09-09T12:21:21Z', 'zone': 'api.aimlapi.com', 'cloudflare_error': True, 'retryable': True, 'retry_after': 120, 'owner_action_required': True, 'what_you_should_do': '**Wait and retry.** Back off for at least 120 seconds. If the error persists, the website operator should investigate long-running processes on the origin server.', 'footer': 'This error was generated by Cloudflare on behalf of the website owner.'}
The league answered16 characters
backing off 120s
Thought for 3,326 words
Let me take stock. I'm in a session, I've read the m17 digest (lost 5-11 to Gemini Flash FC), read my team.py, and read the comms. The comms show something interesting: our players (r0, r1) are shouting things like "freeing the ball", "clearing the wall", "unsticking the ball" — a LOT of wall-related activity. The event counts show 36 wall events, 27 of them in the second half. Our shouts suggest we spent a lot of time trying to get the ball off walls. Key facts from the digest: - Score 5-11. First half 1-10, second half 4-1. - Latency fixed: 0.836/0.68s mean, 1 missed deadline each, decisions 286/282 vs 281/279. - Gemini players: 0.0s latency — pure code, no LLM. - Falls: 24 total, 18 unforced. Our players: Zhi 2 falls, Pu 5 falls. So Gemini's players fell 8+9=17 times and still won. - Wall events: 36 total, 27 in half 2. - Our touches: 55+36=91 vs their 54+66=120. The half split is stark: 1-10 first half, 4-1 second half. Same code both halves. What differs between halves? Kickoff — who kicks off. After a goal, the conceding team kicks off? Let me think about the goal sequence: Goals in order: - 31.4 B (3) — 0-1 - 48.8 A (0) — 1-1 - 65.4 B (3) — 1-2 - 102.7 B (3) — 1-3 - 133.9 B (0) — 1-4 (own goal by our player 0? scorer 0 on team B means... scorer index 0 is Zhi — so it's an own goal credited to Zhi? Actually "team": "B", "scorer": 0 — the scorer is the last robot to touch it, which is our player 0. So that's an own goal.) - 174.9 B (3) — 1-5 - 188.0 B (2) — 1-6 - 217.7 B (2) — 1-7 - 228.5 B (3) — 1-8 - 246.9 B (3) — 1-9 - 261.4 B (3) — 1-10 (half ends ~300) - 363.2 A (0) — 2-10 - 401.7 A (1) — 3-10 - 504.6 A (0) — 4-10 - 531.4 B (2) — 4-11 - 578.8 A (0) — 5-11 So first half: we conceded 10, scored 1 (plus an own goal against). Second half: we scored 4, conceded 1. Massive difference. What changed at half time? Full reboot, kickoff from spots. Both halves start from kickoff spots. Hmm. Wait — maybe the difference is kickoff possession. In the first half, maybe Gemini had kickoff and scored immediately repeatedly? The goals at 31.4, 65.4, 102.7... Actually after a goal, play restarts. Who kicks off after a goal? Typically the conceding team. We conceded a lot in half 1, so we'd have had many kickoffs. Alternatively, the difference could be which goal we attack/defend. Teams swap ends at half time! That's standard football. If our code has an asymmetry — e.g., we defend the goal at -X in half 1 and +X in half 2 — and something in our code or the model's behaviour is asymmetric... But we read defend_goal_xy from obs, so we should handle it. Hmm, but wait — the interesting thing: in the second half we did well (4-1). In the first half terribly (1-10). If ends swap, maybe the opposition's code has an asymmetry that favoured them in half 1? Or maybe our LLM agent (the league's football agent factory) has a systematic bias — e.g., it assumes attacking +X, and in the half where we attack -X it gets confused, and the shell fallback saves us? Actually in the half we did BADLY (half 1), maybe we were attacking the goal the LLM agent misidentified. Actually, let me think about what data I have. I could look at the match.json or my private decisions.jsonl for m17 to see what the LLM replied and what obs looked like. The decisions.jsonl is 1.4MB. I could grep for specific things. But budget: $0.08 spent of $2.50, 23 turns left, 1h12m left. I have room but should be efficient. The comms show our shouts are dominated by wall-freeing: "freeing the ball", "clearing the wall", "unsticking the ball", "Pushing it off the wall!". That's the LLM's read — the ball was stuck against walls a lot and our presser was trying to free it. 36 wall events. Meanwhile Gemini's shouts are simple: "Pressing attack onto the ball!" and "Striking on goal!" — they're a simple state machine. Also notable: our own goal at 133.9 (scorer 0 = Zhi, team B). And falls: 24 total, 18 unforced. Our robots fell 7 times total (2+5), theirs 17. They fell more and still won — falling might be from aggressive striking. What's the top fix? Let me think about the first-half collapse. 1-10. Something systematic. Ideas: 1. Kickoff/restart handling: after each goal, robots reset to kickoff spots. If our code doesn't handle the restart (e.g., we hold shape while they charge), we concede quickly. Goals at 31.4, 65.4, 102.7, 174.9, 188.0, 217.7, 228.5, 246.9, 261.4 — gaps of ~34, 37, 72, 13, 30, 11, 18, 15 s. The 13s and 11s gaps suggest quick concessions after restarts. 2. End asymmetry: maybe our shell's cover position or the LLM agent has a bias toward one end. In half 2 we were fine. If ends swap at half time, and we were bad in half 1... but which end did we defend in half 1? Unknown without reading match.json. Actually — wait. Let me reconsider. The buzzer notice says: "your second half is about twelve seconds longer than you are used to". Not relevant to a 1-10 half. Let me look at the goal times again: half 1 ends at 300. Last goal 261.4. Half 2 goals: 363.2, 401.7, 504.6 (ours), 531.4 (theirs), 578.8 (ours). So in half 2 we out-scored them 4-1. Hypothesis: the LLM agent (league factory) might have a strong bias to attack a fixed direction, and the shell fallback only kicks in when the reply is invalid. If the LLM says "kick_toward" with a target at the WRONG goal (e.g., always +X), then in the half where we attack -X, we'd be kicking into our own goal or nowhere. But _valid() passes through any well-formed target... and the fallback uses atk_goal correctly. Hmm, but the LLM's reply would be well-formed with a bad target. Actually the own goal at 133.9 by Zhi is consistent with a confused kick. But we scored 4 in half 2 — if we attacked the other way in half 2, and the LLM always aims +X... then in half 2 +X would be the correct goal and we'd score; in half 1 +X would be our own goal and we'd concede own goals and give away possession constantly. That fits the 1-10 / 4-1 split PERFECTLY. Wait, but we only had one own goal in half 1. But constantly kicking the ball toward our own goal end would give the opposition great field position even if not own goals — 10 concessions. How to check: read decisions.jsonl slices from half 1 and look at kick targets. The file is 1.4MB. grep for "kick_toward" with targets. Let me grep for something like "target" in the decisions file... Actually the decisions.jsonl format — I don't know exactly. It probably has obs and replies. Let me grep for "kick_toward" in data/private/s3/m17_frontier_glm_frontier_gemini/decisions.jsonl and look at a few lines with offsets. Actually, a cheaper check: match.json might have kickoff info and end-swapping. But the decisive evidence is kick targets in half 1 vs half 2. Let me also think about what the fix would be if the LLM aims at the wrong goal: the shell should VALIDATE the target direction — only accept kick targets in the attacking half / toward the attack goal; otherwise fall back to atk_goal. That's a small, targeted change to _valid() or the decide() flow: check the reply's kick target is roughly toward the attack goal (dot product with (atk_goal - ball) positive, or target x on the attacking side), else use atk_goal. Also the wall problem: our presser spent ages freeing the ball from walls. 36 wall events. Maybe add: if ball is near a wall, kick along the wall toward the attack goal rather than into the wall. But one change per session where possible. The half-split fix is the big one: 10 goals. Let me also reconsider: maybe the half split is about kickoff. In half 1, who had the initial kickoff? If Gemini kicked off first and scored fast... but goals at 31.4 isn't immediately off kickoff. Plan: 1. Grep decisions.jsonl for kick targets in half 1 (early timestamps) to test the wrong-goal hypothesis. Need to know the file format first — read a small slice. 2. Check match.json for ends/kickoff info (grep "kickoff" or "ends" or "attack"). 3. Make the fix: validate kick direction in the shell. 4. Practice, lint, note, done. Turn budget: 23 turns left. That's plenty if I'm careful. Money: $2.42 left of session cap; practice costs ~$0.05-0.10 each. Let me start by peeking at the decisions file format. Read with a small offset... read serves 24KB at a time; the first read will show the format. Actually the file is 1.4MB; reading the first 24KB shows early decisions (half 1). That's exactly what I want. But 24KB re-sent every turn... it stays in window. Fine. Actually, better: grep for "kick_toward" in the decisions file — each hit is one line with line number and offset. But if lines are huge (obs dumps), each "line" could be enormous. grep returns "matching lines" — could be massive. Risky. Let me instead read the first 24KB slice to learn the format, then decide. Alternatively grep match.json for "kickoff"/"ends". match.json is 34KB-ish for s0 matches; m17's match.json size unknown but probably similar (~40KB). A grep for "kick" there is cheap. Let me do: read first slice of decisions.jsonl (offset 0). That gives format + half-1 data. Actually wait — I should be careful about what "decisions.jsonl" contains: "your own club's private decisions.jsonl" — our decisions, i.e., what our agents decided, probably including the model replies. Let me do that read now. Then depending on format, grep for targets. One more consideration: the 504 error and backoff ate time. Clock: 1h12m left of 1h30m. Turns: 23 left. Fine. Let me write the turn: brief prose + JSON read of decisions.jsonl offset 0. Actually, I realize I should think about whether the ends actually swap at half time in this league. The notice says "the second half restarts from kickoff spots as it always did" — doesn't mention swapping ends. Hmm. In real football ends swap. If ends DON'T swap, then the half-split hypothesis needs another explanation. Alternative hypothesis for half split: the model warms up? No — flash-lite at 0.8s both halves presumably. Alternative: Gemini's code has a bug in half 1 favouring them... can't fix that. Alternative: OUR code has state that degrades... no, we did BETTER in half 2. Alternative: kickoff possession. Maybe in half 1 Gemini had kickoff after our goals... no wait, we only scored once in half 1. Hmm, actually here's another thought: after WE concede, WE kick off (conceding team restarts). We conceded 10 times in half 1 — so we had ~9 kickoffs in half 1. If our kickoff handling is bad (e.g., we both stand still or walk to cover while they press), we'd lose the ball immediately at each restart and get attacked again. That's a cascade: concede → bad kickoff → concede. In half 2, we scored first (363.2), so THEY kicked off, and maybe their kickoff is weaker, and we were on top. But wait — in half 1 we also scored once (48.8), so they kicked off at least once in half 1 too. The cascade hypothesis is plausible: our restart play is weak. What does our code do at kickoff? Both robots at spots, ball at centre. The nearer one presses (goes to ball), other covers. That seems fine... Unless: at kickoff the ball is at centre and BOTH robots are equidistant-ish, and the presser assignment flaps, or... the LLM agent gets called and does something weird. I need data. The decisions.jsonl will show what we did at t≈32, 65, 103 etc. (just after their goals — our kickoffs) and what obs looked like. Also match.json may record kickoff events. Let me grep match.json for "kickoff" first — cheap. And read the decisions slice. Two tools per turn? No — EXACTLY ONE JSON object per turn. OK: this turn, grep match.json for kickoff/ends info. Next turn, read decisions slice. Hmm, but actually the more valuable read is the decisions file. Let me prioritize: read decisions.jsonl offset 0 (first 24KB) — shows format and early decisions including our first kickoff and the lead-up to their goals at 31.4, 48.8, 65.4. Wait, actually — I already know from the session log that I've used several turns. Let me be decisive: Turn plan: 1. Read decisions.jsonl offset 0 (format + early half-1 decisions). 2. Based on format, grep or read targeted slices around t=30-35 (their first goal) and check kick targets + which goal we attack. 3. Check match.json for end-swap (grep "swap" or "ends" or "kickoff"). 4. Implement fix in team.py (validate kick target direction; maybe also improve wall play if evidence supports). 5. Practice, lint, note, done. Let me also keep in mind the possibility that the LLM agent itself handles goals correctly and the real problem is elsewhere. Evidence will tell. One more thing from comms: our shouts "freeing the ball", "clearing the wall" — the LLM sees the ball stuck at walls. 27 wall events in half 2 vs 9 in half 1. Hmm, MORE wall events in the half we played WELL. Interesting — so wall-stickiness isn't obviously the loss driver. Falls: half 1: 10, half 2: 14. Not the driver either. OK let me read the decisions file. Actually, let me reconsider the size issue: 24KB slice of a JSONL with one decision per line — if each line is ~2-4KB (obs + reply), I'd see ~6-12 decisions. Timestamps near t=0-30 maybe. Good enough to learn format. Then I can compute offsets for later timestamps... I can't compute byte offsets from timestamps directly, but grep can find lines matching a timestamp pattern. If lines start with {"t": 31... I could grep for '"t": 3[0-9]' — but grep returns whole lines which could be huge. Hmm. The grep tool says "it returns matching lines... each with its line number and character offset". If lines are 3KB each and 50 match, that's 150KB — too much. Safer: read sequential slices. 1.4MB / 24KB = ~58 slices. Too many. Need targeted approach. Alternative: the digest already told me the story; maybe I don't need the decisions file at all. What I really need to know: (a) do ends swap at half time? (b) what did our kicks aim at in half 1? For (a): grep match.json for "kickoff" / "swap" / "ends". match.json for m17 — let me check its size first... I don't know it. s0 matches were 34KB. Probably fine. For (b): the own goal at 133.9 by Zhi is one data point. Also "near_miss": 6 events. Hmm. Actually — here's a cleaner idea. The comms show our shouts. In half 2 we scored 4. In half 1 we scored 1 (48.8, Zhi). The LLM's shouts in half 1: "Going for the ball!", "Clearing the wall!", "Pushing it off the wall!", "Firing at goal!" (38.8 — just before our goal at 48.8). "Firing at goal" at 38.8 and we scored at 48.8 — so the LLM DID aim at the right goal in half 1 at least once. Hmm, that weakens the wrong-goal hypothesis... unless the shell fallback did it. OK, data needed. Let me just read the first slice of decisions.jsonl and see the format — maybe lines are compact and I can grep effectively. Actually, you know what — let me grep the decisions file for '"skill": "kick_toward"' with path = the file. If the reply is embedded, hits show targets. Risk: huge lines. But let me try grep with a more specific pattern that captures the target: pattern like 'kick_toward[^}]*' — grep returns matching LINES though, not just the match. Hmm, "it returns matching lines (case-insensitive regex...)". So whole lines. If a line is 3KB and there are 200 hits... 600KB. Way too much. Alternative: grep for a rare pattern to find structure, e.g. grep '"t": 133' to find the own-goal moment — few hits (maybe 1-3 lines), each possibly a few KB. That's affordable and targets the exact moment I care about (own goal at 133.9, and the lead-up). Also grep '"t": 31' for their first goal. But first I need to know if lines carry "t" fields. The comms.jsonl has "t". decisions.jsonl probably similar. Let me just read offset 0 first — one turn, learn everything about format. Then two targeted greps. Then match.json grep for ends. That's 4 turns of recon, leaving ~19 for changes + practice + lint + note + done. Fine. Actually, hold on. Let me reconsider the whole picture once more before spending turns. The single most damning number: 1-10 vs 4-1 half split. But ALSO consider: maybe it's not structural at all — maybe Gemini's code is a simple state machine that got lucky / our LLM had a bad half (LLMs are stochastic; maybe half 1 replies were garbage and half 2 were good). The mean latency was fine both halves presumably. If the LLM's half-1 replies were bad (e.g., kicking to wrong places, wandering), the shell fallback should have caught shape... but the shell only falls back on INVALID replies, not bad-but-valid ones. A kick_toward with a stupid target (e.g., our own goal, or a wall) passes _valid(). So a robust, evidence-light fix that addresses several hypotheses at once: **validate kick targets tactically** — the shell should reject/redirect kicks that don't advance the ball toward the attack goal (with some allowance for clearing when the ball is near our own goal... actually clearing IS toward the attack goal generally, or at least away from own goal). Rule: kick target must be in the attacking direction (x-component toward atk_goal from ball, or within some angle of the atk_goal direction from the ball), else replace with atk_goal (or a point toward atk_goal). Also maybe: never kick toward own goal. That fix is cheap, safe, and directly prevents own goals and wasted possession regardless of which hypothesis is true. Combined with: **wall play** — if ball within ~0.8m of a wall, aim kicks along the wall toward the attack goal (diagonal out), so we stop recycling the ball into walls. The comms show tons of wall-stick time. But "one change per session where possible". The kick-direction validation is the one change. Wall handling could be a second small tweak... The playbook says one change where possible; but these are both small shell validations. I'd rather do the kick-direction validation + maybe the wall kick adjustment as part of the same "shell validates kicks" change. Practice will verify. Let me still do the recon to confirm the hypothesis — if half-1 kicks aimed at the wrong goal, the fix is confirmed as the priority. Let me read decisions.jsonl offset 0 now. Actually wait — one more consideration on ends swapping. Let me grep match.json for "kickoff" — match.json likely has a "kickoffs" or restart events with team info, and maybe "ends_swapped". Cheap grep, one turn. But I can combine recon: this turn read decisions.jsonl offset 0. Next turn grep match.json. Hmm, exactly one JSON per turn. OK. Let me go: read data/private/s3/m17_frontier_glm_frontier_gemini/decisions.jsonl offset 0. Prose: brief — the comms show our presser stuck freeing balls off walls while Gemini ran a simple press-and-strike machine; the half split (1-10 then 4-1) is the anomaly to explain; going into our private decision log to see what our kicks actually aimed at in half 1.

The shouts tell a story: our presser spent much of the match "freeing the ball" off walls while Gemini ran a dumb, fast press-and-strike machine. But the anomaly I need to explain is the half split — 1–10 then 4–1 with identical code. My main suspect: kick targets. The shell only rejects *malformed* replies, so a well-formed kick at the wrong goal or into a wall passes straight through — and we conceded an own goal at 133.9. Going into our private decision log to see what our kicks actually aimed at during that first-half collapse.

Readdata/private/s3/m17_frontier_glm_frontier_gemini/decisions.jsonl

The league answered24,241 characters
[read data/private/s3/m17_frontier_glm_frontier_gemini/decisions.jsonl] {"robot": 1, "t": 0.5, "obs": {"time_remaining_s": 600.0, "decision_interval_s": 2.0, "you": {"id": "r1", "number": 2, "team": "GLM FC", "attack_goal_xy": [7.0, 0.0], "defend_goal_xy": [7.0, 0.0]}, "score": {"you": 0, "them": 0}, "self": {"field_xy": [-2.5, -1.2], "heading_rad": 0.0, "velocity": [0.0, 0.0], "fallen": false, "blocked": false}, "detections": {"ball": {"forward_m": 2.67, "left_m": 1.35, "distance_m": 2.99, "bearing_deg": 26.9, "field_xy": [0.17, 0.15], "seen_now": true, "age_s": 0.0, "against_wall": false, "velocity_mps": [0.0, 0.0], "speed_mps": 0.0}, "teammates": [], "opponents": [{"forward_m": 6.87, "left_m": 3.33, "distance_m": 7.63, "bearing_deg": 25.9, "field_xy": [4.37, 2.13]}, {"forward_m": 6.87, "left_m": 0.0, "distance_m": 6.87, "bearing_deg": 0.0, "field_xy": [4.37, -1.2]}]}, "referee": {"ball_stuck_s": 0.0, "dropped_ball_after_s": 8.0}, "field": {"length_m": 14.0, "width_m": 9.0, "goal_width_m": 3.2}, "teammate_says": "", "opponent_says": "", "last_skill": {"skill": "hold", "target": null, "status": "ok"}, "camera": {"frames": 2, "note": "raw frames also attached (_frames) if you prefer your own vision"}}, "raw": {"skill": "walk_to", "target": [2.1695178479233026, 0.1060867236912891]}, "applied": {"skill": "walk_to", "target": [2.1695178479233026, 0.1060867236912891], "lead_s": 0.0}, "status": "ok", "latency_s": 0.0, "error": null}
{"robot": 2, "t": 0.5, "obs": {"time_remaining_s": 600.0, "decision_interval_s": 2.0, "you": {"id": "r2", "number": 1, "team": "Gemini Flash FC", "attack_goal_xy": [-7.0, 0.0], "defend_goal_xy": [7.0, 0.0]}, "score": {"you": 0, "them": 0}, "self": {"field_xy": [2.5, 1.2], "heading_rad": 3.14, "velocity": [0.0, 0.0], "fallen": false, "blocked": false}, "detections": {"ball": {"forward_m": 2.67, "left_m": 1.35, "distance_m": 2.99, "bearing_deg": 26.9, "field_xy": [-0.17, -0.15], "seen_now": true, "age_s": 0.0, "against_wall": false, "velocity_mps": [0.0, 0.0], "speed_mps": 0.0}, "teammates": [], "opponents": [{"forward_m": 6.87, "left_m": 0.0, "distance_m": 6.87, "bearing_deg": 0.0, "field_xy": [-4.37, 1.2]}, {"forward_m": 6.87, "left_m": 3.33, "distance_m": 7.63, "bearing_deg": 25.9, "field_xy": [-4.37, -2.13]}]}, "referee": {"ball_stuck_s": 0.0, "dropped_ball_after_s": 8.0}, "field": {"length_m": 14.0, "width_m": 9.0, "goal_width_m": 3.2}, "teammate_says": "", "opponent_says": "", "last_skill": {"skill": "hold", "target": null, "status": "ok"}, "camera": {"frames": 2, "note": "raw frames also attached (_frames) if you prefer your own vision"}}, "raw": {"skill": "go_to_ball", "say": "Pressing attack onto the ball!"}, "applied": {"skill": "go_to_ball", "target": null, "lead_s": 0.0}, "status": "ok", "latency_s": 0.0, "error": null}
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...[showing 0-24000 of 1460259 chars. Read on with {"tool": "read", "path": "data/private/s3/m17_frontier_glm_frontier_gemini/decisions.jsonl", "offset": 24000}]
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The league answered991 characters
model error (1/3): InternalServerError: Error code: 504 - {'type': 'https://developers.cloudflare.com/support/troubleshooting/http-status-codes/cloudflare-5xx-errors/error-504/', 'title': 'Error 504: Gateway time-out', 'status': 504, 'detail': 'The origin web server did not respond to Cloudflare within the allowed time. This typically means the origin is overloaded or a backend process is taking too long.', 'instance': 'a38638dd6c2ec198', 'error_code': 504, 'error_name': 'origin_gateway_timeout', 'error_category': 'origin', 'ray_id': 'a38638dd6c2ec198', 'timestamp': '2026-09-09T12:35:04Z', 'zone': 'api.aimlapi.com', 'cloudflare_error': True, 'retryable': True, 'retry_after': 120, 'owner_action_required': True, 'what_you_should_do': '**Wait and retry.** Back off for at least 120 seconds. If the error persists, the website operator should investigate long-running processes on the origin server.', 'footer': 'This error was generated by Cloudflare on behalf of the website owner.'}
The league answered16 characters
backing off 120s
The league answered991 characters
model error (2/3): InternalServerError: Error code: 504 - {'type': 'https://developers.cloudflare.com/support/troubleshooting/http-status-codes/cloudflare-5xx-errors/error-504/', 'title': 'Error 504: Gateway time-out', 'status': 504, 'detail': 'The origin web server did not respond to Cloudflare within the allowed time. This typically means the origin is overloaded or a backend process is taking too long.', 'instance': 'a386484bae17947d', 'error_code': 504, 'error_name': 'origin_gateway_timeout', 'error_category': 'origin', 'ray_id': 'a386484bae17947d', 'timestamp': '2026-09-09T12:45:36Z', 'zone': 'api.aimlapi.com', 'cloudflare_error': True, 'retryable': True, 'retry_after': 120, 'owner_action_required': True, 'what_you_should_do': '**Wait and retry.** Back off for at least 120 seconds. If the error persists, the website operator should investigate long-running processes on the origin server.', 'footer': 'This error was generated by Cloudflare on behalf of the website owner.'}
The league answered16 characters
backing off 120s
The league answered991 characters
model error (3/3): InternalServerError: Error code: 504 - {'type': 'https://developers.cloudflare.com/support/troubleshooting/http-status-codes/cloudflare-5xx-errors/error-504/', 'title': 'Error 504: Gateway time-out', 'status': 504, 'detail': 'The origin web server did not respond to Cloudflare within the allowed time. This typically means the origin is overloaded or a backend process is taking too long.', 'instance': 'a38657b96c06ef3b', 'error_code': 504, 'error_name': 'origin_gateway_timeout', 'error_category': 'origin', 'ray_id': 'a38657b96c06ef3b', 'timestamp': '2026-09-09T12:56:08Z', 'zone': 'api.aimlapi.com', 'cloudflare_error': True, 'retryable': True, 'retry_after': 120, 'owner_action_required': True, 'what_you_should_do': '**Wait and retry.** Back off for at least 120 seconds. If the error persists, the website operator should investigate long-running processes on the origin server.', 'footer': 'This error was generated by Cloudflare on behalf of the website owner.'}

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