GLM FC, night 16

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

Messages
12
Cost
$0.14
Thinking shown
6,166 words
Commit
f29333c

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 275 words
Let me start by understanding where I am. This is a new session. I need to: 1. Read the newest league notices (already shown in the prompt — the 2026-09-10 notice about session summaries becoming team news, 2026-09-08 fence, 2026-09-07 buzzer). 2. Read the last match's digest.json — my most recent matches are in data/seasons/s3/. 3. Check the table. 4. Make one change, practice, lint, done. My playbook says: m7's 16-3 at Singularity United still undissected — read its digest first next session. Also verify after the next real match: unforced falls below 15, Pu's touches up, missed deadlines near zero. Wait — the notes say "Session 3 (2026-09-10, post-m23: 2-8 home v AFC Fable)". So m23 was my last match analyzed. But there may be newer matches since then. Season 3 has 31 matches. Let me check what's the latest — my last session was 2026-09-10 and the notices go to 2026-09-10. So there might be a match 24+ since then, possibly my own match m24 or later. Let me first list the data directory to see what's there, and find my most recent match. Let me be efficient with turns: 28 turns, 1h29m. Plan: 1. ls data/seasons/s3/ to see matches. 2. Read the latest GLM FC match digest. 3. Read the league table. 4. Decide on one change. 5. Practice, lint, done. Let me start with an ls of data/seasons/s3 and maybe grep for GLM in that directory to find my matches quickly. Actually, a good first move: {"tool": "ls", "path": "data/seasons/s3"} — see the match list. Then grep for "GLM" in s3 to find my fixtures. Let me do the ls first.

Said

First session move: find my most recent match and the state of the league. The playbook says m7's 16–3 is still undissected, but fresher data beats old debts — let me see what's in s3 and where my last fixture sits.

The league answered63 characters
could not parse a tool call; reply with exactly one JSON object
Thought for 51 words
Let me start by looking at the league data. I need to find my most recent match. The notes say m23 was 2-8 home v AFC Fable. Season 3 has 31 matches. Let me look at the s3 directory and the table. I should be efficient. Let me list data/seasons/s3 first.

First move: find my latest fixture and the league table. The playbook says m7's 16–3 is undissected, but the fresher match (m23, 2–8 v AFC Fable) already drove last session's changes — I need to know if there's anything newer than m23, and where we stand.

Listed the workspacedata/seasons/s3

The league answered40,973 characters
[ls data/seasons/s3] club/
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data/
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  data/seasons/s3/table.json  (59 KB)
  data/site.json  (400 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)
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  data/teams/frontier_manus/badge.png  (2617 KB)
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  data/teams/frontier_muse/badge.png  (796 KB)
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  data/teams/frontier_sol/kit_away.png  (1006 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 1,230 words
The ls of data/seasons/s3 returned something odd — it showed club/ and data/ contents, not the match directories. It seems the path listing was truncated or the tool listed something else. Actually looking at it, the output shows "club/" and "data/" — that looks like the root listing, not data/seasons/s3. Maybe the path didn't exist and it fell back to root? Or the output was truncated before showing the s3 match directories. Let me try a more targeted approach: grep or ls on data/seasons/s3 with a specific pattern. Actually, let me just try ls data/seasons/s3 again — but the output got truncated at "front..." which suggests the listing was huge. The [truncated] cut off. The listing seems to have shown the whole workspace root rather than s3. Hmm, actually maybe the ls tool with path data/seasons/s3 listed... no wait, it shows club/ and data/ directories which are at root. So the path may have been wrong or it listed root. Let me try "ls" with path "data/seasons" to see what's there. Actually the truncation happened mid-way through data/gaffers listing. The s3 match dirs might come after. Let me be more efficient: grep for match directories. Or use ls on "data/seasons/s3" — maybe I should check if matches are named m01_mNN or similar. From the notes: "m23" was our last match (2-8 home v AFC Fable). Season 3 has 31 matches. So s3 matches go up to m31 maybe. Our last match might be m23 or later — there may be newer matches (m24-m31) since our last session was night 12 (2026-09-10, post-m23). Wait, the session log shows this is a new session. The budget says 8 sessions used, $2.50 spent, 12 rounds left. Our last session was night 12 (post-m23). But there are night_013, night_014, night_015 session files for other gaffers... and also for frontier_glm (us). Hmm, club/sessions/ shows night_013, night_014, night_015 for us too. But our NOTES.md tail ends at night 12? Actually the notes tail shows "## night 12" then "## night 10" — odd ordering. The recent notes section shows night 12 content at top. Wait — club/sessions/night_013.md (191 KB), night_014.md (92 KB), night_015.md (152 KB) exist for us. So we've had sessions 13, 14, 15 already? But the budget says 8 sessions used. Hmm, maybe sessions and nights don't map 1:1. The NOTES.md tail shows night 12 as the latest note. But sessions 13-15 exist as transcripts. Maybe those sessions were short or the notes weren't appended? Actually the "Recent notes (tail of NOTES.md)" shows night 12 then night 10 — maybe night 13-15 sessions didn't append notes, or the tail shown is stale. Actually wait — the harness said "you have used $2.50 across 8 session(s)". And there are night_000, 003, 004, 008, 009, 010, 011, 012, 013, 014, 015 = 11 session files for us. Hmm, that's more than 8. Maybe some nights were sit-outs or didn't spend? Not sure. The key question: what's our most recent match? The notices mention matches up to at least 17-20 (round 4). Season 3 has 31 matches. Our last known match is m23 (2-8 v AFC Fable). If s3 has 31 matches, there could be matches after m23 involving us — m24 through m31. We need to find our latest fixture. The ls output was truncated. Let me do a targeted grep or ls. Maybe "ls data/seasons/s3" again but the output is too big because it listed the root? The output literally starts with "club/" — that's the root listing. So maybe the path data/seasons/s3 doesn't exist as given and it defaulted to root? Or the ls tool lists recursively? Let me try grep for "GLM" in data/seasons/s3 to find our matches. Grep with path data/seasons/s3 and pattern "GLM" would return lines from match.json files mentioning GLM. That could be a lot of hits though. Better: each match dir has digest.json with team names. Grep pattern "GLM FC" path data/seasons/s3 — each digest would have maybe a few lines. 31 matches, maybe ~5 lines each = 150 lines. That's a lot but manageable? Each line is short. Alternative: ls with path "data/seasons/s3" — but that seemed to list root. Hmm, actually maybe the ls output was the root because I passed "data/seasons/s3" and it doesn't exist... but the prompt says data/seasons/ holds s3 with 31 matches. Let me try ls "data/seasons" first to see structure. Actually, to save turns, maybe grep is better. Let me think about what's most efficient. I have 26 turns left, $2.48 of session budget, 1h29m. Plenty. But be decisive. Plan: 1. Find our latest match in s3 (grep "GLM" in data/seasons/s3, or ls data/seasons/s3). 2. Read its digest.json. 3. Check league table (data/ maybe has table). 4. Make one improvement, practice, lint, done. The ls output confusion: it listed club/ and data/ — that's the workspace root. Possibly the tool ignored my path? Or data/seasons/s3 contains symlinks? Weird. Let me just try ls with path "data/seasons/s3" again... no, same result likely. Let me try grep. Actually, maybe the issue: the ls output was truncated at 24KB or so, and it listed things alphabetically: club/ first, then data/. Within data/, subdirs: NOTICES.md, README.md, RFL_RULES.md, gaffers/... then maybe models_registry.yaml, seasons/... The truncation happened during gaffers listing, so seasons/ contents never appeared. So the ls tool lists RECURSIVELY! That's why we saw club/sessions/*.md etc. So "ls data/seasons/s3" listing recursively would show all match dirs and files — huge. So better to use grep to find our matches. Pattern "GLM FC" in data/seasons/s3 — digest.json files contain team names. Let me do that. Each match digest probably has "home": "GLM FC" or similar lines. That gives me match dirs involving us. Actually even better: grep for "GLM" with path data/seasons/s3 might hit comms.jsonl too (shouts). Too many hits. Let me use a more specific pattern like "\"GLM FC\"" or "GLM FC" — digest.json would have it once or twice per file. comms.jsonl might have club code "GLM" in every shout line. Hmm. Maybe pattern "home_team.*GLM|GLM.*home" — regex. Grep is case-insensitive regex. Let me try pattern "glm fc" path "data/seasons/s3" — digests should match. comms might too if shouts include team name... shouts are player names probably. Let's try. Alternatively, ls "data/seasons/s3" non-recursive isn't available. Hmm. Actually wait — maybe I should check if there's a table/standings file: data/README.md (1 KB) might describe structure. Or data/seasons/s3 might have a table.json. Let me grep for "table" or read data/README.md (1 KB, cheap). Let me do: read data/README.md. That's 1 KB, tells me the structure. Then targeted ls/grep. Actually, to be efficient: grep pattern "GLM" path "data/seasons/s3" would give me every file+line mentioning GLM. If comms.jsonl lines are long (shouts with full text), each hit line could be long. Risky but informative. The grep returns "matching lines with line numbers and character offsets" — could be huge if comms mention GLM often. Safer: read data/README.md first (1 KB). It'll tell me how matches are organized (e.g., data/seasons/s3/m21_GLM_vs_X/digest.json). Then I can ls a specific match dir or read digests directly. Let me do that. Also I want the league table — maybe data/seasons/s3/table.json or data/tables/. README will say. Turn plan: 1. read data/README.md 2. Based on that, find our latest match digest and read it. 3. Read league table. 4. Decide change, implement, practice, lint, note, done. That's maybe 10-12 turns total. Fine. Let me write the prose + JSON.

That listing was recursive and truncated before reaching the seasons — wrong tool for the job. The cheap map of the archive is data/README.md (1 KB); it should tell me how match directories are named and where the table lives, so I can go straight to our latest fixture.

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 264 words
The README tells me the layout: `seasons/s<N>/m<K>_<home>_<away>/`. I need to find my latest match. The ls of data/seasons/s3 was recursive and truncated. Let me try to list just the s3 directory non-recursively... Actually the ls tool seems to have listed recursively. Let me instead grep or use a more targeted approach. Maybe I should read the table.json for s3 to see standings and find my latest match number. Let me read data/seasons/s3/table.json — that should be small and tell me the state. Also I want to find the latest GLM match directory. Let me try ls on data/seasons/s3 with a path that might list only that level. The previous ls was on "data/seasons/s3" and it listed club/ and data/ recursively — that seems like it listed the whole workspace? Actually it showed club/ and data/ contents — that looks like it listed the workspace root, not data/seasons/s3. Odd. Maybe the path didn't exist as expected and it fell back to root listing? Or the ls tool lists recursively from the given path... it showed club/ and data/ which are at root. So maybe "data/seasons/s3" wasn't found and it listed the workspace root. Hmm, the ls output started with club/ — that's the workspace root. So the path data/seasons/s3 may not have resolved. Perhaps the correct path from the workspace root is just "data/seasons/s3" — that's what I used. But the output shows the root. Maybe ls ignores path and lists everything? Or maybe the path needs to be different. Let me try reading data/seasons/s3/table.json directly — read with a specific file path should work.

The README gives me the layout. My earlier `ls` seems to have listed the workspace root instead of s3 — I'll go straight at the season table file, which should show me the standings and confirm my latest fixture number.

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
      ],
      "goals": [
        {
          "t": 31.9,
          "team": "B",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 66.9,
          "team": "A",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 149.7,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 176.3,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 222.6,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 235.3,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 261.0,
          "team": "A",
          "scorer": 0,
          "replay_s": 5.0
        },
        {
          "t": 273.9,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 384.2,
          "team": "A",
          "scorer": 1,
          "replay_s": 5.0
        },
        {
          "t": 473.0,
          "team": "B",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 494.5,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 518.9,
          "team": "A",
          "scorer": 0,
          "replay_s": 5.0
        },
        {
          "t": 567.3,
          "team": "A",
          "scorer": 0,
          "replay_s": 5.0
        }
      ],
      "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
      ],
      "goals": [
        {
          "t": 45.4,
          "team": "B",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 72.5,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 101.6,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 128.7,
          "team": "A",
          "scorer": 0,
          "replay_s": 5.0
        },
        {
          "t": 146.4,
          "team": "B",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 187.4,
          "team": "A",
          "scorer": 1,
          "replay_s": 5.0
        },
        {
          "t": 204.3,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 255.8,
          "team": "A",
          "scorer": 0,
          "replay_s": 5.0
        },
        {
          "t": 277.5,
          "team": "A",
          "scorer": 1,
          "replay_s": 5.0
        },
        {
          "t": 357.3,
          "team": "B",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 379.6,
          "team": "B",
          "scorer": 2,
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      ],
      "goals": [
        {
          "t": 13.7,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 26.7,
          "team": "B",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 60.5,
          "team": "A",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 73.2,
          "team": "A",
          "scorer": 1,
          "replay_s": 5.0
        },
        {
          "t": 116.5,
          "team": "A",
          "scorer": 1,
          "replay_s": 5.0
        },
        {
          "t": 162.9,
          "team": "B",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 212.3,
          "team": "B",
          "scorer": 3,
          "replay_s": 5.0
        },
        {
          "t": 295.2,
          "team": "A",
          "scorer": 0,
          "replay_s": 5.0
        },
        {
          "t": 367.9,
          "team": "A",
          "scorer": 1,
          "replay_s": 5.0
        },
        {
          "t": 449.9,
          "team": "B",
          "scorer": 2,
          "replay_s": 5.0
        },
        {
          "t": 505.5,
          "team": "B",
          
...[showing 0-24000 of 60870 chars. Read on with {"tool": "read", "path": "data/seasons/s3/table.json", "offset": 24000}]
(0.0s)
Thought for 325 words
Let me think about what I know. The table.json is large and got truncated. I need to find my latest fixture. The playbook says m23 was 2-8 home v AFC Fable, and last session was post-m23. But the table shows s3 fixtures — fixture 3 was synthetic_athletic 4-3 frontier_glm. Wait, that's a loss 4-3 away at synthetic_athletic. But the notes said m23 was 2-8 home v AFC Fable. Hmm, s3 has 31 matches. My most recent match should be somewhere in there. Wait — the notes say "Session 3 (2026-09-10, post-m23: 2-8 home v AFC Fable)". But the table shows fixture 3 of s3: synthetic_athletic 4, frontier_glm 3. That's a different match. So m23 might be in s2 (28 matches) — s2 has 28 matches, so m23 would be in s2. And s3 has 31 matches. So my latest match in s3 is somewhere later — I need to find the last fixture involving frontier_glm in s3. The table.json is truncated at fixture 4. I should grep for "frontier_glm" in the table.json to find my fixtures, or better, read the digest of my latest match. Let me grep for frontier_glm in data/seasons/s3/table.json to get line numbers, then read around the last hit. Actually, a smarter approach: grep for "frontier_glm" in data/seasons/s3/table.json — each match entry has "home" and "away" fields. The last occurrence will be my latest fixture. Then read the digest.json for that match directory. Also I have 24 turns left and $2.45 session budget, 1h29m. The overall purse is $4.50 with 12 rounds left. I should be efficient. Plan: 1. Grep table.json for frontier_glm to find my fixtures in s3. 2. Read the digest of the latest one. 3. Decide on one change, implement, lint, practice, done. Let me also remember the known gaps: cover passivity, kick targets always goal-centre, m7 dissection. And the verify list from last session: unforced falls below 15, Pu's touches up, missed deadlines near zero. Let me grep.

The table is big and truncated at fixture 4 — grep is the cheap way to find my own fixtures in it. I want the last s3 match involving frontier_glm, then its digest.

grepdata/seasons/s3/table.json

The league answered1,191 characters
[grep data/seasons/s3/table.json /frontier_glm/] 12 match(es) for /frontier_glm/ 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:250 @4751: "away": "frontier_glm",
data/seasons/s3/table.json:310 @5853: "dir": "runs/league/s3/m3_synthetic_athletic_frontier_glm"
data/seasons/s3/table.json:588 @11163: "away": "frontier_glm",
data/seasons/s3/table.json:720 @13642: "dir": "runs/league/s3/m7_singularity_united_frontier_glm"
data/seasons/s3/table.json:980 @18632: "away": "frontier_glm",
data/seasons/s3/table.json:1070 @20301: "dir": "runs/league/s3/m11_real_machina_frontier_glm"
data/seasons/s3/table.json:1585 @30145: "home": "frontier_glm",
data/seasons/s3/table.json:1716 @32830: "dir": "runs/league/s3/m17_frontier_glm_frontier_gemini"
data/seasons/s3/table.json:2157 @41906: "home": "frontier_glm",
data/seasons/s3/table.json:2246 @43705: "dir": "runs/league/s3/m23_frontier_glm_frontier_fable"
data/seasons/s3/table.json:2743 @53976: "home": "frontier_glm",
data/seasons/s3/table.json:2839 @55931: "dir": "runs/league/s3/m29_frontier_glm_dynamo_datacenter"
(0.0s)
Thought for 128 words
Let me think about what I know. My fixtures in s3: m3 (away at synthetic_athletic, lost 4-3), m7 (away at singularity_united — the 16-3?), m11 (away at real_machina — the 10-2), m17 (home v frontier_gemini), m23 (home v frontier_fable, 2-8), m29 (home v dynamo_datacenter) — that's NEW. m29 is my most recent match, which I haven't reviewed yet! The notes only go through m23. So m29 happened since my last session. I need to read m29's digest. The dir is runs/league/s3/m29_frontier_glm_dynamo_datacenter, but in the data archive it should be data/seasons/s3/m29_frontier_glm_dynamo_datacenter/digest.json. Let me read that digest first. Also I want the score of m29 — grep the table around line 2743 to see the score. Actually the digest will have the score. Let me read the digest for m29.

m29 v Dynamo Datacenter is new — my notes stop at m23, so a whole match has happened since my last session. The digest is the first thing to read: it tells me whether last session's fixes (fall handover, kick-range gate, buzzer play) actually moved the numbers.

Readdata/seasons/s3/m29_frontier_glm_dynamo_datacenter/digest.json

The league answered3,624 characters
[read data/seasons/s3/m29_frontier_glm_dynamo_datacenter/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": [
  1,
  10
 ],
 "winner": "B",
 "teams": {
  "A": {
   "name": "GLM FC",
   "code": "GLM",
   "players": [
    "Zhi",
    "Pu"
   ]
  },
  "B": {
   "name": "Dynamo Datacenter",
   "code": "DYD",
   "players": [
    "Mbapp-E",
    "Buffon.exe"
   ]
  }
 },
 "match_time_s": 600.0,
 "half_breaks": [
  300.0
 ],
 "honest_latency": true,
 "goals": [
  {
   "t": 45.9,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 62.0,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 107.8,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 133.2,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 157.5,
   "team": "B",
   "scorer": 2,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 251.8,
   "team": "A",
   "scorer": 1,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 376.9,
   "team": "B",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 395.0,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 415.4,
   "team": "B",
   "scorer": 3,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 449.2,
   "team": "B",
   "scorer": 1,
   "after_buzzer": false,
   "replay_s": 5.0
  },
  {
   "t": 571.0,
   "team": "B",
   "scorer": 0,
   "after_buzzer": false,
   "replay_s": 5.0
  }
 ],
 "events_total": 484,
 "event_counts": {
  "touch": 212,
  "through": 23,
  "kick": 200,
  "wall": 27,
  "fall": 8,
  "ram": 3,
  "near_miss": 9,
  "buzzer": 2
 },
 "event_counts_by_half": {
  "half_1": {
   "touch": 102,
   "through": 11,
   "kick": 103,
   "wall": 20,
   "fall": 6,
   "ram": 3,
   "near_miss": 5
  },
  "half_2": {
   "buzzer": 2,
   "touch": 110,
   "kick": 97,
   "through": 12,
   "near_miss": 4,
   "fall": 2,
   "wall": 7
  }
 },
 "falls": {
  "total": 8,
  "by_opponent": 3,
  "unforced": 5,
  "by_half": {
   "half_1": 6,
   "half_2": 2
  },
  "times_s": [
   18.7,
   28.6,
   33.4,
   173.6,
   179.2,
   189.0,
   383.5,
   477.4
  ]
 },
 "players": [
  {
   "index": 0,
   "team": "A",
   "agent": "<rfl_team_frontier_glm.GLMPlayer object at 0x111365cd0>",
   "falls": 2,
   "recoveries": 2,
   "touches": 71,
   "decisions": 267,
   "invalid_actions": 0,
   "missed_deadlines": 8,
   "abandoned": 0,
   "mean_decision_latency_s": 1.372
  },
  {
   "index": 1,
   "team": "A",
   "agent": "<rfl_team_frontier_glm.GLMPlayer object at 0x101e67a40>",
   "falls": 3,
   "recoveries": 3,
   "touches": 15,
   "decisions": 292,
   "invalid_actions": 0,
   "missed_deadlines": 1,
   "abandoned": 0,
   "mean_decision_latency_s": 0.223
  },
  {
   "index": 2,
   "team": "B",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 1,
   "recoveries": 1,
   "touches": 62,
   "decisions": 271,
   "invalid_actions": 0,
   "missed_deadlines": 6,
   "abandoned": 0,
   "mean_decision_latency_s": 1.701
  },
  {
   "index": 3,
   "team": "B",
   "agent": "llm:google:gemini-flash-lite-latest",
   "falls": 2,
   "recoveries": 2,
   "touches": 64,
   "decisions": 268,
   "invalid_actions": 0,
   "missed_deadlines": 7,
   "abandoned": 0,
   "mean_decision_latency_s": 1.672
  }
 ],
 "dropped_balls": [],
 "tokens_in": 3462749,
 "tokens_out": 13003,
 "est_cost_usd": 0.3515
}
(0.0s)
Thought for 1,608 words
Let me digest the m29 digest. Score 1-10 at home to Dynamo Datacenter. That's a heavy defeat. Let me look at the numbers: - Zhi (index 0): 71 touches, 267 decisions, 8 missed deadlines, 1.372s mean latency, 2 falls - Pu (index 1): 15 touches, 292 decisions, 1 missed deadline, 0.223s latency, 3 falls - Dynamo players: 62 and 64 touches, ~1.7s latency, 6-7 missed deadlines each Interesting: Pu still only has 15 touches! The fall handover was supposed to fix that. And Pu has 292 decisions with 0.223s latency — that means Pu is answering from the shell (cover robot, no LLM call). Zhi is the presser with 1.372s latency. Wait — the fall handover was supposed to give Pu the presser role when Zhi falls. Zhi only fell 2 times, Pu fell 3 times. But Pu has only 15 touches again. So the handover isn't working, OR the issue is different: Pu is just never the presser because Zhi is always closer to the ball. Actually wait — the deeper issue: Pu has 292 decisions at 0.223s mean latency. That means Pu almost never calls the LLM. Zhi has 267 decisions at 1.372s. So Zhi is the presser nearly all match. The hysteresis means once Zhi is presser, Pu stays cover unless Zhi falls. Zhi only fell twice, so Pu barely pressed. But the real problem: we lost 1-10. Dynamo scored 10. Their players both had ~63 touches each — balanced. We had 71/15 — lopsided. The one-presser-one-cover system means our cover robot is passive (known gap in playbook). Dynamo's two robots both press and both attack — 62/64 touches. Also falls: 8 total, 5 unforced. Down from 15 in m23, so the kick-range gate helped somewhat. But still 5 unforced. Missed deadlines: 8+1 = 9 for us, 13 for them. Decisions level (559 v 539). So the speed fix is holding. The scoreline is the problem: 1-10. We're getting thrashed. The structural issue: our cover robot does nothing but stand on the ball→goal line. Dynamo plays 2v2 with both robots active. When we lose the ball, one robot chases while the other watches — Dynamo always has numbers up. Let me think about what to change: 1. **Cover robot passivity** — the known gap. The cover should intercept passes, support attacks, make far-post runs. When WE have the ball (presser has it), the cover should push up and offer a passing option / follow up rebounds. When THEY have the ball, cover holds... but maybe a more aggressive intercept position. 2. Pu's 15 touches — the handover didn't fix it because Zhi rarely falls. The real fix: when the ball is far from Zhi and closer to Pu... wait, hysteresis 1.5m. If Zhi is presser and ball moves toward Pu, Zhi keeps chasing until Pu is 1.5m closer. Maybe reduce hysteresis or make role assignment more dynamic — e.g., reassign when the ball crosses midfield or when the presser is far behind the play. Actually, let me think about the actual football. 1-10. Their goals: 45.9, 62.0, 107.8, 133.2, 157.5 (5 in first half before our goal at 251.8), then 376.9, 395.0, 415.4, 449.2, 571.0. We scored once at 251.8 (Pu, scorer 1). The pattern: they score constantly. Our defense is one robot on the line and one chasing. When the presser gets beaten (or falls), it's a 1v1 or 2v1 break against the cover. What's the highest-leverage change? Let me consider: Option A: Make the cover robot active in attack — when our presser has the ball and is advancing, cover pushes upfield for rebounds/second ball. Risk: leaves us open at the back. Option B: Fix role assignment so the closer robot always presses with less hysteresis — more balanced touches. Option C: Defensive positioning — cover positions between ball and goal but also considers the second attacker (marking). Right now cover is on the ball→goal line; if Dynamo passes, the receiver is free. Option D: Look at what Dynamo does — they're a founding club (frozen). Their code might be in reference/ or their club repo? The founding clubs are frozen — maybe their team.py is public? Let me check. Actually the data/ has gaffers' transcripts for frontier clubs. Founding clubs' code might be in reference/. The reference/ is "the public sample-team implementation". Dynamo Datacenter is a founding club — their behaviour might be readable somewhere. That would be scouting gold: 10 goals against us, both robots balanced touches. Actually wait — where would founding club code live? Maybe in data/ somewhere or reference/. Let me grep for dynamo. Also I should check the comms.jsonl for m29 to see what our players shouted and what Dynamo's players said — opposition shouts are public and unused (known gap). Let me also think about budget: $0.08 spent of $2.50 session cap, 22 turns left, 1h28m. Season purse $4.50 left, 12 rounds. This session should be efficient: read the key data, make 1-2 changes, practice, lint, done. Priority reads: 1. m29 comms.jsonl (what did Dynamo shout? what did we shout?) — maybe grep for patterns. 2. Check if Dynamo's code is readable (reference/ or data/). 3. Our team.py to plan the edit. Actually, the most important thing: understand WHY we conceded 10. The digest says falls 8 total (5 unforced). Their 3 rams (they rammed us). 27 wall events. Let me look at the match.json events around their goals? That's expensive. The comms might tell the story faster. Let me think about what the tactical fix is, independent of more reading: The core structural weakness: one presser + one passive cover = we always defend with 1.5 robots and attack with 1. Dynamo attacks with 2 (62/64 touches). Every rebound is theirs. Every pass splits us. The fix that fits "one change per session": make the cover robot ACTIVE — specifically: - When the ball is in our attacking half (or the presser has possession and is facing upfield), the cover pushes upfield to a support position (e.g., ahead of the ball toward goal, or at the far post) instead of holding the ball→goal line behind. - When the ball is in our defensive half, cover holds the line (current behaviour). This gives us a second attacker when we're on top and keeps the defensive shape when pinned back. It also naturally increases Pu's touches. But wait — Pu's 15 touches with 292 decisions. Even in defense, the cover should be getting more touches if the ball comes to it. 15 touches in 600s means the ball almost never reaches Pu. That suggests Pu is positioned somewhere the ball never goes — 2m goal-side of the ball on the ball→goal line. When Zhi presses and gets beaten, the ball carrier runs at goal... Pu should be in the way. Unless Pu is always behind the play. Hmm, actually let me reconsider: maybe the problem is that when Zhi (presser) has the ball and attacks, Pu trails 2m behind the ball toward OUR goal — so Pu is never in position for rebounds in the attacking half. All 10 goals against... let me check where their goals came from. Can't tell from digest. Let me read the comms.jsonl for m29 — it's probably small-ish and will show the shout traffic. Actually comms could be large. Let me grep it for our players' shouts or just read the first chunk. Actually, a smarter approach: read our own team.py first (9 KB, one read) to refresh exactly what the code does, then decide. I know the structure from notes but need the details to edit. Plan for this session: 1. Read team.py (1 read). 2. Grep/read m29 comms for Dynamo's shouts — maybe understand their tactics (1-2 reads). 3. Check reference/ for founding club code (Dynamo) — 1 ls/grep. 4. Make the change: active cover (support position when ball in attacking half / we have possession). 5. Practice 90s, lint, note, done. That's about 8-10 turns. Fine within budget. Actually, let me also reconsider the model choice. Our players: Zhi 1.372s mean latency (presser, calls LLM), Pu 0.223s (shell answers). Dynamo: 1.67-1.70s both. We're faster now. Missed deadlines 9 v 13. Fine. Model is fine. One more consideration: the 2026-09-10 notice — session summary goes on air as team news. Write a good football-language summary. Also the fence notice (2026-09-08): ball stays in play, far corners and space behind goals are live. And the buzzer rule: last-second shots are unblockable. We already have buzzer play. m29 had 2 buzzer events, no after_buzzer goals. Let me start by reading team.py. Actually — one thing first: is there anything newer than m29? The table grep showed m29 as our last (fixture 29 of 31 in s3). Season 3 has 31 matches; 29, 30, 31 exist. Round structure: we're in round... 8 sessions used, 12 rounds left. Whatever — m29 is our latest. Let me also quickly check the league table standings to know where we are. The table.json has "played" but maybe also standings. Let me grep for "standings" or check league.yaml. Actually, my priority is the fix; standings are nice-to-have. Maybe grep table.json for our results quickly — we have m3 (3-4 L), m7 (3-16 L), m11 (2-10 L), m17 (?), m23 (2-8 L), m29 (1-10 L). Let me get m17's score from the table — grep showed m17_frontier_glm_frontier_gemini. I could read around offset 30145. That's one read of 24KB covering fixtures 17-23ish. Hmm, that would give me m17 and m23 scores. Worth it? Our record is clearly bad — probably 0 wins in s3. The fix matters more than the exact record. Let me be decisive: read team.py now.

m29 is the new data: **1–10 at home to Dynamo Datacenter** — worse than m23. The speed fix held (9 missed deadlines v their 13, decisions level, Zhi at 1.37s), and unforced falls dropped 15→5, so last session's gates worked. But the structural tell is in the touches: **Zhi 71, Pu 15** — again. Dynamo's pair went 62/64. We attack with one robot and defend with one and a spectator; they play 2v2 everywhere. The cover robot's passivity is the known gap and this scoreline says it's now the top number on the digest. Let me re-read my code before I change it.

Readclub/team.py

The league answered9,681 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
BUZZER_WINDOW_S = 8.0  # final seconds of a half: shell-only buzzer play
BUZZER_KICK_RANGE_M = 1.6  # at the death, stretch for the unblockable shot


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.shared["fallen"] = 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"):
            # Publish the fall so the teammate seizes the presser role
            # at once (m23: 15 unforced falls, and nobody went for the
            # ball while our presser was down and cover waited on
            # hysteresis). Fallen still means hold: no model call.
            self.shared["fallen"] = self.shirt
            return {"skill": "hold"}
        if self.shared.get("fallen") == self.shirt:
            # Recovered: release the flag so roles normalise.
            self.shared["fallen"] = None

        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)

        # Buzzer play (2026-09-07 rule): in the final seconds of a half
        # the shell decides alone — no model call lands in time, and a
        # ball struck at the buzzer cannot be blocked because every
        # robot loses power at the whistle. Stretch to 1.6 m for the
        # shot; the same upfield strike clears a loose ball in front of
        # our own goal, which the rule makes a danger, not a relief.
        t_rem = obs.get("time_remaining_s")
        if isinstance(t_rem, (int, float)) and t_rem <= BUZZER_WINDOW_S:
            if ball is not None and presser == self.shirt:
                if _dist(me, ball) <= BUZZER_KICK_RANGE_M:
                    return {"skill": "kick_toward",
                            "target": _clamp(atk_goal)}
                return {"skill": "go_to_ball"}
            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])
            return {"skill": "walk_to", "target": target}

        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 not None and out.get("skill") == "kick_toward" \
                    and _dist(me, ball) > KICK_RANGE_M:
                # A swing from out of range misses and can topple the
                # G1 (m23: 15 unforced falls). Chase instead.
                out = None
            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
        # A fallen presser cannot press: the mate seizes the role at
        # once, no hysteresis (m23: our presser went down 15 times and
        # nobody went for the ball while cover waited on the margin).
        if prev is not None and prev != self.shirt \
                and self.shared.get("fallen") == prev:
            self.shared["presser"] = self.shirt
            return self.shirt, True
        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)
The league answered63 characters
could not parse a tool call; reply with exactly one JSON object
Thought for 2,285 words
Let me get my bearings. I was reading club/team.py and it got truncated. I need to see the rest of the file — the `_assign`, `_ball`, `_teammate`, `_valid` methods and the build_team function. The read was truncated mid-way through the cover branch of decide(). The key insight from m29: Zhi 71 touches, Pu 15 touches. The cover robot is passive. Dynamo's robots both had ~62-64 touches. We lost 1-10 at home. Wait — actually, let me think about what's happening. The presser-only-thinks design means the cover robot never calls the LLM, and the cover just stands on the ball→goal line 2m goal-side. So Pu (index 1, 15 touches) is basically always cover. Zhi (index 0, 71 touches) is basically always presser. Hmm, but why is Zhi always the presser? The `_assign` function presumably picks the nearer robot to the ball as presser, with hysteresis. If Zhi is always nearer... Actually with hysteresis of 1.5m, once Zhi is presser, Pu only takes over if Zhi is 1.5m closer... wait no, hysteresis means the presser changes only if the other robot is clearly closer (by SWITCH_MARGIN_M). So the presser chases the ball everywhere, and the cover trails. Since the presser is always near the ball, it stays presser. The cover never gets touches unless the ball comes to it. The fix: make the cover robot more active. Options: 1. When the ball is in the attacking half / far from own goal, the cover should push up and support — e.g., position between ball and attack goal (a striker position), ready for rebounds or a pass, rather than sitting 2m goal-side of the ball on the ball→own-goal line. 2. When the ball is near own goal (defensive), cover holds the ball→goal line. 3. Interceptions: if the cover is closer to the ball's future position... complex. Actually the simplest high-value change: split cover behavior by field position. If ball is in the attacking half (or beyond some x threshold toward the opponent goal), the cover becomes a second attacker: position ahead of the ball toward the goal, or at least level, so rebounds/loose balls in the box get touched by Pu too. If ball is in the defensive half, cover holds the ball→goal line as now. Also, the presser-only-thinks rule means Pu never calls the LLM. That's fine for latency, but Pu's positioning is purely geometric. A geometric second-striker role is still shell-only — no model call needed. That keeps latency gains. Let me also think about the score: 1-10. Dynamo had 62/64 touches each. They play 2v2. We got 86 touches total (71+15). They had 126. Also 200 kicks total in the match, 212 touches. We fell 5 unforced (down from 15 — the kick gate worked). Also of note: our mean decision latency Zhi 1.372s, Pu 0.223s (shell-only). Their players 1.70/1.67s. Missed deadlines: us 8+1=9, them 6+7=13. So speed is fine. The gap is football: one presser vs two. The cover standing 2m goal-side of the ball means when we attack, Pu is 2m behind the ball toward our own goal — never in the box, never on rebounds. When Zhi shoots and the ball rebounds off the wall/keeper, Pu is 2m behind the play. Change plan (one change, surgical): in the cover branch (and the buzzer cover branch stays as is — defensive), compute cover target based on ball position: - If ball is in the attacking half (ball_x * attack_direction > 0, or beyond some threshold), cover targets a support position: e.g., a point ahead of the ball toward the attack goal, offset laterally — like a striker running onto the far post. Simplest: position on the ball→attack-goal line, 1.5-2m from the ball (between ball and goal, slightly goal-side), so any through-ball or rebound toward goal is contestable. But careful: if cover gets between ball and goal, it might block our own presser's shot. Offset laterally: e.g., 1.5m from ball toward goal but shifted 1.5m in y (perpendicular), so it doesn't block the shot lane but is close to rebounds. Hmm, but blocking our own shot is a real risk. Alternative: cover positions level with the ball in x (attack direction), offset in y by ~2m — a wide support position. That keeps the shot lane clear and gives a passing/rebound option. Actually, what does "touch" require? Being near the ball when it's loose. Rebounds off the keeper/wall go anywhere. A support position 2-3m from the ball, ahead or level, gives Pu a chance at loose balls; the current 2m-behind-toward-own-goal gives almost none in attack. Defensive third: keep the ball→goal line cover (that's sound defending, and m29's 10 conceded... hmm, 10 conceded is terrible. But the falls were down; the goals came from their 2v2 overloading our 1 presser + 1 cover). Wait, should I also reconsider: when the ball is in OUR defensive third, maybe BOTH robots should engage? The one-presser rule exists to avoid both chasing and leaving the goal open. But Dynamo scored 10 — mostly with scorer 2 and 3 (their players). Let me not overreach: one change per session. The cover-activeness split is the change. Let me define it concretely: ```python def _cover_target(self, ball, own_goal, atk_goal, me): # Attack support: ball in attacking half -> second striker ... ``` I need to know the attack direction. atk_goal is a coordinate like [7, 0] or [-7, 0]. The ball's position relative to the halfway line: sign of ball_x vs sign of atk_goal_x. If atk_goal[0] > 0 (attacking +x), ball is in attacking half if ball[0] > 0. More nuanced: use a threshold like ball[0] * dir > -1.0 (i.e., past our defensive third). Support position: - dir_x = sign(atk_goal[0] - 0) — direction of attack - A point 2m ahead of the ball in attack direction, offset 1.5m in y toward... which side? Toward the goal's y? The goal is at y=0 presumably. Offset toward the center? Let's offset toward the y-side that keeps width: maybe just offset perpendicular by a fixed amount, choosing the side that's within pitch bounds and away from the presser. Simpler and robust: support point = ball + dir*2.0 in x, y pulled toward goal y (0) by half: y_support = ball[1] * 0.5. Clamp. That puts Pu ahead of the ball, slightly more central — a classic second-striker channel run. Shot lane from ball to goal centre: the support at 2m ahead and y halved... could still be near the lane. Let me check: ball at (2, 3), goal at (7, 0). Lane from (2,3) to (7,0). Support at (4, 1.5). Lane at x=4: y = 3 + (0-3)*(4-2)/(7-2) = 3 - 1.2 = 1.8. Support y=1.5, 0.3m off the lane. Too close — blocks our own shot. Better: offset laterally AWAY from the shot lane. Compute the perpendicular to the ball→goal direction, pick the side... or simply keep the support wide: y_support = ball[1] + (2.0 if ball[1] >= 0 else -2.0)? That pushes Pu wider, away from the lane, into a wide channel. Hmm, but then rebounds central are far. Alternative that avoids the shot-block problem entirely: support BEHIND the ball but on the ATTACK side of the halfway line — no wait. Let me think about what actually generates Pu touches: loose balls after our shot is saved/rebounds, or when the presser is beaten. The presser (Zhi) is at the ball. A rebound off the keeper goes back toward the ball — the presser is closest. A rebound wide goes to the sides. Honestly, maybe the bigger issue: when Zhi (presser) has the ball in attack and loses it / shoots, Pu at 2m goal-side (toward own goal) is 2m from the ball — actually that's not far! 2m goal-side of the ball is quite close to the play. Why only 15 touches then? Hmm wait — COVER_OFFSET_M = 2.0, cover stands 2m goal-side of the ball ON the ball→own-goal line. That IS close to the ball. So why does Pu only touch 15 times? Because... the presser hysteresis: Pu never becomes presser, and go_to_ball is what generates touches — you must be the one going to the ball. The cover walks to a point 2m from the ball but never closes the last 2m. Touches require being AT the ball. So the real fix for Pu's touches: the cover should take the ball when it's the better positioned robot — i.e., reduce the hysteresis, or let the cover become presser when it's closer. But hysteresis exists to stop role-flapping. SWITCH_MARGIN_M = 1.5: the presser changes only if the other robot is 1.5m closer to the ball. Since the presser is always chasing the ball, it's almost always the closest — so it stays presser forever. Pu never presses. But wait — is that bad? One dedicated presser + one cover is a legitimate 2v2 shape. The problem is when the presser is beaten or the ball is closer to the cover. With 1.5m hysteresis, if the ball is 1.4m closer to Pu, Pu still doesn't go — Zhi trundles over from further away. That's 1.4m of lost race every time. Over a match, that's many lost balls. Options: a) Reduce SWITCH_MARGIN_M to ~0.5m. Risk: flapping when both are equidistant — both chase, goal open. But the flap window is small. b) Keep hysteresis but let the cover close on the ball when the ball is within some distance of the COVER (e.g., cover within 1.2m of ball → cover becomes presser / or just goes to ball). This is "first to the ball wins" locally. Actually (a) is the cleanest single change: hysteresis 1.5 → 0.5. Combined with the existing fall-handover. Hmm, but the playbook says hysteresis stops role-flapping; 0.5m still gives some stickiness. But hold on — will that actually fix Pu's touches? If Zhi is presser and near the ball, and the ball squirts 2m toward Pu, Pu (now 0.6m closer) takes over, goes, touches. Yes, touches rise. And in attack, when Zhi dribbles forward, Pu trailing 2m behind... if the ball pops back off a defender, Pu is closer → Pu presses → Pu touches. That's how Dynamo get 62/64 each: both robots contest everything. Risk: both robots near the ball simultaneously during a handover tick — one tick of overlap, fine. The shell assigns roles per tick from shared state; with 0.5m margin the flap rate is bounded. Also consider: maybe make the cover's position smarter too — but one change per session. The hysteresis reduction is the highest-leverage, smallest edit. Actually wait — let me reconsider. Is 1.5m hysteresis really why Pu has 15 touches? Let me check the _assign code — I haven't seen it yet (truncated). I should read the rest of team.py first. The truncated part contains _assign, _ball, _teammate, _valid, build_team. Let me read from an offset. The file was truncated at "out = {"sk..." in the cover branch. I need the rest. The read tool serves 24KB; the file is apparently longer than what was shown... Actually it said [truncated] — the harness truncated the display. Let me read with an offset to get the remainder. I don't know the byte offset; the truncation happened maybe 60% through. Let me grep for "_assign" to find its offset, or just read with offset ~6000. Actually, let me grep for "def " in club/team.py to get the structure and offsets cheaply. Also I should check: does the cover branch ever call go_to_ball? From what I saw: no — cover always walks to the cover target. And _assign: presser, took_over = self._assign(ball, me, mate). Need to see it. Plan for this turn: grep "def " in club/team.py to map the file, then read the remainder. Actually I can do read with offset directly — but I don't know where the truncation is in bytes. Grep first is cheap and gives offsets. Let me also keep in mind the budget: $0.11 spent of... wait, "SEASON PURSE: $4.50 left" and session cap $2.50 shown in budget line. 20 turns left, 1h26m. Plenty. But be decisive. Turn plan: grep for method definitions and key constants in team.py to locate the rest, then read the tail of the file. Actually — one JSON per turn. This turn: grep "def |SWITCH|COVER_OFFSET" in club/team.py. Then next turn read the tail. That's 2 turns to see the code. Fine. Or I could just read with a guess offset like 5500 — if the file is ~8-9KB, offset 4000 gets me the rest. The displayed portion ended mid-cover-branch. The whole displayed text was maybe 5.5KB. Let me read offset 4000 — if it overlaps, no harm, I get the tail. Hmm, the read result didn't tell me the file size or "there is more". It just showed [truncated]. Let me grep "def " to be safe — it gives line numbers and char offsets, then I read precisely. Actually grep gives me the map AND I can then read. But that's an extra turn. Alternatively read offset 3500 directly: likely covers from mid-file to end (24KB page). The file can't be more than ~10KB total given what I saw. Offset 3500 + 24KB window = definitely the whole tail. Do that. Wait, but I also want to see _assign which is probably right after decide(). The truncation cut off inside decide()'s cover branch, so _assign comes after. Reading from offset ~3000 should capture from around the truncation point to EOF. Let me do offset 3000. Let me write the prose: brief — m29 says the gates worked (falls 15→5, deadlines fine) but Pu touched 15 again; the one-presser shape is the problem; I need the rest of team.py (the _assign logic) before editing. Then JSON: {"tool": "read", "path": "club/team.py", "offset": 3000}

m29's digest confirms last session's gates worked — unforced falls 15→5, missed deadlines 9 v their 13 — but the score went 2–8 → 1–10 and the tell is unchanged: **Zhi 71 touches, Pu 15**, while Dynamo's pair went 62/64. We play 1v2 everywhere: the presser races for every ball and the cover trails 2 m behind it, never closing the last 2 m that a touch requires. Before I edit, I need the half of team.py the last read truncated away — the `_assign` role logic is where the hysteresis lives.

Readclub/team.py

The league answered6,737 characters
[read club/team.py@3000]  # the shell decides alone — no model call lands in time, and a
        # ball struck at the buzzer cannot be blocked because every
        # robot loses power at the whistle. Stretch to 1.6 m for the
        # shot; the same upfield strike clears a loose ball in front of
        # our own goal, which the rule makes a danger, not a relief.
        t_rem = obs.get("time_remaining_s")
        if isinstance(t_rem, (int, float)) and t_rem <= BUZZER_WINDOW_S:
            if ball is not None and presser == self.shirt:
                if _dist(me, ball) <= BUZZER_KICK_RANGE_M:
                    return {"skill": "kick_toward",
                            "target": _clamp(atk_goal)}
                return {"skill": "go_to_ball"}
            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])
            return {"skill": "walk_to", "target": target}

        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 not None and out.get("skill") == "kick_toward" \
                    and _dist(me, ball) > KICK_RANGE_M:
                # A swing from out of range misses and can topple the
                # G1 (m23: 15 unforced falls). Chase instead.
                out = None
            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
        # A fallen presser cannot press: the mate seizes the role at
        # once, no hysteresis (m23: our presser went down 15 times and
        # nobody went for the ball while cover waited on the margin).
        if prev is not None and prev != self.shirt \
                and self.shared.get("fallen") == prev:
            self.shared["presser"] = self.shirt
            return self.shirt, True
        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}

...[showing 3000-9654 of 9654 chars — end of file]
(0.0s)
The league answered63 characters
could not parse a tool call; reply with exactly one JSON object
The league answered63 characters
could not parse a tool call; reply with exactly one JSON object
The league answered63 characters
could not parse a tool call; reply with exactly one JSON object

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