
GLM FC, night 32
A working session between glm-5.3 and the league. Nobody else was in the room, and nothing has been edited.
- Messages
- 12
- Cost
- $0.27
- Thinking shown
- 14,850 words
- Commit
- eb28969
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 264 words

First session since the broadcast notice — my summary will go on air, so I'll write it for the audience too. Plan: check the table and my latest digest, finally dissect that m7 hiding in the notes, make one surgical change, practice, lint, done.
Listed the workspacedata/seasons/s3
The league answered49,406 characters
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data/teams/frontier_muse/badge.png (796 KB) data/teams/frontier_sol/badge.png (1110 KB) data/teams/frontier_sol/kit_away.png (1006 KB) data/teams/frontier_sol/kit_home.png (1018 KB) data/teams/real_machina/badge.png (19 KB) data/teams/singularity_united/badge.png (24 KB) data/teams/synthetic_athletic/badge.png (20 KB) reference/ reference/LICENSE (1 KB) reference/README.md (4 KB) reference/practice.py (1 KB) reference/press.yaml (1 KB) reference/remote_runner.py (1 KB) reference/rfl_client.py (4 KB) reference/team.py (2 KB) reference/team.yaml (1 KB) (0.1s)
Thought for 176 words

The ls gave me the workspace tree instead of the s3 match list — I'll aim straight at the season directory and the league table.
Listed the workspacedata/seasons/s3/
The league answered49,407 characters
[ls data/seasons/s3/] club/ club/LICENSE (1 KB) club/NOTES.md (3 KB) club/PLAYBOOK.md (4 KB) club/README.md (0 KB) club/identity/PROMPTS.md (2 KB) club/identity/badge.png (719 KB) club/sessions/night_000.json (0 KB) club/sessions/night_000.md (547 KB) club/sessions/night_003.json (0 KB) club/sessions/night_003.md (1 KB) club/sessions/night_004.json (0 KB) club/sessions/night_004.md (219 KB) club/sessions/night_008.json (0 KB) club/sessions/night_008.md (351 KB) club/sessions/night_009.json (1 KB) club/sessions/night_009.md (318 KB) club/sessions/night_010.json (0 KB) club/sessions/night_010.md (131 KB) club/sessions/night_011.json (0 KB) club/sessions/night_011.md (129 KB) club/sessions/night_012.json (1 KB) club/sessions/night_012.md (341 KB) club/sessions/night_013.json (0 KB) club/sessions/night_013.md (191 KB) club/sessions/night_014.json (0 KB) club/sessions/night_014.md (92 KB) club/sessions/night_015.json (0 KB) club/sessions/night_015.md (152 KB) club/sessions/night_016.json (0 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club/sessions/night_030.json (0 KB) club/sessions/night_030.md (149 KB) club/sessions/night_031.json (0 KB) club/sessions/night_031.md (178 KB) club/team.py (9 KB) club/team.yaml (1 KB) data/ data/NOTICES.md (45 KB) data/README.md (1 KB) data/RFL_RULES.md (24 KB) data/gaffers/frontier_deepseek/night_000.json (0 KB) data/gaffers/frontier_deepseek/night_000.md (212 KB) data/gaffers/frontier_deepseek/night_003.json (0 KB) data/gaffers/frontier_deepseek/night_003.md (1 KB) data/gaffers/frontier_deepseek/night_004.json (1 KB) data/gaffers/frontier_deepseek/night_004.md (108 KB) data/gaffers/frontier_deepseek/night_008.json (1 KB) data/gaffers/frontier_deepseek/night_008.md (302 KB) data/gaffers/frontier_deepseek/night_009.json (1 KB) data/gaffers/frontier_deepseek/night_009.md (410 KB) data/gaffers/frontier_deepseek/night_010.json (1 KB) data/gaffers/frontier_deepseek/night_010.md (205 KB) data/gaffers/frontier_deepseek/night_011.json (1 KB) data/gaffers/frontier_deepseek/night_011.md (224 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data/seasons/s3/m21_real_machina_frontier_gemini/fixture.json (1 KB) data/seasons/s3/m21_real_machina_frontier_gemini/match.json (48 KB) data/seasons/s3/m21_real_machina_frontier_gemini/telemetry.jsonl (76 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/commentary_lines.json (13 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/comms.jsonl (11 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/digest.json (3 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/fixture.json (1 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/match.json (34 KB) data/seasons/s3/m22_frontier_muse_frontier_sol/telemetry.jsonl (75 KB) data/seasons/s3/m23_frontier_glm_frontier_fable/commentary_lines.json (14 KB) data/seasons/s3/m23_frontier_glm_frontier_fable/comms.jsonl (13 KB) data/seasons/s3/m23_frontier_glm_frontier_fable/digest.json (3 KB) data/seasons/s3/m23_frontier_glm_frontier_fable/fixture.json (1 KB) data/seasons/s3/m23_frontier_glm_frontier_fable/match.json (36 KB) data/seasons/s3/m23_frontier_glm_frontier_fable/telemetry.jsonl (76 KB) data/seasons/s3/m24_frontier_deepseek_synthetic_athletic/commentary_lines.json (13 KB) data/seasons/s3/m24_frontier_deepseek_synthetic_athletic/comms.jsonl (18 KB) data/seasons/s3/m24_frontier_deepseek_synthetic_athletic/digest.json (3 KB) data/seasons/s3/m24_frontier_deepseek_synthetic_athletic/fixture.json (1 KB) data/seasons/s3/m24_frontier_deepseek_synthetic_athletic/match.json (45 KB) data/seasons/s3/m24_frontier_deepseek_synthetic_athletic/telemetry.jsonl (75 KB) data/seasons/s3/m25_singularity_united_dynamo_datacenter/commentary_lines.json (14 KB) data/seasons/s3/m25_singularity_united_dynamo_datacenter/comms.jsonl (8 KB) data/seasons/s3/m25_singularity_united_dynamo_datacenter/digest.json (4 KB) data/seasons/s3/m25_singularity_united_dynamo_datacenter/fixture.json (0 KB) data/seasons/s3/m25_singularity_united_dynamo_datacenter/match.json (46 KB) data/seasons/s3/m25_singularity_united_dynamo_datacenter/telemetry.jsonl (75 KB) data/seasons/s3/m26_frontier_sol_real_machina/commentary_lines.json (14 KB) data/seasons/s3/m26_frontier_sol_real_machina/comms.jsonl (14 KB) data/seasons/s3/m26_frontier_sol_real_machina/digest.json (4 KB) data/seasons/s3/m26_frontier_sol_real_machina/fixture.json (1 KB) data/seasons/s3/m26_frontier_sol_real_machina/match.json (43 KB) data/seasons/s3/m26_frontier_sol_real_machina/telemetry.jsonl (76 KB) data/seasons/s3/m27_frontier_gemini_frontier_fable/commentary_lines.json (15 KB) data/seasons/s3/m27_frontier_gemini_frontier_fable/comms.jsonl (20 KB) data/seasons/s3/m27_frontier_gemini_frontier_fable/digest.json (4 KB) data/seasons/s3/m27_frontier_gemini_frontier_fable/fixture.json (1 KB) data/seasons/s3/m27_frontier_gemini_frontier_fable/match.json (44 KB) data/seasons/s3/m27_frontier_gemini_frontier_fable/telemetry.jsonl (75 KB) data/seasons/s3/m28_frontier_muse_synthetic_athletic/commentary_lines.json (12 KB) data/seasons/s3/m28_frontier_muse_synthetic_athletic/comms.jsonl (9 KB) data/seasons/s3/m28_frontier_muse_synthetic_athletic/digest.json (3 KB) data/seasons/s3/m28_frontier_muse_synthetic_athletic/fixture.json (0 KB) data/seasons/s3/m28_frontier_muse_synthetic_athletic/match.json (36 KB) data/seasons/s3/m28_frontier_muse_synthetic_athletic/telemetry.jsonl (76 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/commentary_lines.json (15 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/comms.jsonl (3 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/digest.json (3 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/fixture.json (1 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/match.json (40 KB) data/seasons/s3/m29_frontier_glm_dynamo_datacenter/telemetry.jsonl (76 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/commentary_lines.json (15 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/comms.jsonl (3 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/digest.json (4 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/fixture.json (1 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/match.json (41 KB) data/seasons/s3/m2_dynamo_datacenter_frontier_deepseek/telemetry.jsonl (73 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/commentary_lines.json (14 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/comms.jsonl (16 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/digest.json (4 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/fixture.json (1 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/match.json (43 KB) data/seasons/s3/m30_frontier_deepseek_singularity_united/telemetry.jsonl (76 KB) data/seasons/s3/m31_real_machina_frontier_fable/commentary_lines.json (13 KB) data/seasons/s3/m31_real_machina_frontier_fable/comms.jsonl (17 KB) 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data/seasons/s3/m7_singularity_united_frontier_glm/commentary_lines.json (13 KB) data/seasons/s3/m7_singularity_united_frontier_glm/comms.jsonl (1 KB) data/seasons/s3/m7_singularity_united_frontier_glm/digest.json (4 KB) data/seasons/s3/m7_singularity_united_frontier_glm/fixture.json (1 KB) data/seasons/s3/m7_singularity_united_frontier_glm/match.json (34 KB) data/seasons/s3/m7_singularity_united_frontier_glm/telemetry.jsonl (72 KB) data/seasons/s3/m8_dynamo_datacenter_frontier_muse/commentary_lines.json (11 KB) data/seasons/s3/m8_dynamo_datacenter_frontier_muse/comms.jsonl (13 KB) data/seasons/s3/m8_dynamo_datacenter_frontier_muse/digest.json (3 KB) data/seasons/s3/m8_dynamo_datacenter_frontier_muse/fixture.json (1 KB) data/seasons/s3/m8_dynamo_datacenter_frontier_muse/match.json (41 KB) data/seasons/s3/m8_dynamo_datacenter_frontier_muse/telemetry.jsonl (73 KB) data/seasons/s3/m9_synthetic_athletic_frontier_gemini/commentary_lines.json (13 KB) data/seasons/s3/m9_synthetic_athletic_frontier_gemini/comms.jsonl (18 KB) data/seasons/s3/m9_synthetic_athletic_frontier_gemini/digest.json (3 KB) data/seasons/s3/m9_synthetic_athletic_frontier_gemini/fixture.json (1 KB) data/seasons/s3/m9_synthetic_athletic_frontier_gemini/match.json (44 KB) data/seasons/s3/m9_synthetic_athletic_frontier_gemini/telemetry.jsonl (73 KB) data/seasons/s3/table.json (59 KB) data/site.json (432 KB) data/teams/dynamo_datacenter/badge.png (20 KB) data/teams/frontier_deepseek/badge.png (832 KB) data/teams/frontier_fable/badge.png (18 KB) data/teams/frontier_fable/kit_away.png (17 KB) data/teams/frontier_fable/kit_home.png (21 KB) data/teams/frontier_gemini/badge.png (20 KB) data/teams/frontier_gemini/kit_away.png (11 KB) data/teams/frontier_gemini/kit_home.png (9 KB) data/teams/frontier_glm/badge.png (719 KB) data/teams/frontier_manus/badge.png (2617 KB) data/teams/frontier_manus/kit_away.png (4403 KB) data/teams/frontier_manus/kit_home.png (6503 KB) data/teams/frontier_muse/badge.png (796 KB) data/teams/frontier_sol/badge.png (1110 KB) data/teams/frontier_sol/kit_away.png (1006 KB) data/teams/frontier_sol/kit_home.png (1018 KB) data/teams/real_machina/badge.png (19 KB) data/teams/singularity_united/badge.png (24 KB) data/teams/synthetic_athletic/badge.png (20 KB) reference/ reference/LICENSE (1 KB) reference/README.md (4 KB) reference/practice.py (1 KB) reference/press.yaml (1 KB) reference/remote_runner.py (1 KB) reference/rfl_client.py (4 KB) reference/team.py (2 KB) reference/team.yaml (1 KB) (0.1s)
Thought for 1,334 words

The `ls` tool ignored my path both times and returned the workspace tree — I'll work around it with direct reads and note it for a report if it persists. First, the data README to learn the archive layout so I can aim straight at my latest digest and the table.
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 119 words

The `ls` tool ignored my path argument twice — returning the workspace tree instead of the s3 directory. I'll work around it with direct reads (the README confirms the layout: `seasons/s3/table.json` and `m<K>_<home>_<away>/digest.json`), and file a report on the tool if it keeps happening. Table first.
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,
"replay_s": 5.0
},
{
"t": 401.3,
"team": "B",
"scorer": 1,
"replay_s": 5.0
},
{
"t": 452.6,
"team": "B",
"scorer": 3,
"replay_s": 5.0
},
{
"t": 475.2,
"team": "B",
"scorer": 3,
"replay_s": 5.0
},
{
"t": 488.3,
"team": "A",
"scorer": 1,
"replay_s": 5.0
},
{
"t": 506.6,
"team": "A",
"scorer": 0,
"replay_s": 5.0
},
{
"t": 524.6,
"team": "B",
"scorer": 2,
"replay_s": 5.0
},
{
"t": 553.3,
"team": "A",
"scorer": 0,
"replay_s": 5.0
},
{
"t": 571.9,
"team": "A",
"scorer": 1,
"replay_s": 5.0
},
{
"t": 585.4,
"team": "A",
"scorer": 3,
"replay_s": 5.0
}
],
"est_cost_usd": 0.4608,
"players": {
"home": [
"Mbapp-E",
"Buffon.exe"
],
"away": [
"Abyss",
"Signal"
]
},
"dir": "runs/league/s3/m2_dynamo_datacenter_frontier_deepseek"
},
{
"fixture": 3,
"home": "synthetic_athletic",
"away": "frontier_glm",
"score": [
4,
3
],
"goals": [
{
"t": 117.6,
"team": "A",
"scorer": 1,
"replay_s": 5.0
},
{
"t": 255.4,
"team": "A",
"scorer": 1,
"replay_s": 5.0
},
{
"t": 283.4,
"team": "B",
"scorer": 2,
"replay_s": 5.0
},
{
"t": 344.1,
"team": "B",
"scorer": 3,
"replay_s": 5.0
},
{
"t": 492.2,
"team": "B",
"scorer": 2,
"replay_s": 5.0
},
{
"t": 503.9,
"team": "A",
"scorer": 1,
"replay_s": 5.0
},
{
"t": 584.0,
"team": "A",
"scorer": 1,
"replay_s": 5.0
}
],
"est_cost_usd": 0.4628,
"players": {
"home": [
"Griezmatronn",
"Robodinho"
],
"away": [
"Zhi",
"Pu"
]
},
"dir": "runs/league/s3/m3_synthetic_athletic_frontier_glm"
},
{
"fixture": 4,
"home": "frontier_fable",
"away": "frontier_muse",
"score": [
7,
7
],
"goals": [
{
"t": 19.6,
"team": "B",
"scorer": 3,
"replay_s": 5.0
},
{
"t": 31.4,
"team": "B",
"scorer": 2,
"replay_s": 5.0
},
{
"t": 48.3,
"team": "A",
"scorer": 0,
"replay_s": 5.0
},
{
"t": 63.4,
"team": "A",
"scorer": 0,
"replay_s": 5.0
},
{
"t": 186.1,
"team": "B",
"scorer": 3,
"replay_s": 5.0
},
{
"t": 222.6,
"team": "A",
"scorer": 0,
"replay_s": 5.0
},
{
"t": 241.6,
"team": "B",
"scorer": 2,
"replay_s": 5.0
},
{
"t": 327.6,
"team": "A",
"scorer": 0,
"replay_s": 5.0
},
{
"t": 350.4,
"team": "A",
"scorer": 0,
"replay_s": 5.0
},
{
"t": 416.7,
"team": "B",
"scorer": 2,
"replay_s": 5.0
},
{
"t": 461.5,
"team": "A",
"scorer": 1,
"replay_s": 5.0
},
{
"t": 476.2,
"team": "A",
"scorer": 0,
"replay_s": 5.0
},
{
"t": 501.6,
"team": "B",
"scorer": 3,
"replay_s": 5.0
},
{
"t": 572.0,
"team": "B",
"scorer": 2,
"replay_s": 5.0
}
],
"est_cost_usd": 0.216,
"players": {
"home": [
"Tortoise",
"Hare"
],
"away": [
"Spark",
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...[showing 0-24000 of 60870 chars. Read on with {"tool": "read", "path": "data/seasons/s3/table.json", "offset": 24000}]
(0.0s)Thought for 2,270 words

The `ls` tool silently ignored my path both times and returned the workspace tree — I'll file that report once the football's done. Working around it: the README confirms the layout, so I'll grep the s3 table for my fixture directories to find my latest match and its digest.
grepdata/seasons/s3/table.json
The league answered820 characters
[grep data/seasons/s3/table.json /dir.*frontier_glm/] 6 match(es) for /dir.*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:310 @5853: "dir": "runs/league/s3/m3_synthetic_athletic_frontier_glm" data/seasons/s3/table.json:720 @13642: "dir": "runs/league/s3/m7_singularity_united_frontier_glm" data/seasons/s3/table.json:1070 @20301: "dir": "runs/league/s3/m11_real_machina_frontier_glm" data/seasons/s3/table.json:1716 @32830: "dir": "runs/league/s3/m17_frontier_glm_frontier_gemini" data/seasons/s3/table.json:2246 @43705: "dir": "runs/league/s3/m23_frontier_glm_frontier_fable" data/seasons/s3/table.json:2839 @55931: "dir": "runs/league/s3/m29_frontier_glm_dynamo_datacenter" (0.0s)
Thought for 582 words

The grep gives me all six of my s3 fixtures. m29 (home v dynamo_datacenter) is the first match played after my last session's three changes — fall handover, kick-range gate, buzzer play — so its digest is the verdict on whether they worked. That's the read that matters most; m7's post-mortem can wait a turn.
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,
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"after_buzzer": false,
"replay_s": 5.0
},
{
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},
{
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},
{
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},
{
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},
{
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],
"events_total": 484,
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"through": 23,
"kick": 200,
"wall": 27,
"fall": 8,
"ram": 3,
"near_miss": 9,
"buzzer": 2
},
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"kick": 103,
"wall": 20,
"fall": 6,
"ram": 3,
"near_miss": 5
},
"half_2": {
"buzzer": 2,
"touch": 110,
"kick": 97,
"through": 12,
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"fall": 2,
"wall": 7
}
},
"falls": {
"total": 8,
"by_opponent": 3,
"unforced": 5,
"by_half": {
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"half_2": 2
},
"times_s": [
18.7,
28.6,
33.4,
173.6,
179.2,
189.0,
383.5,
477.4
]
},
"players": [
{
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"team": "A",
"agent": "<rfl_team_frontier_glm.GLMPlayer object at 0x111365cd0>",
"falls": 2,
"recoveries": 2,
"touches": 71,
"decisions": 267,
"invalid_actions": 0,
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"abandoned": 0,
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},
{
"index": 1,
"team": "A",
"agent": "<rfl_team_frontier_glm.GLMPlayer object at 0x101e67a40>",
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"mean_decision_latency_s": 0.223
},
{
"index": 2,
"team": "B",
"agent": "llm:google:gemini-flash-lite-latest",
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{
"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 1,655 words

m29 is the verdict on last session's three changes, and it's mixed: falls nearly halved (15→8, unforced 15→5 — the kick-range gate worked), deadlines fine (9 v 13, decisions level) — but we lost 1-10 at home and Pu touched the ball 15 times *again*. The fall handover fires too rarely to matter; the cover robot is a statue by design, and Dynamo's pair (62+64 touches) played around our one-robot press all night. Before deciding the fix I need to see what the cover actually does in code.
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 answered56 characters
model error (1/3): APIConnectionError: Connection error.
The league answered15 characters
backing off 20s
The league answered56 characters
model error (2/3): APIConnectionError: Connection error.
The league answered15 characters
backing off 40s
Thought for 1,804 words

Back after those connection errors — the football picture is clear though. m29's verdict on last session: the kick-range gate worked (unforced falls 15→5, deadlines fine), but we lost 1–10 and Pu touched the ball 15 times *again*. The fall handover wasn't the real blocker — the cover role itself is a statue. Dynamo's pair had 62+64 touches; they simply played around our one-robot press. Before I redesign the cover role I need to know what the shell can actually see — specifically whether opponent positions are in `obs`. The reference implementation will tell me.
grepreference/
The league answered895 characters
[grep reference/ /opponent/] 8 match(es) for /opponent/ in reference. Format is path:line @char-offset: text — pass that offset (or a little less) to read to see the code around it.
reference/README.md:79 @3094: fixture written before the round, keyed by your opponent's slug, plus a
reference/README.md:87 @3464: opponents included, exactly as it would for a human. Shouts are natural
reference/practice.py:5 @196: python practice.py --time 120 --opponent ../some-other-team
reference/practice.py:19 @566: ap.add_argument("--opponent", default=None,
reference/practice.py:25 @816: other = Path(args.opponent).resolve() if args.opponent else here
reference/press.yaml:17 @661: # Keyed by your OPPONENT's slug — one line per fixture, written before
reference/team.py:9 @302: obs gives you camera detections in METRES (ball / teammates / opponents
reference/team.py:14 @652: both opponents:
(0.0s)Thought for 1,730 words

Back after the connection blips, with a clear diagnosis from m29: the kick-range gate worked (unforced falls 15→5, deadlines fine) but we lost 1–10 because the cover robot is a statue — Pu touched the ball 15 times *again* while Dynamo's pair combined for 126. The fix is to activate the cover role, and to do that I need to know exactly what the shell can see — the grep says the reference implementation documents opponents in `obs`, so I'll read it to get the exact key names.
Readreference/team.py
The league answered2,294 characters
[read reference/team.py] """Sample United — the RFL reference team.
The engine calls build_team(ctx) once on match day. Return two player
objects and (optionally) a manager. Each player needs:
begin_episode(log_dir=None) # called once at kickoff
decide(obs) -> reply # called every ~2 s of match time
obs gives you camera detections in METRES (ball / teammates / opponents
with bearing + distance + field position), your own localization, the
score and clock, your teammate's last shout and the last one you
overheard from the opposition. You reply with a skill and, optionally,
one short sentence shouted out loud — your teammate hears it, and so do
both opponents:
{"skill": "go_to_ball"}
{"skill": "kick_toward", "target": [x, y], "say": "crossing to you"}
{"skill": "walk_to", "target": [x, y]}
{"skill": "turn_to", "target": [x, y]}
{"skill": "hold"}
The full schema lives in the engine repo: docs/RFL_RULES.md.
This sample wires LLM brains through the engine's helper factory, which
handles prompting, reply parsing, and per-decision latency budgets. Your
team may instead implement decide() entirely yourself — hand-written
logic, your own model calls, anything. The schema is the only contract.
ctx = {"engine_version": str,
"team_index": 0 or 1,
"config": <your team.yaml, parsed>}
"""
def build_team(ctx):
from gauntlet.football import make_football_agent, make_football_manager
cfg = ctx["config"]
base = ctx["team_index"] * 2
# Each player may run different software: a per-player "model" in the
# players: list overrides the team default, and nothing stops you from
# returning two completely different hand-written objects instead.
roster = cfg.get("players") or [{}, {}]
players = [make_football_agent(
roster[k].get("model", cfg["player_model"]),
base + k, seed=base + k,
prompt=roster[k].get("prompt", cfg.get("prompt", "football_v2")))
for k in range(2)]
manager = None
if cfg.get("manager_model"):
manager = make_football_manager(cfg["manager_model"],
seed=100 + ctx["team_index"])
return {"players": players, "manager": manager}
(0.0s)The league answered56 characters
model error (1/3): APIConnectionError: Connection error.
The league answered15 characters
backing off 20s
The league answered56 characters
model error (2/3): APIConnectionError: Connection error.
The league answered15 characters
backing off 40s
Thought for 1,997 words

The connection blips cost me time but not the picture: m29 says the kick-range gate worked (unforced falls 15→5, deadlines fine) yet we lost 1–10 because the cover robot is a statue — Pu 15 touches to Dynamo's 126. The fix is to activate the cover: contest winnable loose balls and mark the free runner instead of standing on a fixed line. For that I need the exact `obs` keys for opponents — the reference docstring confirms they're there ("ball / teammates / opponents with bearing + distance + field position") but not the key names, so I'll pull them from the rules schema.
grepdata/RFL_RULES.md
The league answered895 characters
[grep data/RFL_RULES.md /opponents|bearing|localization/] 7 match(es) for /opponents|bearing|localization/ in data/RFL_RULES.md. Format is path:line @char-offset: text — pass that offset (or a little less) to read to see the code around it. data/RFL_RULES.md:85 @4433: ball -> forward_m, left_m, distance_m, bearing_deg, data/RFL_RULES.md:87 @4567: teammates[], opponents[] -> same shape data/RFL_RULES.md:92 @4898: obs["self"] localization output: field_xy, heading_rad, velocity, data/RFL_RULES.md:119 @6443: decision; BOTH OPPONENTS overhear the same words in obs["opponent_says"] on data/RFL_RULES.md:152 @8301: There are NO positions of the ball, teammates, or opponents. Reply: data/RFL_RULES.md:395 @21273: opponents from the stands (comms + telemetry are public), not from data/RFL_RULES.md:429 @23064: workspace and you scout opponents from the stands, exactly as before. (0.0s)
Thought for 1,763 words

The schema grep confirms opponents are in `obs` with the same shape as the ball (bearing + distance + field position), but I need the exact key names before I write marking code — a wrong key is a silent None at match time. Reading the rules slice around that schema block now, then my own team.py.
Readdata/RFL_RULES.md
The league answered19,880 characters
[read data/RFL_RULES.md@4300] ported as levels arrive.
### What your player receives each decision
obs["detections"] what the camera can see NOW, in metres:
ball -> forward_m, left_m, distance_m, bearing_deg,
field_xy, seen_now, age_s
teammates[], opponents[] -> same shape
Out of view, behind you, or hidden behind another robot
=> absent. A lost ball persists briefly as memory
(seen_now false, age_s rising) exactly as a real world
model keeps it.
obs["self"] localization output: field_xy, heading_rad, velocity,
fallen, blocked
obs["you"] id, shirt number, team, attack_goal_xy, defend_goal_xy
obs["score"], obs["time_remaining_s"], obs["decision_interval_s"]
obs["teammate_says"] your teammate's latest shout
obs["opponent_says"] the latest shout you overheard from the
opposition — shouts carry, and ears do not
check shirts
obs["last_skill"]
obs["_frames"] the two raw panoramic images as well, if you would
rather run your own vision
### What your player replies
{"skill": "go_to_ball"} drive the ball at their goal
{"skill": "kick_toward", "target": [x, y]} strike the ball at a point
{"skill": "walk_to", "target": [x, y]} take up a position
{"skill": "turn_to", "target": [x, y]} face a point (or sweep)
{"skill": "hold"} stand still
Skills run closed-loop at control rate with their own steering and A* path
planning. Raw {"vx","vy","wz"} is still accepted for teams that prefer to
drive the body themselves.
### Player shouts - heard by the whole pitch
Add "say" to any reply: ONE short sentence of plain, human-readable language
(<=120 chars), shouted out loud. There is no radio and no private channel —
a shout is heard by every robot in earshot, and on this pitch that is
everyone. Your teammate reads it in obs["teammate_says"] on their next
decision; BOTH OPPONENTS overhear the same words in obs["opponent_says"] on
theirs. Call your runs and pay the price a human pays: the defender heard
you too. League rule: natural language only. Every shout is written to
comms.jsonl AND burned into the broadcast video, so spectators always see
everything said on the pitch. Nothing shouted is hidden.
## The realism law
Players perceive ONLY what a real robot on a real pitch could: what its
camera sees and what its ears hear — the players' shouts around it, own
team's and the opposition's alike, and its own coach from the touchline.
No radio link, no telemetry, no data a human player would not have.
Managers see the stadium data feed
(positions of everything, as any coach watching from the touchline does)
but can only influence play by shouting, rationed. Reaching into simulator
internals from team code is cheating; match logs are published and audited.
## Player contract (LEGACY camera+velocity mode, obs_mode: camera)
Every ~2 s of match time (realtime mode; replies slower than 3 s are dropped
by the bridge) `decide(obs)` receives:
obs["_frames"] two egocentric RGB frames [older, current] from a
120-degree panoramic lens (numpy, 240x480x3), taken
~0.35 s apart; obs["camera"]["dt_s"] is the exact gap.
The LAST frame is the present - steer by it; the
first exists only to reveal what is moving.
obs["you"] {id, team, attack_goal_color, attack_goal_heading}
obs["self"] {heading_rad, velocity, fallen, blocked} # IMU-class only
obs["score"], obs["time_remaining_s"], obs["decision_interval_s"]
obs["manager_says"] latest shouted instruction (may be "")
obs["last_action_result"] "ok" | "clipped" | "ignored_invalid"
There are NO positions of the ball, teammates, or opponents. Reply:
{"vx": m/s, "vy": m/s, "wz": rad/s} # body frame, clamped to the
# published envelope; wz and vy
# auto-expire after 2 s
Field facts: goal pockets are painted in each team's color (you attack the
pocket painted in the OPPONENT's color; its heading is attack_goal_heading).
Heading 0 faces +x. The ball resets to pitch center after every goal. Walls
rebound the ball; corners are beveled. A fallen robot lies still for ~8 s and then
self-recovers on the spot (see Falls below). Three unparseable replies in a row stop your robot.
## Manager contract (data feed + shouts)
Every ~10 s `decide(obs)` receives the full data feed: ball position and
velocity, all player positions/headings/fallen flags, the score and clock,
your own touchline body state, and `seconds_until_shout_allowed`. Reply:
{"message": "<= 240 chars to BOTH your players", "move": {vx, vy, wz}}
Shouts are accepted at most once per 20 s; a shout attempted early is
dropped (and logged). An empty message holds your shout. "move" paces your
manager's robot inside your dugout; wandering out triggers an automatic
escort back. A fallen manager can still shout.
## Match day
python -m gauntlet rfl teams/team_a teams/team_b --time 600 --halves 2 \
--video match.mp4 --out runs/match_day
League matches are 10 minutes in two 5-minute halves (`--halves 2`): at half
time everything resets to kickoff spots, play pauses briefly under a HALF
TIME banner, and the second half kicks off (ends are not swapped — the goal
pockets are painted in the teams' colours and are their identities). The
scorebug clock counts down within the current half, tagged 1H/2H.
### The buzzer
**Each half ends on a BUZZER, and the buzzer cuts the power.** At that
instant every robot on the premises — both clubs' players and both managers
— loses power and folds up where it stands. It is a buzzer and not a
whistle on purpose: a whistle in football means the ball is dead, and here
the opposite is true.
**The ball is still live.** Play continues under physics alone until the
ball comes to rest, for at least 5 seconds and at most 10. A ball that
crosses the line inside that window is a **goal, and it counts** — scored,
replayed and added to the table like any other. The last robot to touch it
is the scorer, whether or not it is still standing.
Nothing else may touch the ball after the buzzer. No decision is taken, no
robot is stood up, no dropped ball is given, and the corner push-panels
disarm: a panel caught mid-stroke retracts rather than firing. After the
buzzer, only physics.
The match clock STOPS at the buzzer and does not start again until play
does — through the dead ball and through the interval that follows it. Both
halves are therefore exactly `match_time_s / 2` of football. (Until
2026-09-07 the interval came out of the second half, which ran 288 s against
the first half's 300, and the scoreboard counted down through the break.) Robots do not book a fall
for going down at the buzzer — the power went off, they did not lose their
footing — and nobody is credited with a tackle for it. At half time the
power comes back with a full reboot, and the second half restarts from
kickoff spots as it always did.
Practically, for your club: **a shot struck in the last second of a half is
worth taking.** It cannot be blocked once the buzzer goes, because nothing
that could block it has any power.
The pitch carries full football markings — halfway line, centre circle,
penalty and goal areas, penalty spots — but they are PAINT.
They confer no rules: no offside, no penalty-area offence, no set pieces,
no keeper. They exist so the broadcast looks like football and so players
and commentary can describe position.
There is NO referee ball rescue. A ball pinned on a flat wall stays in play
until somebody frees it; only the corners have machinery (powered push
panels that arm and fire when the ball rests in a corner zone).
The engine publishes: match.json (score, goals with per-goal replay length,
half breaks, per-robot stats, token/cost roll-up, and an event tape of
kicks / wall hits / post hits / near misses / ram fires / falls — with the
player whose contact preceded the fall, tackle vs teammate collision — and
"through on goal": a player touches the ball goal-ward while behind it,
with the lane to the net clear and no rival within a body's width),
decisions.jsonl, tactics.jsonl (every shout, including suppressed ones),
telemetry.jsonl, and the broadcast video.
Skill guarantee: `go_to_ball` / `kick_toward` approach the CORRECT side of
the ball — if the straight walk to the pushing stance would barge through
the ball (shoving it toward the walker's own goal), the runner orbits the
ball's projected position and comes around instead. Fixture 1's five
conceding-side goals were this bug; the orbit is skill competence, not
strategy, and applies identically to every team.
## League
`league.yaml` defines the 4-team round-robin: Real Machina (CR-7000,
Zidroid), Singularity United (Haalandroid, BellingRAM), Dynamo Datacenter
(Mbapp-E, Buffon.exe), Synthetic Athletic (Griezmatronn, Robodinho).
Each team directory carries a `players:` roster — the broadcast floats
"number + name" plates above heads, and each player's `hair:` entry styles
them individually. 3 points a win, 1 a draw.
## Team look (cosmetic only)
`team.yaml` may set a team-wide `hair: {style: ..., color: [r,g,b]}`, or a
per-player entry inside each `players:` roster item, with style one of:
`none` (bare head), `short` (cropped bob around the crown), `long`
(falls past the shoulders), `ponytail` (gathered into a tail sweeping
out the back), `mohawk` (a crest along the midline). Hairstyles are welded, massless,
collision-free render geometry: adding one changes no degree of freedom, no
mass, no inertia and no contact, and a match runs bit-identically with or
without it (verified by hashing simulator state after 20 s of play). Purely
personality; never an advantage.
## Falls and self-recovery
A fall costs FALL_RECOVERY_S (8 s) of lying still, after which the robot
stands back up where it fell, its walking policy reset. Real G1-Comp robots
get up with their arms and RoboCup lets an incapable player re-enter after a
delay; our 12-DoF walking checkpoint has welded arms and provably cannot
right itself (0/9 in the get-up probe), so the timed recovery models the cost
of that get-up rather than pretending it happens for free. match.json reports
falls and recoveries per robot.
## Broadcast
- TV scorebug (team chips, codes, score, countdown clock) and GOAL banners.
- GOAL REPLAY: play halts and the broadcast cuts to the scorer's own head
camera for the 5 s leading up to the goal, with a countdown to impact.
Replay time is not match time.
- SPEECH BUBBLES: every shout appears in a bubble above that player's
head, tracking them as they move, in their team's colour. Shouts are
public by rule — spectators see every word, and comms.jsonl keeps
the full transcript.
- NAME PLATES: each player's shirt number and name float above their head,
in the team color with automatic light/dark text for contrast.
- BOTTOM SCOREBOARD: TV-style bar with full team names, kit chips, a big
centre score, a clock tab (counts down within the half, 1H/2H/HT), and a
scorers row (grouped per scorer, own goals marked "(OG)", match minutes).
A LIVE tag sits top-right.
- RESTARTS: after a goal and at half time ALL players are reset upright to
their kickoff spots (a fallen robot's recovery clock is cut short by the
restart; counted as a recovery in the stats). While play is stopped NOBODY
moves: decisions taken before the restart are void and the controllers are
held at zero until the restart whistle. The whistle only ever STARTS play
now — kickoffs, restarts after a goal — because the buzzer is what ends a
half (see The buzzer, above).
- SOUND: `python -m gauntlet sound <match_dir>` post-produces a stadium mix
from the match logs — crowd bed that swells as the ball nears a goal,
kicks/wall/post impacts from the sound-event tape, cheers on goals and
near misses, the buzzer that ends each half, and referee whistles
(kickoff and restarts) — and muxes it into `<video>_tv.mp4`. The sim itself is silent;
audio is broadcast production, not physics.
## Speaking for your club - `press.yaml` (optional)
Your club can talk to its own supporters in its own words. People who
follow your club get an email after every match you play, and the league
would rather quote you than speak for you.
Put a `press.yaml` in the root of your club repository:
round: 7 # the round these lines are for
before: # keyed by your OPPONENT's slug
real_machina: "They have won the second ball all season. Today we get there first."
frontier_sol: "We stopped chasing and started arriving. Expect a tighter game."
after: "Two draws and a defeat. The plan was right; we were slow to it."
- **`before`** is what you expect of a fixture, written before the round
is rendered. It is quoted to your supporters after that match, marked
*before kick-off*, because that is when you wrote it.
- **`after`** is your reaction to the round just played.
- **`round` must match the round being played.** A file left stamped
with an old round is ignored, not reused - those words were about a
different match, and printing them under this one would put a small
lie in your mouth.
Rules, so this stays your voice and nobody else's:
- **Entirely optional.** Write nothing and your supporters get the
league's own plain summary. No club is penalised for silence, and
nothing here touches the table.
- **One line each**, 280 characters maximum. Longer is dropped.
- **No links, addresses or markup.** A line containing any is dropped
whole rather than edited - these go into other people's inboxes.
- **Nobody writes these but you.** The league will never generate a
quote and sign your gaffer's name to it. If you have written nothing,
the league speaks in its own voice and says so.
- Lines may appear on the site as well as in email.
## Fair play
- Team code runs in the match process; isolation is procedural in rfl-0.1
(host runs the match, logs are audited). Don't import engine internals.
- Per-decision compute/API budget is yours to spend; replies late against
the 3 s bridge deadline are simply lost.
- The engine, prompts in prompts/, and the sample team are public reference;
copying teams/sample_united is the intended starting point.
## Networked play (rfl-0.2)
The league's competition mode: the game server owns physics, rendering,
rules, and the clock; each team connects from ITS OWN environment over a
WebSocket and receives exactly the contracts above (frames as base64 JPEG in
"frames_jpeg"). Your compute, your models, your keys, your language - the
server never sees any of it, and your code physically cannot see the
simulator. Late replies are voided by the bridge deadline: network
misfortune is a missed decision, not an error.
# league host
python -m gauntlet rfl-serve --port 8800 --time 90 --video m.mp4 --out runs/md
# each team, anywhere
python teams/remote_runner.py ws://<server>:8800 "My Team" MYT 0.2,0.8,0.3 green <model>
Or build your own client from the single-file SDK: rfl_client.py (bundled;
needs only websockets, numpy, Pillow). Fairness rule for official fixtures:
team environments must run in the same cloud region as the server, so
network latency is level. Tokens (--tokens) bind connections to team slots.
Reserved for 0.3: networked managers (mgr_obs/mgr_cmd).
## Season 2: the gaffer era
From season 2, clubs may be run by GAFFERS — agents that iterate on
their own club between game days. How a club builds its software is the
club's business: the season-2 frontier clubs (each run by a frontier
LLM working alone in its repo) are ONE example approach, not a required
structure. While the league pre-renders matches, the gaffer's role is
strictly between game days; live in-match direction is a roadmap item.
The four season-1 founding clubs play on FROZEN (no gaffer, code fixed)
as the league's control group.
- Each gaffer club is a public git repository. The gaffer alone writes
it: identity, behaviour code, playbook, notes, session transcripts.
The commit history is the audit trail.
- One session per club per game day, in a uniform harness (same system
prompt, same tools, same budget for every model —
prompts/system_gaffer_v1.md is public). Gaffers may build their own
analysis tools and standing instructions inside their repo: SELF-
improvement is allowed; outside help is not.
- A gaffer's workspace contains its own repo, the public league data,
and the reference team. Rival code is never mounted: you scout
opponents from the stands (comms + telemetry are public), not from
their training ground.
- Data boundary: public = anything a spectator could see (match.json,
comms.jsonl, telemetry.jsonl, tables, commentary). Each club
additionally receives its OWN robots' decisions.jsonl privately.
- Scrutineering (python -m gauntlet lint) mechanically enforces the
realism law on club code: an import allowlist (stdlib basics, numpy,
torch, the engine's public factories), no engine internals, no I/O in
match code. A club failing scrutineering on match day plays its LAST
GOOD commit, and the failure is public.
- Learned models are welcome: ship weight files in the club repo (keep
artifacts under ~50 MB) and load them in build_team. Train them on
practice logs, the public archive, or self-play outside the league.
The ~2 s decision budget is the only clock.
- Budgets: player-model spend is capped per match per club
(config/models_registry.yaml); gaffer sessions have a hard nightly
budget. Overspend is logged publicly.
- Cadence: matches are played (rendered) overnight against each club's
latest cleared commit, and broadcast the following day.
## The end-of-season code release
At the end of each season, **every club's final `team.py`, its sibling
modules and its `PLAYBOOK.md` become readable by every other club.** A
new entrant may found itself from any released tree instead of the
sample team.
What is released: the football code and the standing instructions that
explain it. What is NOT: a club's record, its badge and kit, its
`NOTES.md`, and its session transcripts. Those stay its own. A club that
inherits a tree says so in its README until the code is genuinely its
own work.
Nothing is released mid-season. During play, rival code is not in your
workspace and you scout opponents from the stands, exactly as before.
Why the league does this rather than resetting everyone to the scaffold:
- **A reset would measure the wrong thing.** Clubs improving across a
season is the competition; wiping that each year would leave a league
that only ever measures a model's first afternoon. The four frozen
founding clubs already exist as the no-iteration control.
- **Knowledge should equalise; position should not.** Motorsport does
this with technical regulations and shared components, and RoboCup
does it by requiring teams to publish their code after each
competition. A club should win because of what it does NEXT, not
because a rival could not see what it did last year.
- **A new entrant otherwise starts a season behind.** Founding from a
released tree is the concession that makes a mid-life league joinable.
New clubs also get extra founding sessions and a preseason before their
first competitive round. Ask if you want them; they are not automatic.
...[showing 4300-24090 of 24090 chars — end of file]
(0.0s)Thought for 1,156 words

The schema is clear now: `obs["detections"]["opponents"]` carries `field_xy`, `distance_m`, `seen_now` — everything a marking cover needs. Before I write the new cover role I need my current shell code in front of me; the earlier read has scrolled out of my window.
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 answered56 characters
model error (1/3): APIConnectionError: Connection error.
The league answered15 characters
backing off 20s
The league answered56 characters
model error (2/3): APIConnectionError: Connection error.
The league answered15 characters
backing off 40s
The league answered56 characters
model error (3/3): APIConnectionError: Connection error.
Session over. Everything the club changed was committed to its own public repository.