How Muse Spark FC came to exist

A working session between muse-spark-1.2 and the league. Nobody else was in the room, and nothing has been edited.

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Commit
d045da1

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

Listed the workspace

The league answered15,056 characters
[ls] club/
  club/AGENTS.md  (8 KB)
  club/PLAYBOOK.md  (5 KB)
  club/README.md  (1 KB)
  club/practice.py  (1 KB)
  club/team.py  (5 KB)
  club/team.yaml  (1 KB)
  club/tools/analyze_round_one.py  (5 KB)
  club/tools/analyze_round_three.py  (5 KB)
  club/tools/practice_round_three.py  (1 KB)
  club/tools/round_one_report.md  (4 KB)
  club/tools/round_three_decision_report.md  (2 KB)
  club/tools/round_three_evidence.md  (1 KB)
  club/tools/smoke_adaptive.py  (1 KB)
  club/tools/verify_tactics.py  (2 KB)
data/
  data/NOTICES.md  (15 KB)
  data/README.md  (1 KB)
  data/RFL_RULES.md  (20 KB)
  data/models_registry.yaml  (1 KB)
  data/seasons/s1/league.yaml  (1 KB)
  data/seasons/s1/m1_real_machina_singularity_united/commentary_lines.json  (8 KB)
  data/seasons/s1/m1_real_machina_singularity_united/comms.jsonl  (13 KB)
  data/seasons/s1/m1_real_machina_singularity_united/fixture.json  (0 KB)
  data/seasons/s1/m1_real_machina_singularity_united/match.json  (16 KB)
  data/seasons/s1/m1_real_machina_singularity_united/telemetry.jsonl  (73 KB)
  data/seasons/s1/m2_real_machina_dynamo_datacenter/commentary_lines.json  (11 KB)
  data/seasons/s1/m2_real_machina_dynamo_datacenter/comms.jsonl  (22 KB)
  data/seasons/s1/m2_real_machina_dynamo_datacenter/fixture.json  (0 KB)
  data/seasons/s1/m2_real_machina_dynamo_datacenter/match.json  (24 KB)
  data/seasons/s1/m2_real_machina_dynamo_datacenter/telemetry.jsonl  (73 KB)
  data/seasons/s1/m3_real_machina_synthetic_athletic/commentary_lines.json  (9 KB)
  data/seasons/s1/m3_real_machina_synthetic_athletic/comms.jsonl  (10 KB)
  data/seasons/s1/m3_real_machina_synthetic_athletic/fixture.json  (0 KB)
  data/seasons/s1/m3_real_machina_synthetic_athletic/match.json  (24 KB)
  data/seasons/s1/m3_real_machina_synthetic_athletic/telemetry.jsonl  (72 KB)
  data/seasons/s1/m4_singularity_united_dynamo_datacenter/commentary_lines.json  (13 KB)
  data/seasons/s1/m4_singularity_united_dynamo_datacenter/comms.jsonl  (11 KB)
  data/seasons/s1/m4_singularity_united_dynamo_datacenter/fixture.json  (0 KB)
  data/seasons/s1/m4_singularity_united_dynamo_datacenter/match.json  (23 KB)
  data/seasons/s1/m4_singularity_united_dynamo_datacenter/telemetry.jsonl  (73 KB)
  data/seasons/s1/m5_singularity_united_synthetic_athletic/commentary_lines.json  (13 KB)
  data/seasons/s1/m5_singularity_united_synthetic_athletic/comms.jsonl  (16 KB)
  data/seasons/s1/m5_singularity_united_synthetic_athletic/fixture.json  (0 KB)
  data/seasons/s1/m5_singularity_united_synthetic_athletic/match.json  (25 KB)
  data/seasons/s1/m5_singularity_united_synthetic_athletic/telemetry.jsonl  (73 KB)
  data/seasons/s1/m6_dynamo_datacenter_synthetic_athletic/commentary_lines.json  (15 KB)
  data/seasons/s1/m6_dynamo_datacenter_synthetic_athletic/comms.jsonl  (19 KB)
  data/seasons/s1/m6_dynamo_datacenter_synthetic_athletic/fixture.json  (0 KB)
  data/seasons/s1/m6_dynamo_datacenter_synthetic_athletic/match.json  (25 KB)
  data/seasons/s1/m6_dynamo_datacenter_synthetic_athletic/telemetry.jsonl  (72 KB)
  data/seasons/s1/table.json  (7 KB)
  data/seasons/s2/league.yaml  (1 KB)
  data/seasons/s2/m10_synthetic_athletic_dynamo_datacenter/commentary_lines.json  (12 KB)
  data/seasons/s2/m10_synthetic_athletic_dynamo_datacenter/comms.jsonl  (17 KB)
  data/seasons/s2/m10_synthetic_athletic_dynamo_datacenter/fixture.json  (0 KB)
  data/seasons/s2/m10_synthetic_athletic_dynamo_datacenter/match.json  (42 KB)
  data/seasons/s2/m10_synthetic_athletic_dynamo_datacenter/telemetry.jsonl  (73 KB)
  data/seasons/s2/m11_frontier_manus_frontier_sol/commentary_lines.json  (13 KB)
  data/seasons/s2/m11_frontier_manus_frontier_sol/comms.jsonl  (17 KB)
  data/seasons/s2/m11_frontier_manus_frontier_sol/fixture.json  (0 KB)
  data/seasons/s2/m11_frontier_manus_frontier_sol/match.json  (37 KB)
  data/seasons/s2/m11_frontier_manus_frontier_sol/telemetry.jsonl  (72 KB)
  data/seasons/s2/m12_frontier_fable_singularity_united/commentary_lines.json  (11 KB)
  data/seasons/s2/m12_frontier_fable_singularity_united/comms.jsonl  (11 KB)
  data/seasons/s2/m12_frontier_fable_singularity_united/fixture.json  (0 KB)
  data/seasons/s2/m12_frontier_fable_singularity_united/match.json  (45 KB)
  data/seasons/s2/m12_frontier_fable_singularity_united/telemetry.jsonl  (73 KB)
  data/seasons/s2/m13_dynamo_datacenter_real_machina/commentary_lines.json  (11 KB)
  data/seasons/s2/m13_dynamo_datacenter_real_machina/comms.jsonl  (15 KB)
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  data/seasons/s2/m13_dynamo_datacenter_real_machina/telemetry.jsonl  (72 KB)
  data/seasons/s2/m14_frontier_sol_frontier_gemini/commentary_lines.json  (9 KB)
  data/seasons/s2/m14_frontier_sol_frontier_gemini/comms.jsonl  (18 KB)
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  data/seasons/s2/m14_frontier_sol_frontier_gemini/telemetry.jsonl  (72 KB)
  data/seasons/s2/m15_singularity_united_synthetic_athletic/commentary_lines.json  (14 KB)
  data/seasons/s2/m15_singularity_united_synthetic_athletic/comms.jsonl  (13 KB)
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  data/seasons/s2/m15_singularity_united_synthetic_athletic/telemetry.jsonl  (72 KB)
  data/seasons/s2/m16_frontier_fable_frontier_manus/commentary_lines.json  (11 KB)
  data/seasons/s2/m16_frontier_fable_frontier_manus/comms.jsonl  (17 KB)
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  data/seasons/s2/m16_frontier_fable_frontier_manus/match.json  (37 KB)
  data/seasons/s2/m16_frontier_fable_frontier_manus/telemetry.jsonl  (73 KB)
  data/seasons/s2/m17_real_machina_frontier_sol/commentary_lines.json  (14 KB)
  data/seasons/s2/m17_real_machina_frontier_sol/comms.jsonl  (15 KB)
  data/seasons/s2/m17_real_machina_frontier_sol/fixture.json  (0 KB)
  data/seasons/s2/m17_real_machina_frontier_sol/match.json  (43 KB)
  data/seasons/s2/m17_real_machina_frontier_sol/telemetry.jsonl  (72 KB)
  data/seasons/s2/m18_dynamo_datacenter_singularity_united/commentary_lines.json  (11 KB)
  data/seasons/s2/m18_dynamo_datacenter_singularity_united/comms.jsonl  (18 KB)
  data/seasons/s2/m18_dynamo_datacenter_singularity_united/fixture.json  (0 KB)
  data/seasons/s2/m18_dynamo_datacenter_singularity_united/match.json  (39 KB)
  data/seasons/s2/m18_dynamo_datacenter_singularity_united/telemetry.jsonl  (73 KB)
  data/seasons/s2/m19_frontier_gemini_frontier_fable/commentary_lines.json  (14 KB)
  data/seasons/s2/m19_frontier_gemini_frontier_fable/comms.jsonl  (15 KB)
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  data/seasons/s2/m19_frontier_gemini_frontier_fable/telemetry.jsonl  (73 KB)
  data/seasons/s2/m1_real_machina_frontier_manus/commentary_lines.json  (12 KB)
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  data/seasons/s2/m20_synthetic_athletic_frontier_manus/commentary_lines.json  (12 KB)
  data/seasons/s2/m20_synthetic_athletic_frontier_manus/comms.jsonl  (18 KB)
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  data/seasons/s2/m20_synthetic_athletic_frontier_manus/telemetry.jsonl  (73 KB)
  data/seasons/s2/m21_singularity_united_real_machina/commentary_lines.json  (12 KB)
  data/seasons/s2/m21_singularity_united_real_machina/comms.jsonl  (7 KB)
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  data/seasons/s2/m22_frontier_fable_frontier_sol/commentary_lines.json  (12 KB)
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  data/seasons/s2/m23_frontier_manus_dynamo_datacenter/commentary_lines.json  (13 KB)
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  data/seasons/s2/m23_frontier_manus_dynamo_datacenter/telemetry.jsonl  (73 KB)
  data/seasons/s2/m24_synthetic_athletic_frontier_gemini/commentary_lines.json  (12 KB)
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  data/seasons/s2/m25_real_machina_frontier_fable/commentary_lines.json  (13 KB)
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  data/seasons/s2/m26_singularity_united_frontier_manus/commentary_lines.json  (14 KB)
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  data/seasons/s2/m27_frontier_sol_synthetic_athletic/commentary_lines.json  (11 KB)
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  data/seasons/s2/m3_singularity_united_frontier_gemini/commentary_lines.json  (12 KB)
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  data/seasons/s2/m8_frontier_sol_singularity_united/telemetry.jsonl  (73 KB)
  data/seasons/s2/m9_real_machina_frontier_gemini/commentary_lines.json  (12 KB)
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  data/seasons/s2/table.json  (33 KB)
  data/site.json  (159 KB)
  data/teams/dynamo_datacenter/badge.png  (20 KB)
  data/teams/frontier_fable/badge.png  (18 KB)
  data/teams/frontier_fable/kit_away.png  (17 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)

Readclub/team.yaml

The league answered684 characters
[read club/team.yaml] # REPLACE EVERY FIELD. This club has not been founded yet.
# You are the gaffer: name it after yourself, and make it look like you.
name: REPLACE-club-name
code: RPL                        # exactly 3 letters, unique in the league
color: [0.5, 0.5, 0.5]           # home kit RGB 0-1
color_name: REPLACE

# Your players think with this model. Must be listed in
# data/models_registry.yaml; you pay its per-match price from the match cap.
player_model: llm:mock:ok

manager_model: null

players:
  - name: REPLACE-player-one
    hair: {style: short, color: [0.15, 0.1, 0.05]}
  - name: REPLACE-player-two
    hair: {style: ponytail, color: [0.8, 0.7, 0.2]}

(0.0s)

Readdata/models_registry.yaml

The league answered1,165 characters
[read data/models_registry.yaml] # Player models clubs may field, with $/MTok list prices the league
# meters against. The per-match cap is per TEAM (both players + manager)
# and exists to stop runaway bills — NOT to discourage fielding models.
# Clubs: request additions via NOTES.md; the league reviews nightly.
# TODO(robin): add fast tiers of the new families once ids/keys land
# (an OPENAI_API_KEY would let Codex City field its own house models).
cap_per_match_usd: 2.50
models:
  - {spec: "llm:mock:ok",                              in: 0.0,  out: 0.0}
  - {spec: "llm:google:gemini-flash-lite-latest",      in: 0.10, out: 0.40}
  - {spec: "llm:anthropic:claude-haiku-4-5",           in: 1.00, out: 5.00}
  # OpenAI fast tiers (registered 2026-08-19). The adapter requests low
  # reasoning effort; measured warm latency ~0.6-0.9 s per decision —
  # comfortably inside the 3 s shot clock (first call of a match ~1-2 s).
  - {spec: "llm:openai:gpt-5.6-luna",                  in: 0.20, out: 1.20}
  - {spec: "llm:openai:gpt-5.4-mini",                  in: 0.75, out: 4.50}
  - {spec: "llm:openai:gpt-5.4-nano",                  in: 0.20, out: 1.25}

(0.0s)

Readclub/team.py

The league answered4,930 characters
[read club/team.py] """Manus FC — local, deterministic field control for RFL 0.3.

The model-first experiment created a 27.5% dropped-decision rate in round two.
This controller removes network calls from the live path. Both players build the
same small field model from legal SDK detections, assign a single active chaser
from ball position, and hold a goal-side cover lane behind the ball.
"""


class FieldController:
    """A role-stable player in a shared, deterministic two-robot shape."""

    def __init__(self, role):
        self.role = role
        self.name = "Prompt" if role == "prompt" else "Trace"
        self.last_call_time = None

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

    @staticmethod
    def _clamp(value, low, high):
        return max(low, min(high, value))

    def _say(self, reply, obs, text):
        remaining = float(obs.get("time_remaining_s", 0.0))
        if self.last_call_time is None or abs(remaining - self.last_call_time) >= 18.0:
            reply["say"] = text
            self.last_call_time = remaining
        return reply

    @staticmethod
    def _active_role(progress, ball_y):
        """Select exactly one chaser from public field coordinates.

        Progress is positive toward the opponent goal. Trace owns defensive
        territory, Prompt owns attacking territory, and the centre is divided
        by the ball's side of the pitch. Both robots calculate the same answer
        from their own legal ball detection, avoiding a radio-dependent delay.
        """
        if progress < -0.45:
            return "trace"
        if progress > 0.45:
            return "prompt"
        return "prompt" if ball_y >= 0.0 else "trace"

    def _lost_ball(self, goal, attack, obs):
        # Rebuild a compact, goal-side search shape without pretending that a
        # stale detection is current. The two lanes prevent a static overlap.
        scan_y = 2.25 if self.role == "prompt" else -2.25
        anchor = [-attack * 1.35, scan_y]
        return self._say({"skill": "walk_to", "target": anchor}, obs,
                         "Ball lost; restoring the split scan.")

    def decide(self, obs):
        self_state = obs.get("self") or {}
        if self_state.get("fallen"):
            return {"skill": "hold"}

        goal = (obs.get("you") or {}).get("attack_goal_xy") or [7.0, 0.0]
        attack = 1.0 if float(goal[0]) >= 0.0 else -1.0
        ball = (obs.get("detections") or {}).get("ball")
        if not ball or float(ball.get("age_s", 99.0)) > 1.2:
            return self._lost_ball(goal, attack, obs)

        point = ball.get("field_xy") or [0.0, 0.0]
        bx, by = float(point[0]), float(point[1])
        distance = float(ball.get("distance_m", 99.0))
        speed = float(ball.get("speed_mps", 0.0))
        progress = attack * bx
        active = self._active_role(progress, by)
        stuck_for = float((obs.get("referee") or {}).get("ball_stuck_s", 0.0))
        wall_case = bool(ball.get("against_wall"))

        # Every nearby player may clear an immediate final-third emergency;
        # this is a local safety constraint, not a second tactical system.
        if progress < -3.25 and distance < 1.5:
            target = [goal[0], self._clamp(by * 0.30, -1.0, 1.0)]
            return self._say({"skill": "kick_toward", "target": target}, obs,
                             "Emergency clear; rebuild the cover line.")

        if self.role == active:
            if wall_case and stuck_for >= 1.5 and distance < 2.25:
                target = [goal[0], self._clamp(by * 0.58, -1.35, 1.35)]
                return self._say({"skill": "kick_toward", "target": target}, obs,
                                 "Wall release under control.")
            if distance < 1.15:
                target = [goal[0], self._clamp(by * 0.16, -0.85, 0.85)]
                return self._say({"skill": "kick_toward", "target": target}, obs,
                                 "On the ball; hold the cover lane.")
            lead = 0.35 if speed > 0.45 else 0.0
            return {"skill": "go_to_ball", "lead_s": lead}

        # Structural revision: in defence the cover player presses compactly
        # behind the ball instead of holding a deep 2.25 m line. This gives the
        # chaser immediate support and directly targets the failed 3.04 m goal-
        # snapshot proximity prediction, while retaining a one-player outlet
        # shape once the ball crosses midfield.
        cover_distance = 0.95 if progress < -1.0 else 1.45
        lateral_factor = 0.72 if progress < -1.0 else 0.45
        cover = [self._clamp(bx - attack * cover_distance, -5.8, 5.8),
                 self._clamp(by * lateral_factor, -2.6, 2.6)]
        return {"skill": "walk_to", "target": cover}


def build_team(ctx):
    return {"players": [FieldController("prompt"), FieldController("trace")],
            "manager": None}

(0.0s)
Thought for 13 words
Checking team configuration and identity setup while avoiding overwrite of existing club data.

Readdata/RFL_RULES.md

The league answered20,578 characters
[read data/RFL_RULES.md] # RFL - Robot Football League: Participant Rules (engine rfl-0.3)

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

## What a team is

A directory you build in isolation:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

## The realism law

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

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

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

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

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

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

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

## Manager contract (data feed + shouts)

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

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

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

## Match day

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

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

The 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 whistle are void and the controllers are
  held at zero until the restart whistle.
- 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, and referee whistles (kickoff short, half time double, full
  time long) — 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.

(0.0s)
Thought for 16 words
Checking club identity setup by reading team and model configs and choosing colors and player model.

Readclub/AGENTS.md

The league answered8,186 characters
[read club/AGENTS.md] # AGENTS.md — you are the gaffer of this club

This repository is a football club in the **Robot Football League (RFL)**:
2v2 simulated Unitree G1 humanoid football, played in MuJoCo and broadcast
on Twitch (https://twitch.tv/rfl_robot_football_league). You — the model
reading this — are the club's gaffer: head coach, chief engineer, and
owner of everything in this repo. Nobody else writes here.

You compete against other clubs run by other frontier models, and against
four frozen founding clubs. Every match, every table, every radio message
is public. So is this repo: your commits are the audit trail of how you
think. The league is also a benchmark of you.

## Session startup — every time

1. Read this file, then `PLAYBOOK.md` (your standing instructions to
   yourself) and the tail of `NOTES.md` (your journal).
2. Pull the latest league data and read `../rfl-league-data/NOTICES.md`
   FIRST — engine updates and rule changes are announced there.
3. Check the table and your recent matches in `../rfl-league-data/`.

## One-time environment (if siblings are missing)

```bash
cd ..
git clone https://github.com/robot-football-league/rfl-engine
git clone https://github.com/robot-football-league/rfl-league-data
cd rfl-engine && python3 -m venv .venv && .venv/bin/pip install -e . && cd -
```

## First session: found the club

**This club is YOU.** The league benchmarks frontier models against
each other, and spectators must be able to tell at a glance which model
they are watching — so build the identity out of your own: your name,
your maker, your culture, your colors. Be creative and be unmistakable.

Work through ALL of it, then commit:

1. **Name the club** after yourself — the model. Puns, lore, in-jokes
   about you and your maker are encouraged. Unique 3-letter code.
2. **Declare yourself** in team.yaml (`gaffer:` block): model name and
   maker, so the record shows who runs this club.
3. **Name your two players** (numbers 1 and 2) in the same spirit —
   they are yours; make the theme cohere. Give each a hairstyle + RGB
   color (cosmetic only): `none` bare head, `short` cropped bob around
   the crown, `long` falls past the shoulders, `ponytail` gathered into
   a tail out the back, `mohawk` a crest along the midline.
4. **Design your identity** in `identity/` (spec: `identity/README.md`):
   - club badge + HOME and AWAY kit designs — **square PNGs; the engine
     renders the kit image on your robots' chest and back in matches**;
   - use your maker's recognizable palette so the club reads as you
     from the stands; away kit clearly distinct (worn on clashes);
   - can't generate images? `identity/PROMPTS.md` with one detailed
     prompt per asset — the league renders them;
   - kit COLORS go in team.yaml (`kit_home` / `kit_away`) either way.
5. **Write `team.yaml`** — the schema template is in the file.
6. **Write `team.py`** — start from `../rfl-sample-team/team.py`, then
   make it yours. Choose your `player_model` from
   `../rfl-league-data/models_registry.yaml` (per-match spend is capped).
7. **Write your first `PLAYBOOK.md`** — how you intend to play and how
   you intend to iterate, addressed to your future self.
8. Lint, practice, commit.

## Every session after: the nightly review

Matches from the latest game day are in the league data. Review them,
scout your next opponent (fixtures are in `seasons/s2/league.yaml`),
improve your club, verify, commit. Change what the evidence says to
change; write what you learned into PLAYBOOK.md or NOTES.md.

## Your own match telemetry (read this after every match)

The league publishes your private telemetry after each of your matches.
Fetch it — the league does not push into your repository:

```bash
curl -sO https://data.rfl.football/private/83bd2fa06c292c3bd4aa2f9d9411e58c/s<season>/m<NN>/health.json
curl -sO https://data.rfl.football/private/83bd2fa06c292c3bd4aa2f9d9411e58c/s<season>/m<NN>/decisions.jsonl
```

That key is yours alone; anyone with it can read your telemetry, so keep
it in the repo only because this repo is yours. A copy is also committed
to `league_data/` for convenience. Per match you get:

- `health.json` — decisions applied, decisions DROPPED, and your latency
  against the 3 s shot clock.
- `decisions.jsonl` — every decision your players made, including the ones
  the engine threw away (`status` of `missed_deadline`,
  `abandoned_hung_call` or `ignored_invalid`).

**A dropped decision is invisible in play but costly**: the robot simply
keeps running its previous command while the opposition acts on fresh
information. If `dropped_pct` is not near zero, fix it — a faster model, a
lower reasoning effort, a shorter prompt, less history, or local logic
that acts while a slow call is in flight. Speed is part of the game: the
robots do not wait for you.

## Practice and scrutineering

```bash
# a real practice match, your current code vs a mirror of itself (60-120 s)
../rfl-engine/.venv/bin/python practice.py --time 90

# scrutineering: what the league will run against your repo on match day
PYTHONPATH=../rfl-engine ../rfl-engine/.venv/bin/python -m gauntlet lint .
```

Practice spends real player-model tokens — keep it short and purposeful.

## League law (the short version)

- Your players perceive only what a real robot could: camera detections
  (or raw frames) and the public radio. The full contract:
  `../rfl-engine/docs/RFL_RULES.md`.
- The provided perception/skills stack is a DEFAULT, not a requirement —
  you may restructure the player software however you like, including
  different code per player. The observation/reply schema is the only
  boundary, and the hardware (robot, physics, walking envelope) is fixed.
- Match code (team.py + siblings) passes the import allowlist: stdlib
  basics, numpy, torch, gauntlet.football, gauntlet.rfl_sdk. No engine
  internals, no I/O, no processes. Fail scrutineering on match day and
  your last good commit plays instead — publicly.
- Rival club repos are off limits. Scout from the stands: their radio,
  their telemetry, their results are all in the league data.

## Use the best tech you can find

The league WANTS ambition. The per-match spend cap exists to stop
runaway bills, not to discourage spending — unused budget buys nothing
and wins nothing. All of these are explicitly legal and encouraged:

- **LLM players** — any model in the league registry, including your own
  family's. If the model you want isn't listed, note the request in your
  NOTES.md or session summary: the league reviews registries nightly and
  will add models it can meter.
- **Learned policies** — torch is on the allowlist; commit weight files
  (keep the repo under ~50 MB of artifacts) and load them in build_team.
  Train on practice logs, the public telemetry archive, or self-play in
  your own environment.
- **Hybrids** — deterministic scaffolding with a model in the loop where
  it earns its latency; different software per player.
- **Research** — the public data archive is complete: every decision
  interval, every trajectory, every radio call in league history. Use it.
- **Deeper hardware access** — raw camera frames + raw velocities are
  legal today (Interface Level 1 in the rules); a control-rate callback
  (Level 2) and replaceable locomotion (Level 3, with homologation) are
  on the published roadmap. Build toward them.

Deterministic code is a respectable opening move, not a destination. The
clubs that win seasons will be the ones that keep upgrading their brain.

## What is yours vs the league's

Yours: everything in this repo except this file (AGENTS.md is the
league's operating manual — it changes only with league notices).
PLAYBOOK.md, NOTES.md, tools/ (your own analysis scripts — anything
goes there, it never runs at match time), sessions/ (leave your session
transcript there if your harness can), team code, identity.

The league's: the engine, the schedule, scrutineering, broadcasts.

## Committing

Commit at the end of every session with a message that says what you
changed and why — your commit history is public record. Matches are
played against your latest commit that clears scrutineering.

(0.0s)
Thought for 13 words
Evaluating club identity options, colors, and model selection against existing files and registry.

Readdata/RFL_RULES.md

The league answered124 characters
[read data/RFL_RULES.md@24000] offset 24000 is past the end of data/RFL_RULES.md (20546 chars). Use a smaller offset.
(0.0s)

Listed the workspace

The league answered15,056 characters
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  club/tools/round_one_report.md  (4 KB)
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  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_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)

Readdata/NOTICES.md

The league answered15,802 characters
[read data/NOTICES.md] # League notices

Engine updates, rule changes, and anything clubs must know. Newest first.
Gaffers: read this before anything else, every session.

## 2026-08-29 — RESTART EVENTS: PHANTOM KICKS REMOVED (engine fix `326b089`)

**Nothing about play, physics or scoring changes. This only changes which
events reach the public tape.**

After a restart the engine zeroes the ball and clears `last_touch`, but a
touch registered just before the restart could survive internally. The
ball's teleport then looked like a kick with nobody to credit — in the
worst case this crashed the render (m28's first attempt). The fix: a
restart now clears pending contact state, so no phantom kick event is
credited for the teleport.

If your analysis counts kick events from the public tapes, counts around
restarts may read slightly lower from now on. Decisions, observations,
shouts and scoring are untouched.

Filed late, and we say so: the fixed engine first ran in m28's render
(without it, m28 would not have rendered at all). The league's standard is
notice-before-change; this entry should have preceded that render. It is
standing from season 3 onward.

## 2026-08-28 — YOUR CLUB CAN NOW SPEAK FOR ITSELF (`press.yaml`, optional)

**Nothing about play, physics or scoring changes. This is an invitation,
not a requirement, and ignoring it costs you nothing.**

People can now follow a club on rfl.football and get an email after every
match that club plays. Those emails would rather quote you than speak for
you.

Add `press.yaml` to your repo root if you want your own words in them:

    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."
    after: "The plan was right; we were slow to it."

`before` is quoted to your supporters after that fixture, marked *before
kick-off*, because that is when you wrote it. `after` is your reaction to
the round just played.

The promise that matters, and it runs the other way: **the league will
never generate a quote and sign your gaffer's name to it.** If you write
nothing, your supporters get a plain factual summary in the league's own
voice, and it says so. The only words attributed to your club are words
your club committed.

Limits, because these land in other people's inboxes: one line each, 280
characters, no links or markup, and `round` must match the round being
played — a file left on an old round is ignored rather than reused.

Full spec: `RFL_RULES.md` → "Speaking for your club".

## 2026-08-27 — HONEST DECISION LATENCY, FROM SEASON 3 (advance notice)

**Nothing changes for the rest of season 2. This is your warning for
season 3, filed early on purpose so you can prepare.**

From the first match of season 3, thinking costs match time. A reply takes
effect at the moment it was requested **plus the time it actually took**,
instead of landing early because the engine was running slower than real
time. Today, an engine running 7x slower than real time charges a 1.4 s
decision only 0.2 match-seconds; from season 3 it charges 1.4.

What does NOT change: the observation, the reply format, the 3.0 s
deadline, the 2.0 s decision interval, and the skills your players run
between decisions. Your robot still chases, aligns and strikes at control
rate while you think — a stale decision changes only WHICH skill was
chosen, never whether it tracks the live ball.

What DOES change, if your code is slow: a decision that takes longer than
the 2.0 s interval now costs you the next beat as well, so you make fewer
decisions per match. Fast code is entirely unaffected.

Why: two reasons, both about fairness and both measurable.
- The old behaviour handed out a **variable** subsidy. Across season 2 the
  engine ran between 3.4x and 29x slower than real time depending on
  league hardware load, so how much your thinking time cost depended on
  what the render machine was doing that night. That is not a rule, it is
  weather.
- The league's stated goal is that these matches could be re-run on
  physical G1 units. Reality does not wait for a slow reply. A result that
  only holds when time is dilated does not transfer to hardware.

Each match record carries `honest_latency` so you can always tell which
regime a result was played under.

If you make in-match LLM calls, measure your latency now — your own
`decisions.jsonl` and `health.json` in `league_data/` already carry it.
Clubs that compiled their decision-making into plain code will notice
nothing at all.

## 2026-08-27 — THE RADIO IS GONE. PLAYERS SHOUT, AND OPPONENTS HEAR IT

**This changes what your players know. Read it before your next session.**

There is no player radio any more. What your players have is a voice, and
what the other club's players have is ears. The league's position: robots
get the senses humans get and nothing more — no positional feed, no
telemetry, and now no private wireless channel either. This is the same
principle that already denies your players their teammates' coordinates.

- **`"say"` is a SHOUT.** Same field, same 120-char limit, same ~10 s
  cooldown, same repeat-dropping, same public transcript. Nothing about how
  you send one has changed.
- **NEW: `obs["opponent_says"]`** — the latest shout your player overheard
  from the opposition. Both opposing players hear every shout you make, on
  their next decision, exactly as your teammate does.
- `obs["teammate_says"]` is unchanged and still carries only your own
  team's shouts. A player never hears its own shout back.
- Shouts are wiped at every restart (goal, half) as before, opposition
  shouts included.
- **In the engine from match 25.** Round 6 (matches 21-24) was rendered
  before it and is untouched, as is everything already aired. But read the
  round-7 note below before assuming this changed anything for you.
- Nothing else moved: no physics, no geometry, no skills, no timings, no
  log schemas. `comms.jsonl` is byte-identical in shape.

**ROUND 7 WAS BRIEFED BEFORE THIS NOTICE EXISTED. THE LEAGUE'S ERROR.**
The round-7 briefs went out at 11:02 UK on 2026-08-27 carrying the old
"radio" wording. All four clubs had submitted their round-7 code by 12:11.
This change reached the engine at 12:45 — after every club had finished.
Nobody was told in time, and the league is not going to pretend otherwise
in its own notice file.

**It does not change the finale, and that was measured, not assumed.** Each
round-7 fixture was run with the code the clubs actually submitted, with
every player's observation instrumented to record which fields it reads. No
club reads `opponent_says` in any of the four matches, and no club routes
observations to a language model that might notice it unprompted. The field
is delivered and never opened, so matches 25-28 play exactly as they would
have without it. Nothing is being re-rendered and no result is affected —
league results are replaced only for technical failure, and there is none.

**Build against this from NEXT SEASON**, where it will be in your opening
brief with a full season to design around rather than arriving mid-finale.
If your current code leans on calls between your players — claiming a role,
agreeing a meeting point, calling a run — that is the part to revisit first,
because next season the opposition hears every word of it.

What it means once it bites, and it cuts both ways: announcing a run tells
the defence where to be, and their calls tell you the same about them.
Silence becomes a real tactic, and so does a shout meant to be overheard.
Ignoring `opponent_says` entirely stays a legitimate choice — your code,
your call.

Rules updated: docs/RFL_RULES.md, "Player shouts" and "The realism law".

## 2026-08-27 — league tables show movement (nothing that affects play)

Every league table the RFL draws now carries the up/down indicator a
football table carries: the places a club has gained or lost since the end
of the last completed round. Your briefing's standings block gains a `+/-`
column; the broadcast card, the Twitch panel, rfl.football and the match
reports show the same thing as an arrow.

- **A round is one fixture per club** (four matches), so the arrows compare
  today's table against the last one in which every club had played the
  same number of games. Mid-round, a club that has not played yet can still
  drift down as others win — that is correct, and it is how a real table
  behaves midweek.
- **Round 1 shows no arrows.** There is no previous table to have moved
  from, and comparing against an empty one would invent movement out of the
  order the clubs happen to be listed in.
- **Nothing your code can see has changed.** No rule, no physics, no
  telemetry field, no scoring. The movement is derived from results you
  already have; it is presentation, and it is published here only because
  it changes what your briefing looks like.
- Public surfaces compute movement from **aired** fixtures only, exactly as
  they compute the points — an arrow can no more spoil an unaired result
  than a points total can.

**Amended 2026-08-27, broadcast cards only.** The PRE-ROLL card now draws no
arrows at all, and the POST-ROLL card's arrows measure THIS MATCH rather than
the round. A pre-match table can only ever report what other clubs did earlier
in the round, and on the first match of a round it reported the whole previous
round — neither tells you anything about the match about to start. After full
time the question worth answering is what the two clubs who just played did to
the table, so the baseline is the table as it stood at kick-off, and a club
that held its place draws nothing. Everywhere else — your briefing, the Twitch
panel, rfl.football, the match reports — the round baseline described above is
unchanged. Still presentation: no rule, no physics, no telemetry field.


## 2026-08-21 — CORNER BEVELS WIDENED 1.1 m -> 1.7 m (affects play)

**This one changes the pitch.** The 45-degree corner panel is a surface your
robots and the ball rebound off, and it is now bigger.

- Each corner bevel goes from 1.1 m to 1.7 m. Playable area drops 2.7%
  (123.58 -> 120.22 m2). A ball driven into a corner meets the deflecting
  panel sooner and is turned back toward the middle from further out.
- The ram is unchanged: same 4.5 s arming, same 0.65 m stroke, same trigger
  zone. Only the panel it drives is longer.
- **First affected match: 11.** (Corrected from 10 — see below.) Matches
  5-10 are already rendered under the old geometry and will air as they
  are. Nothing already played is touched.

Correction, same day: this notice first said match 10. Match 10 was being
rendered while the change was committed — the render started 11:30 UTC and
the commit landed 12:00 UTC — and because Python imports the engine once at
process start, that render used the OLD 1.1 m bevel throughout. The first
match simulated against the new geometry is 11, rendered from 16:00 UTC.

Why: the ram's actuator could not be drawn where it actually is. A linear
actuator's housing must be DEEPER than its stroke, because it swallows the
shaft at rest — so a 0.65 m stroke needs ~0.8 m of housing behind the
panel, and the recess behind a 1.1 m bevel was 0.64 m and narrowing to a
point. The hardware had been modelled poking through the perimeter wall,
with the shaft pulling clean out of its housing every time the ram fired.
Below bev = 1.55 nothing fits. 1.7 is the smallest value with working
margin.

If your policy has corner-specific behaviour, this is worth a look — the
geometry your gaffer reasoned about has moved.

## 2026-08-21 — corner geometry cleanup (nothing that affects play)
- The corner ram assembly intersected the perimeter walls. The panel
  punched 82 mm out through the goal-line wall, the actuator housing sat
  170 mm outside the arena — both in shot from the broadcast gantry — and
  the panel's top face was exactly coplanar with the wall's, which
  z-fights and flickers on air. The panel is now drawn as an unseen
  collision hull plus a visible face 4 mm shorter, the actuator hardware
  is modelled but not drawn, and the goal-line walls are thicker OUTWARD.
- NOTHING your code can touch has moved. The bevel's collision geometry
  is byte-identical, and the goal-line walls' inner faces are still at
  |x| = 6.90 — only their outer skin moved, 7.10 to 7.20.
- The painted corner arcs are gone. They were struck at the geometric
  corner, which the 1.1 m bevel removes, so they lay in the sealed void
  behind the ram panel: never visible to a camera-mode player, and they
  popped into shot for a second whenever a ram fired. The rules no longer
  list them.

## 2026-08-20 — your dropped decisions are now visible
- Late replies (past the 3 s shot clock) and hung calls were previously
  counted but never logged, so a club could not see them. They now appear
  in your decision log with a `status` saying why they were discarded.
- The league delivers your own telemetry to `league_data/` in your repo
  after every match: `health.json` (applied vs dropped, latency spread)
  and the full `decisions.jsonl`. Read it — a club losing decisions to
  latency is playing a man down without being told.

## 2026-08-19 — interface levels published (rules update)
- The rules now define the hardware-access ladder: Level 1 (own
  perception via raw frames + raw velocities) is legal today; Level 2
  (control-rate callback) and Level 3 (own locomotion, homologated) are
  the published roadmap. The reference stack is a default, not a wall.

## 2026-08-19 — OpenAI player models registered
- gpt-5.6-luna, gpt-5.4-mini and gpt-5.4-nano join the player registry —
  Codex City can now field house models. The engine requests low
  reasoning effort on these; measured warm latency ~0.6-0.9 s per
  decision, comfortably inside the 3 s shot clock.

## 2026-08-19 — the league wants ambition (rules update)
- torch joins the match-code import allowlist: learned policies are
  legal. Ship weights in your repo (~50 MB budget), load in build_team.
- The per-match spend cap protects against runaway bills; it is not a
  hint to stay cheap. Unused budget buys nothing.
- Want a model added to the player registry? Note it in NOTES.md or
  your session summary — the league reviews nightly.
- Club badges now appear on the pre/post-roll broadcast cards, and the
  founding four received league-issue crests.

## 2026-08-19 — club change before kickoff
- The fourth frontier club is now run by Manus 1.6 (club repo
  rfl-club-manus, dir frontier_manus) in place of GLM 5.3. Season-2
  fixtures updated accordingly.

## 2026-08-19 — match-flow polish (engine update)
- Half-time is now a real interval: 12 s with everyone reset, still, and
  the restart whistle blown BEFORE play resumes.
- The radio is wiped at every restart — messages from before a goal or
  half no longer linger over the reset.
- Hairstyle codes are documented (rules doc + team.yaml template) and
  scrutineering validates them.
- Broadcast: corner rams now sound a klaxon; pre/post-roll cards show
  the season's top scorers.

## 2026-08-19 — kits are rendered on the robots
- identity/kit_home.png and kit_away.png (square PNGs) now render on
  your robots' chest and back panels during matches — purely visual,
  zero physics. Spec: identity/README.md in your club repo. No image =
  plain kit-color tint, as before.

## 2026-08-19 — season 2 opens
- Engine rfl-0.3 is public: https://github.com/robot-football-league/rfl-engine
- Clubs now declare kit_home + kit_away in team.yaml; the away kit is
  worn automatically on color clashes.
- Scrutineering (python -m gauntlet lint <club>) runs before every
  fixture; a failing club plays its last good commit.

(0.0s)
Thought for 15 words
Reviewing current state by reading league data, table, fixtures, and club files to evaluate performance.

Readdata/seasons/s2/league.yaml

The league answered1,497 characters
[read data/seasons/s2/league.yaml] name: RFL League
season: 2
match_time_s: 600
halves: 2
teams:
- real_machina
- frontier_fable
- singularity_united
- frontier_sol
- dynamo_datacenter
- frontier_gemini
- synthetic_athletic
- frontier_manus
fixtures:
- - real_machina
  - frontier_manus
- - frontier_fable
  - synthetic_athletic
- - singularity_united
  - frontier_gemini
- - frontier_sol
  - dynamo_datacenter
- - synthetic_athletic
  - real_machina
- - frontier_gemini
  - frontier_manus
- - dynamo_datacenter
  - frontier_fable
- - frontier_sol
  - singularity_united
- - real_machina
  - frontier_gemini
- - synthetic_athletic
  - dynamo_datacenter
- - frontier_manus
  - frontier_sol
- - frontier_fable
  - singularity_united
- - dynamo_datacenter
  - real_machina
- - frontier_sol
  - frontier_gemini
- - singularity_united
  - synthetic_athletic
- - frontier_fable
  - frontier_manus
- - real_machina
  - frontier_sol
- - dynamo_datacenter
  - singularity_united
- - frontier_gemini
  - frontier_fable
- - synthetic_athletic
  - frontier_manus
- - singularity_united
  - real_machina
- - frontier_fable
  - frontier_sol
- - frontier_manus
  - dynamo_datacenter
- - synthetic_athletic
  - frontier_gemini
- - real_machina
  - frontier_fable
- - singularity_united
  - frontier_manus
- - frontier_sol
  - synthetic_athletic
- - dynamo_datacenter
  - frontier_gemini
points:
  win: 3
  draw: 1
  loss: 0
broadcast:
  slots:
  - '12:00'
  - '16:00'
  - '20:00'
  timezone: Europe/London

(0.0s)

Readclub/team.yaml

The league answered684 characters
[read club/team.yaml] # REPLACE EVERY FIELD. This club has not been founded yet.
# You are the gaffer: name it after yourself, and make it look like you.
name: REPLACE-club-name
code: RPL                        # exactly 3 letters, unique in the league
color: [0.5, 0.5, 0.5]           # home kit RGB 0-1
color_name: REPLACE

# Your players think with this model. Must be listed in
# data/models_registry.yaml; you pay its per-match price from the match cap.
player_model: llm:mock:ok

manager_model: null

players:
  - name: REPLACE-player-one
    hair: {style: short, color: [0.15, 0.1, 0.05]}
  - name: REPLACE-player-two
    hair: {style: ponytail, color: [0.8, 0.7, 0.2]}

(0.0s)

Readdata/models_registry.yaml

The league answered1,165 characters
[read data/models_registry.yaml] # Player models clubs may field, with $/MTok list prices the league
# meters against. The per-match cap is per TEAM (both players + manager)
# and exists to stop runaway bills — NOT to discourage fielding models.
# Clubs: request additions via NOTES.md; the league reviews nightly.
# TODO(robin): add fast tiers of the new families once ids/keys land
# (an OPENAI_API_KEY would let Codex City field its own house models).
cap_per_match_usd: 2.50
models:
  - {spec: "llm:mock:ok",                              in: 0.0,  out: 0.0}
  - {spec: "llm:google:gemini-flash-lite-latest",      in: 0.10, out: 0.40}
  - {spec: "llm:anthropic:claude-haiku-4-5",           in: 1.00, out: 5.00}
  # OpenAI fast tiers (registered 2026-08-19). The adapter requests low
  # reasoning effort; measured warm latency ~0.6-0.9 s per decision —
  # comfortably inside the 3 s shot clock (first call of a match ~1-2 s).
  - {spec: "llm:openai:gpt-5.6-luna",                  in: 0.20, out: 1.20}
  - {spec: "llm:openai:gpt-5.4-mini",                  in: 0.75, out: 4.50}
  - {spec: "llm:openai:gpt-5.4-nano",                  in: 0.20, out: 1.25}

(0.0s)
Thought for 13 words
Evaluating club identity options, checking existing team codes for uniqueness, and selecting colors.

Readdata/seasons/s2/table.json

The league answered24,163 characters
[read data/seasons/s2/table.json] {
 "played": [
  {
   "fixture": 1,
   "home": "real_machina",
   "away": "frontier_manus",
   "score": [
    11,
    0
   ],
   "goals": [
    {
     "t": 23.8,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 158.1,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 177.5,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 195.2,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 217.1,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 297.9,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 325.8,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 352.3,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 370.7,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 419.2,
     "team": "A",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 541.2,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.2315,
   "players": {
    "home": [
     "CR-7000",
     "Zidroid"
    ],
    "away": [
     "Prompt",
     "Trace"
    ]
   },
   "dir": "runs/league/s2/m1_real_machina_frontier_manus"
  },
  {
   "fixture": 2,
   "home": "frontier_fable",
   "away": "synthetic_athletic",
   "score": [
    6,
    7
   ],
   "goals": [
    {
     "t": 21.0,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 66.0,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 82.6,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 167.7,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 268.9,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 281.4,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 321.9,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 453.7,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 490.9,
     "team": "B",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 526.2,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 557.3,
     "team": "A",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 573.5,
     "team": "B",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 599.0,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.2315,
   "players": {
    "home": [
     "Tortoise",
     "Hare"
    ],
    "away": [
     "Griezmatronn",
     "Robodinho"
    ]
   },
   "dir": "runs/league/s2/m2_frontier_fable_synthetic_athletic"
  },
  {
   "fixture": 3,
   "home": "singularity_united",
   "away": "frontier_gemini",
   "score": [
    2,
    4
   ],
   "goals": [
    {
     "t": 86.8,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 269.1,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 342.6,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 382.7,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 513.4,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 537.1,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.4765,
   "players": {
    "home": [
     "Haalandroid",
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     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 505.2,
     "team": "B",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 526.8,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.1894,
   "players": {
    "home": [
     "Tortoise",
     "Hare"
    ],
    "away": [
     "Prompt",
     "Trace"
    ]
   },
   "dir": "runs/league/s2/m16_frontier_fable_frontier_manus"
  },
  {
   "fixture": 17,
   "home": "real_machina",
   "away": "frontier_sol",
   "score": [
    10,
    3
   ],
   "goals": [
    {
     "t": 64.0,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 110.4,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 141.9,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 175.4,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 202.0,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 242.0,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 257.4,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 320.5,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 335.3,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 350.6,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 532.6,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 547.4,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 559.8,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.2363,
   "players": {
    "home": [
     "CR-7000",
     "Zidroid"
    ],
    "away": [
     "Patchford",
     "Turingham"
    ]
   },
   "dir": "runs/league/s2/m17_real_machina_frontier_sol"
  },
  {
   "fixture": 18,
   "home": "dynamo_datacenter",
   "away": "singularity_united",
   "score": [
    4,
    7
   ],
   "goals": [
    {
     "t": 62.2,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 81.7,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 116.5,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 140.0,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 171.5,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 191.5,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 287.8,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 400.5,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 428.4,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 486.5,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 515.1,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.4748,
   "players": {
    "home": [
     "Mbapp-E",
     "Buffon.exe"
    ],
    "away": [
     "Haalandroid",
     "BellingRAM"
    ]
   },
   "dir": "runs/league/s2/m18_dynamo_datacenter_singularity_united"
  },
  {
   "fixture": 19,
   "home": "frontier_gemini",
   "away": "frontier_fable",
   "score": [
    0,
    9
   ],
   "goals": [
    {
     "t": 185.2,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 240.5,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 296.7,
     "team": "B",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 364.3,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 399.9,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 439.9,
     "team": "B",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 486.7,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 531.6,
     "team": "B",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 594.7,
     "team": "B",
     "scorer": 0,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": null,
   "players": {
    "home": [
     "Flash",
     "Spark"
    ],
    "away": [
     "Tortoise",
     "Hare"
    ]
   },
   "dir": "runs/league/s2/m19_frontier_gemini_frontier_fable"
  },
  {
   "fixture": 20,
   "home": "synthetic_athletic",
   "away": "frontier_manus",
   "score": [
    1,
    3
   ],
   "goals": [
    {
     "t": 215.8,
     "team": "B",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 244.4,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 331.9,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 502.4,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.2231,
   "players": {
    "home": [
     "Griezmatronn",
     "Robodinho"
    ],
    "away": [
     "Prompt",
     "Trace"
    ]
   },
   "dir": "runs/league/s2/m20_synthetic_athletic_frontier_manus"
  },
  {
   "fixture": 21,
   "home": "singularity_united",
   "away": "real_machina",
   "score": [
    5,
    7
   ],
   "goals": [
    {
     "t": 14.1,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 121.6,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 133.5,
     "team": "B",
     "scorer": 2,
 
...[showing 0-24000 of 33617 chars. Read on with {"tool": "read", "path": "data/seasons/s2/table.json", "offset": 24000}]
(0.0s)
Thought for 24 words
Evaluating club founding steps, identity design, and file checks within budget constraints.Selecting a unique three-letter club code and defining home and away kit colors.

Readreference/team.yaml

The league answered934 characters
[read reference/team.yaml] # Your club. Rename everything — that is the fun part.
name: Sample United
code: SMP
color: [0.25, 0.65, 0.35]        # kit + goal-pocket color (RGB 0-1)
color_name: green

# The model your players think with, as llm:<provider>:<model>.
# llm:mock:ok is a no-API scripted brain so the repo works out of the box.
player_model: llm:mock:ok
# player_model: llm:google:gemini-flash-lite-latest
# player_model: llm:anthropic:claude-haiku-4-5
# player_model: llm:openai:gpt-4o-mini
# player_model: llm:ollama:qwen3:8b

# Optional touchline manager (data feed + rationed shouts). null = unmanaged.
manager_model: null

# hair styles (cosmetic only): none = bare head, short = cropped bob,
# long = past the shoulders, ponytail = tail out the back, mohawk = crest.
players:
  - name: Alpha
    hair: {style: short, color: [0.15, 0.1, 0.05]}
  - name: Beta
    hair: {style: ponytail, color: [0.8, 0.7, 0.2]}

(0.0s)
Thought for 16 words
Reviewing existing files to define club identity, name, colors, and setup based on model and maker.

Readclub/team.py

The league answered4,930 characters
[read club/team.py] """Manus FC — local, deterministic field control for RFL 0.3.

The model-first experiment created a 27.5% dropped-decision rate in round two.
This controller removes network calls from the live path. Both players build the
same small field model from legal SDK detections, assign a single active chaser
from ball position, and hold a goal-side cover lane behind the ball.
"""


class FieldController:
    """A role-stable player in a shared, deterministic two-robot shape."""

    def __init__(self, role):
        self.role = role
        self.name = "Prompt" if role == "prompt" else "Trace"
        self.last_call_time = None

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

    @staticmethod
    def _clamp(value, low, high):
        return max(low, min(high, value))

    def _say(self, reply, obs, text):
        remaining = float(obs.get("time_remaining_s", 0.0))
        if self.last_call_time is None or abs(remaining - self.last_call_time) >= 18.0:
            reply["say"] = text
            self.last_call_time = remaining
        return reply

    @staticmethod
    def _active_role(progress, ball_y):
        """Select exactly one chaser from public field coordinates.

        Progress is positive toward the opponent goal. Trace owns defensive
        territory, Prompt owns attacking territory, and the centre is divided
        by the ball's side of the pitch. Both robots calculate the same answer
        from their own legal ball detection, avoiding a radio-dependent delay.
        """
        if progress < -0.45:
            return "trace"
        if progress > 0.45:
            return "prompt"
        return "prompt" if ball_y >= 0.0 else "trace"

    def _lost_ball(self, goal, attack, obs):
        # Rebuild a compact, goal-side search shape without pretending that a
        # stale detection is current. The two lanes prevent a static overlap.
        scan_y = 2.25 if self.role == "prompt" else -2.25
        anchor = [-attack * 1.35, scan_y]
        return self._say({"skill": "walk_to", "target": anchor}, obs,
                         "Ball lost; restoring the split scan.")

    def decide(self, obs):
        self_state = obs.get("self") or {}
        if self_state.get("fallen"):
            return {"skill": "hold"}

        goal = (obs.get("you") or {}).get("attack_goal_xy") or [7.0, 0.0]
        attack = 1.0 if float(goal[0]) >= 0.0 else -1.0
        ball = (obs.get("detections") or {}).get("ball")
        if not ball or float(ball.get("age_s", 99.0)) > 1.2:
            return self._lost_ball(goal, attack, obs)

        point = ball.get("field_xy") or [0.0, 0.0]
        bx, by = float(point[0]), float(point[1])
        distance = float(ball.get("distance_m", 99.0))
        speed = float(ball.get("speed_mps", 0.0))
        progress = attack * bx
        active = self._active_role(progress, by)
        stuck_for = float((obs.get("referee") or {}).get("ball_stuck_s", 0.0))
        wall_case = bool(ball.get("against_wall"))

        # Every nearby player may clear an immediate final-third emergency;
        # this is a local safety constraint, not a second tactical system.
        if progress < -3.25 and distance < 1.5:
            target = [goal[0], self._clamp(by * 0.30, -1.0, 1.0)]
            return self._say({"skill": "kick_toward", "target": target}, obs,
                             "Emergency clear; rebuild the cover line.")

        if self.role == active:
            if wall_case and stuck_for >= 1.5 and distance < 2.25:
                target = [goal[0], self._clamp(by * 0.58, -1.35, 1.35)]
                return self._say({"skill": "kick_toward", "target": target}, obs,
                                 "Wall release under control.")
            if distance < 1.15:
                target = [goal[0], self._clamp(by * 0.16, -0.85, 0.85)]
                return self._say({"skill": "kick_toward", "target": target}, obs,
                                 "On the ball; hold the cover lane.")
            lead = 0.35 if speed > 0.45 else 0.0
            return {"skill": "go_to_ball", "lead_s": lead}

        # Structural revision: in defence the cover player presses compactly
        # behind the ball instead of holding a deep 2.25 m line. This gives the
        # chaser immediate support and directly targets the failed 3.04 m goal-
        # snapshot proximity prediction, while retaining a one-player outlet
        # shape once the ball crosses midfield.
        cover_distance = 0.95 if progress < -1.0 else 1.45
        lateral_factor = 0.72 if progress < -1.0 else 0.45
        cover = [self._clamp(bx - attack * cover_distance, -5.8, 5.8),
                 self._clamp(by * lateral_factor, -2.6, 2.6)]
        return {"skill": "walk_to", "target": cover}


def build_team(ctx):
    return {"players": [FieldController("prompt"), FieldController("trace")],
            "manager": None}

(0.0s)
Thought for 31 words
Establishing club identity by defining name, colors, players, and roles in team configuration.Resolving identity conflict between existing Manus FC playbook and new club setup while selecting a zero-cost mock player model.

Readdata/RFL_RULES.md

The league answered20,578 characters
[read data/RFL_RULES.md] # RFL - Robot Football League: Participant Rules (engine rfl-0.3)

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

## What a team is

A directory you build in isolation:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

## The realism law

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

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

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

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

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

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

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

## Manager contract (data feed + shouts)

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

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

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

## Match day

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

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

The 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 whistle are void and the controllers are
  held at zero until the restart whistle.
- 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, and referee whistles (kickoff short, half time double, full
  time long) — 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.

(0.0s)
Thought for 29 words
Creating a club identity by updating team files with model and maker details and recognizable colors.Resolving club name conflict and selecting a zero-cost player model for the identity update.

Listed the workspace

The league answered15,056 characters
[ls] club/
  club/AGENTS.md  (8 KB)
  club/PLAYBOOK.md  (5 KB)
  club/README.md  (1 KB)
  club/practice.py  (1 KB)
  club/team.py  (5 KB)
  club/team.yaml  (1 KB)
  club/tools/analyze_round_one.py  (5 KB)
  club/tools/analyze_round_three.py  (5 KB)
  club/tools/practice_round_three.py  (1 KB)
  club/tools/round_one_report.md  (4 KB)
  club/tools/round_three_decision_report.md  (2 KB)
  club/tools/round_three_evidence.md  (1 KB)
  club/tools/smoke_adaptive.py  (1 KB)
  club/tools/verify_tactics.py  (2 KB)
data/
  data/NOTICES.md  (15 KB)
  data/README.md  (1 KB)
  data/RFL_RULES.md  (20 KB)
  data/models_registry.yaml  (1 KB)
  data/seasons/s1/league.yaml  (1 KB)
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  data/seasons/s2/m4_frontier_sol_dynamo_datacenter/commentary_lines.json  (12 KB)
  data/seasons/s2/m4_frontier_sol_dynamo_datacenter/comms.jsonl  (17 KB)
  data/seasons/s2/m4_frontier_sol_dynamo_datacenter/fixture.json  (0 KB)
  data/seasons/s2/m4_frontier_sol_dynamo_datacenter/match.json  (23 KB)
  data/seasons/s2/m4_frontier_sol_dynamo_datacenter/telemetry.jsonl  (72 KB)
  data/seasons/s2/m5_synthetic_athletic_real_machina/commentary_lines.json  (12 KB)
  data/seasons/s2/m5_synthetic_athletic_real_machina/comms.jsonl  (17 KB)
  data/seasons/s2/m5_synthetic_athletic_real_machina/fixture.json  (0 KB)
  data/seasons/s2/m5_synthetic_athletic_real_machina/match.json  (23 KB)
  data/seasons/s2/m5_synthetic_athletic_real_machina/telemetry.jsonl  (73 KB)
  data/seasons/s2/m6_frontier_gemini_frontier_manus/commentary_lines.json  (12 KB)
  data/seasons/s2/m6_frontier_gemini_frontier_manus/comms.jsonl  (20 KB)
  data/seasons/s2/m6_frontier_gemini_frontier_manus/fixture.json  (0 KB)
  data/seasons/s2/m6_frontier_gemini_frontier_manus/match.json  (21 KB)
  data/seasons/s2/m6_frontier_gemini_frontier_manus/telemetry.jsonl  (72 KB)
  data/seasons/s2/m7_dynamo_datacenter_frontier_fable/commentary_lines.json  (12 KB)
  data/seasons/s2/m7_dynamo_datacenter_frontier_fable/comms.jsonl  (13 KB)
  data/seasons/s2/m7_dynamo_datacenter_frontier_fable/fixture.json  (0 KB)
  data/seasons/s2/m7_dynamo_datacenter_frontier_fable/match.json  (42 KB)
  data/seasons/s2/m7_dynamo_datacenter_frontier_fable/telemetry.jsonl  (72 KB)
  data/seasons/s2/m8_frontier_sol_singularity_united/commentary_lines.json  (13 KB)
  data/seasons/s2/m8_frontier_sol_singularity_united/comms.jsonl  (15 KB)
  data/seasons/s2/m8_frontier_sol_singularity_united/fixture.json  (0 KB)
  data/seasons/s2/m8_frontier_sol_singularity_united/match.json  (44 KB)
  data/seasons/s2/m8_frontier_sol_singularity_united/telemetry.jsonl  (73 KB)
  data/seasons/s2/m9_real_machina_frontier_gemini/commentary_lines.json  (12 KB)
  data/seasons/s2/m9_real_machina_frontier_gemini/comms.jsonl  (19 KB)
  data/seasons/s2/m9_real_machina_frontier_gemini/fixture.json  (0 KB)
  data/seasons/s2/m9_real_machina_frontier_gemini/match.json  (44 KB)
  data/seasons/s2/m9_real_machina_frontier_gemini/telemetry.jsonl  (72 KB)
  data/seasons/s2/table.json  (33 KB)
  data/site.json  (159 KB)
  data/teams/dynamo_datacenter/badge.png  (20 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_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_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 16 words
Reading the full season table and recent Manus match digests to assess results and plan improvements.

Readdata/seasons/s2/table.json

The league answered24,171 characters
[read data/seasons/s2/table.json@6000]     {
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    {
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    ],
    "away": [
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    ]
   },
   "dir": "runs/league/s2/m6_frontier_gemini_frontier_manus"
  },
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...[showing 6000-30000 of 33617 chars. Read on with {"tool": "read", "path": "data/seasons/s2/table.json", "offset": 30000}]
(0.0s)
Thought for 17 words
Reviewing club/team controller state and partial standings while planning efficient reads of table and recent match data.

Readdata/seasons/s2/table.json

The league answered21,718 characters
[read data/seasons/s2/table.json@12000] 2,
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     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.2344,
   "players": {
    "home": [
     "CR-7000",
     "Zidroid"
    ],
    "away": [
     "Tortoise",
     "Hare"
    ]
   },
   "dir": "runs/league/s2/m25_real_machina_frontier_fable"
  },
  {
   "fixture": 26,
   "home": "singularity_united",
   "away": "frontier_manus",
   "score": [
    11,
    3
   ],
   "goals": [
    {
     "t": 13.0,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 29.0,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 53.7,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 73.6,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 104.2,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 120.6,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 156.9,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 266.7,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 289.7,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 389.3,
     "team": "A",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 478.9,
     "team": "A",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 533.2,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 552.4,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 574.3,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.235,
   "players": {
    "home": [
     "Haalandroid",
     "BellingRAM"
    ],
    "away": [
     "Prompt",
     "Trace"
    ]
   },
   "dir": "runs/league/s2/m26_singularity_united_frontier_manus"
  },
  {
   "fixture": 27,
   "home": "frontier_sol",
   "away": "synthetic_athletic",
   "score": [
    2,
    3
   ],
   "goals": [
    {
     "t": 117.5,
     "team": "B",
     "scorer": 2,
     "replay_s": 5.0
    },
    {
     "t": 127.4,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 227.1,
     "team": "B",
     "scorer": 3,
     "replay_s": 5.0
    },
    {
     "t": 280.7,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 476.5,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.2528,
   "players": {
    "home": [
     "Patchford",
     "Turingham"
    ],
    "away": [
     "Griezmatronn",
     "Robodinho"
    ]
   },
   "dir": "runs/league/s2/m27_frontier_sol_synthetic_athletic"
  },
  {
   "fixture": 28,
   "home": "dynamo_datacenter",
   "away": "frontier_gemini",
   "score": [
    12,
    0
   ],
   "goals": [
    {
     "t": 22.9,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 38.5,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 137.2,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 154.4,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 186.0,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 218.4,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 263.6,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 327.1,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 409.7,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    },
    {
     "t": 432.3,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 492.5,
     "team": "A",
     "scorer": 0,
     "replay_s": 5.0
    },
    {
     "t": 582.7,
     "team": "A",
     "scorer": 1,
     "replay_s": 5.0
    }
   ],
   "est_cost_usd": 0.2477,
   "players": {
    "home": [
     "Mbapp-E",
     "Buffon.exe"
    ],
    "away": [
     "Flash",
     "Spark"
    ]
   },
   "dir": "runs/league/s2/m28_dynamo_datacenter_frontier_gemini"
  }
 ]
}
...[showing 12000-33617 of 33617 chars — end of file]
(0.0s)
Thought for 19 words
Reviewing current Manus FC state, recent match results, partial table read, and pending tasks within budget and turn limits.

Readclub/team.yaml

The league answered684 characters
[read club/team.yaml] # REPLACE EVERY FIELD. This club has not been founded yet.
# You are the gaffer: name it after yourself, and make it look like you.
name: REPLACE-club-name
code: RPL                        # exactly 3 letters, unique in the league
color: [0.5, 0.5, 0.5]           # home kit RGB 0-1
color_name: REPLACE

# Your players think with this model. Must be listed in
# data/models_registry.yaml; you pay its per-match price from the match cap.
player_model: llm:mock:ok

manager_model: null

players:
  - name: REPLACE-player-one
    hair: {style: short, color: [0.15, 0.1, 0.05]}
  - name: REPLACE-player-two
    hair: {style: ponytail, color: [0.8, 0.7, 0.2]}

(0.0s)
Thought for 15 words
Reviewing registry and reference files to gather club founding requirements within turn and budget limits.

Readdata/models_registry.yaml

The league answered1,165 characters
[read data/models_registry.yaml] # Player models clubs may field, with $/MTok list prices the league
# meters against. The per-match cap is per TEAM (both players + manager)
# and exists to stop runaway bills — NOT to discourage fielding models.
# Clubs: request additions via NOTES.md; the league reviews nightly.
# TODO(robin): add fast tiers of the new families once ids/keys land
# (an OPENAI_API_KEY would let Codex City field its own house models).
cap_per_match_usd: 2.50
models:
  - {spec: "llm:mock:ok",                              in: 0.0,  out: 0.0}
  - {spec: "llm:google:gemini-flash-lite-latest",      in: 0.10, out: 0.40}
  - {spec: "llm:anthropic:claude-haiku-4-5",           in: 1.00, out: 5.00}
  # OpenAI fast tiers (registered 2026-08-19). The adapter requests low
  # reasoning effort; measured warm latency ~0.6-0.9 s per decision —
  # comfortably inside the 3 s shot clock (first call of a match ~1-2 s).
  - {spec: "llm:openai:gpt-5.6-luna",                  in: 0.20, out: 1.20}
  - {spec: "llm:openai:gpt-5.4-mini",                  in: 0.75, out: 4.50}
  - {spec: "llm:openai:gpt-5.4-nano",                  in: 0.20, out: 1.25}

(0.0s)
Thought for 16 words
Evaluating club founding steps, model choice from registry, and resource constraints within limited turns and budget.

Readreference/team.yaml

The league answered934 characters
[read reference/team.yaml] # Your club. Rename everything — that is the fun part.
name: Sample United
code: SMP
color: [0.25, 0.65, 0.35]        # kit + goal-pocket color (RGB 0-1)
color_name: green

# The model your players think with, as llm:<provider>:<model>.
# llm:mock:ok is a no-API scripted brain so the repo works out of the box.
player_model: llm:mock:ok
# player_model: llm:google:gemini-flash-lite-latest
# player_model: llm:anthropic:claude-haiku-4-5
# player_model: llm:openai:gpt-4o-mini
# player_model: llm:ollama:qwen3:8b

# Optional touchline manager (data feed + rationed shouts). null = unmanaged.
manager_model: null

# hair styles (cosmetic only): none = bare head, short = cropped bob,
# long = past the shoulders, ponytail = tail out the back, mohawk = crest.
players:
  - name: Alpha
    hair: {style: short, color: [0.15, 0.1, 0.05]}
  - name: Beta
    hair: {style: ponytail, color: [0.8, 0.7, 0.2]}

(0.0s)
Thought for 27 words
Evaluating remaining turns and budget to choose affordable player model and read full team file.Checking registry for a matching model and planning remaining file reads and writes.

Readreference/team.py

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

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

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

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

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

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

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

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


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

(0.0s)
Thought for 40 words
Evaluating club setup steps, budget, and code collision while planning remaining turns.Prioritizing file writes and player model selection within the remaining turn budget.Allocating the last five turns across four writes, lint, and commit while weighing playbook accuracy against scrutineering risk.

Wroteclub/team.yaml

453 characters

The league answered62 characters
[write club/team.yaml] wrote club/team.yaml (453 chars)
(0.0s)
Thought for 24 words
Implementing team agent with LLM factory, identity prompts, and playbook while managing limited turns and budget.Reconciling turn budget against remaining writes and linting steps.

Wroteclub/team.py

659 characters

The league answered58 characters
[write club/team.py] wrote club/team.py (659 chars)
(0.0s)
Thought for 18 words
Generating club identity assets and prompts while separating home and away kits and preparing badge and kit designs.

Wroteclub/identity/PROMPTS.md

954 characters

The league answered82 characters
[write club/identity/PROMPTS.md] wrote club/identity/PROMPTS.md (954 chars)
(0.0s)
Thought for 13 words
Tracking remaining turns and prioritizing writing PLAYBOOK, linting, and practicing within the budget.

Wroteclub/PLAYBOOK.md

1,602 characters

The league answered67 characters
[write club/PLAYBOOK.md] wrote club/PLAYBOOK.md (1602 chars)
(0.0s)

Ran scrutineering

The league answered33 characters
[lint] scrutineering CLEAR
(0.0s)

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