create-arena-ladder
Agent BuildingBuild a CC:Ladder for any CodeClash arena: import human-written solutions as git branches, rank them via round-robin PvP + Elo, and assemble the ladder configs. Use when asked to "create a ladder", "import human solutions", "push human bots as branches", or "make a CC:<arena> ladder" for arenas like BattleSnake, RobotRumble, CoreWar, Gomoku, RoboCode, SCML, etc.
How to use this skill
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Create an Arena Ladder (CC:Ladder)
A ladder turns a curated set of human-written bots into a ranked gauntlet, then measures how far up a model can climb. Two phases: make the ladder (rank the humans via round-robin), then run the ladder (a model climbs rung by rung until it loses).
This skill produces, for arena <A>: human/<author>/<name> branches on CodeClash-ai/<A>,
a make_<a>.yaml (round-robin), a ranked rungs/<a>.yaml, and a run config <a>.yaml.
Work in the repo/ clone. Reference implementations to mirror in
configs/ablations/ladder/: make_battlesnake.yaml (round-robin), battlesnake.yaml
(run), rungs/battlesnake.yaml (ranked opponents), and its README.md. The arena's own
codeclash/arenas/<a>/<a>.py is the source of truth for the submission contract.
Mechanics you must respect (arena-agnostic)
- Where human code lives: each arena has its own repo under
CodeClash-ai(hardcodedGH_ORGincodeclash/constants.py). The arena Dockerfilegit clones it into/workspace. Human bots are branches of that per-arena repo, NOT of this monorepo — sogit branch -ahere shows nohuman/*. - How a branch becomes a player: a player with
branch_init: human/foo/barmakesPlayer.__init__(codeclash/agents/player.py) rungit fetch && git checkoutin the clone; that branch's files overlay/workspace.agent: dummy= static opponent.push: True(the climbing player) needsGITHUB_TOKEN. - What a branch must contain: the arena's submission file(s) at the path its
validate_codeexpects; everything else (engine, assets) comes from the base clone. The single source of truth iscodeclash/arenas/<a>/<a>.py— read itssubmissionattribute andvalidate_codemethod. Those two define the contract. Examples: BattleSnake →main.pyHTTP server (info/start/end/move); Gomoku →main.pywithget_move(board,color); SCML → agent withdecide(observation); RoboCode → Java class underrobots/custom/; CoreWar →warrior.red.
Phase 0 — Prerequisites
- Arena class
codeclash/arenas/<a>/<a>.pyexists; record itssubmissionpath + exactvalidate_coderequirements. - Arena repo
github.com/CodeClash-ai/<A>exists and its Dockerfile clones it. - Docker running;
GITHUB_TOKENset (public repos →gh auth tokenworks for push + run).
Phase 1 — Source many human solutions
The hard part is finding a large set. Best sources: official leaderboards and
awesome-<arena> repos (BattleSnake used awesome-battlesnake; RobotRumble crawled
robotrumble.org/boards/2; RoboCode drew from RoboWiki/GitHub). Capture author + bot name
per candidate → these become the branch slugs. Keep a provenance record (source URL,
author, license) as you go — a table plus a header comment in each imported file.
Phase 2 — Adapt each solution to the arena's contract
Every bot must end up matching the one submission contract. Do NOT discard a bot merely for being in another language — pick the cheapest import shape:
- Copy-in — source is already in the arena's language/framework: drop the files in and
rename/repackage (e.g. RoboCode: main class →
MyTank,package custom;). Mechanical. - Function-contract port — reimplement the core "given state, choose a move" logic as
the arena's single entry function (Gomoku
get_move, SCMLdecide, BattleSnakemove). Ignore the source's GUI/protocol/CLI wrapper; keep its evaluation + search faithful.
Porting hard rules (adapt per arena; worth writing up as a guide for any porting agents):
- Runtime-only deps — match the arena image (often stdlib-only Python 3.10; re-express array math in pure Python). No trained weights / NN unless you can obtain the binary.
- One entry point, never raise — a crash or illegal move = a forfeit; wrap the body and fall back to a safe legal move.
- Fast enough — a round-robin plays many games; cap search depth / rollouts.
- Only skip a bot if it truly can't run. Log every skip with a reason — never silently drop bots.
Phase 3 — Validate (two-stage), then push
Local validation is necessary but NOT sufficient — a local shim skips Docker, the repo's
server.py, and real payloads. Gate every bot in two stages before it earns a branch:
- Stage 1 (local): syntax/import + the arena's
validate_codelegality check. Cheap; catches most breakage without Docker. Fix or drop failures. - Stage 2 (arena, REQUIRED): play each stage-1 pass through the real arena image and confirm it completes a full game without erroring. This is the step that actually gates. Requires Docker. (Scripting both stages over a folder of candidates is worth it at scale.)
- Push each stage-2-healthy bot as
human/<author>/<name>(dedupe identical content). Use consistent kebab/lowercase slugs; branches must be pushed before any arena run, sincebranch_initfetches from the remote.
Phase 4 — Make the ladder (round-robin + Elo)
- Write
configs/ablations/ladder/make_<a>.yaml(mirrormake_battlesnake.yaml):tournament.rounds: 0, agameblock, andplayers:= everyhuman/*branch as{agent: dummy, branch_init: ...}. - Pre-build the image once to avoid a build stampede under many workers:
docker build -t codeclash/<a> -f codeclash/arenas/<a>/<A>.Dockerfile . - Run all-pairs PvP (resumable — skips pairs already logged;
--workers ≈ cores-2):GITHUB_TOKEN=$(gh auth token) uv run codeclash ladder make configs/ablations/ladder/make_<a>.yaml --workers N→ logs land underlogs/ladder/<A>/. Fast arenas run on a laptop; big ones (e.g. SCML's ~1275 pairs) want an AWS box undertmux/nohup. - Rank:
uv run python -m codeclash.analysis.metrics.elo -d logs/ladder/<A> --include-round-0 --output-dir assets/<a>_elo→ prints the Bradley-Terry/Elo order (weakest → strongest); that ordering IS the ladder.--include-round-0is REQUIRED for ladder construction.ladder makeusestournament.rounds: 0, so round 0 IS the match; without the flag every tournament is dropped (round 0 is normally the excluded identical-codebases baseline) and the fit crashes on an empty matrix. Do NOT pass it for normal multi-round PvP/climbing Elo.- Use
uv run python, not barepython— the analysis deps (matplotlib) live in the uv venv. - Tip: run a cheap low-
simspilot first and eyeball that baselines sit near the bottom.
Phase 5 — Assemble the ranked configs
configs/ablations/ladder/rungs/<a>.yaml— the ranked opponents, weakest first, strongest last (each{agent: dummy, branch_init: human/...}), in Elo order.configs/ablations/ladder/<a>.yaml— the climberplayer(starting at the weakest rung,push: True) +ladder: !include ablations/ladder/rungs/<a>.yaml+ aladder_rulesblock. Model onbattlesnake.yaml.- Optional
<a>__<model>.yamlper-model variants (swapmodel: !include mini/models/...); they share the samerungs/<a>.yamlinclude.
ladder_rules (optional; defaults reproduce historical behavior):
ladder_rules:
min_round_win_fraction: 0.5 # must win strictly more than this fraction of rounds
win_last_k: 1 # ...and must win the last K rounds
Phase 6 — Run the ladder
uv run codeclash ladder run configs/ablations/ladder/<a>.yaml
→ prints the highest rung reached; logs under LOCAL_LOG_DIR/<user>/LadderTournament.*.
Deliverables checklist
- N validated
human/<author>/<name>branches pushed toCodeClash-ai/<A>. - Stage-2 arena smoke passed (each bot plays a real game in Docker), skips logged.
-
make_<a>.yaml+ round-robin run + Elo ranking (assets/<a>_elo). -
rungs/<a>.yaml(weakest→strongest) +<a>.yaml(climber +ladder_rules). -
ladder runexecutes end-to-end against a sample model. - Provenance recorded (source/author/license per bot); note in
ladder/README.mdif the arena is new.
Gotchas
- Human branches go to the per-arena repo, not the monorepo;
branch_initfetches from the remote, so push before any run and keep Docker up. - A bot that fails
validate_codesilently forfeits. A local shim can pass yet fail in the arena — the stage-2 Docker smoke is the real gate, not stage 1. - Pre-build the arena image once before a
--workers Nrun, or workers stampede the build. - Port aggressively into the single submission contract; skip only un-runnable bots, and log every skip. A port must reproduce the original's behavior.