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create-arena-ladder

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Build 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.

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Source SKILL.md: https://github.com/CodeClash-ai/CodeClash/blob/HEAD/.claude/skills/create-ladder/SKILL.md

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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 (hardcoded GH_ORG in codeclash/constants.py). The arena Dockerfile git clones it into /workspace. Human bots are branches of that per-arena repo, NOT of this monorepo — so git branch -a here shows no human/*.
  • How a branch becomes a player: a player with branch_init: human/foo/bar makes Player.__init__ (codeclash/agents/player.py) run git fetch && git checkout in the clone; that branch's files overlay /workspace. agent: dummy = static opponent. push: True (the climbing player) needs GITHUB_TOKEN.
  • What a branch must contain: the arena's submission file(s) at the path its validate_code expects; everything else (engine, assets) comes from the base clone. The single source of truth is codeclash/arenas/<a>/<a>.py — read its submission attribute and validate_code method. Those two define the contract. Examples: BattleSnake → main.py HTTP server (info/start/end/move); Gomoku → main.py with get_move(board,color); SCML → agent with decide(observation); RoboCode → Java class under robots/custom/; CoreWar → warrior.red.

Phase 0 — Prerequisites

  • Arena class codeclash/arenas/<a>/<a>.py exists; record its submission path + exact validate_code requirements.
  • Arena repo github.com/CodeClash-ai/<A> exists and its Dockerfile clones it.
  • Docker running; GITHUB_TOKEN set (public repos → gh auth token works 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, SCML decide, BattleSnake move). 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:

  1. Stage 1 (local): syntax/import + the arena's validate_code legality check. Cheap; catches most breakage without Docker. Fix or drop failures.
  2. 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.)
  3. 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, since branch_init fetches from the remote.

Phase 4 — Make the ladder (round-robin + Elo)

  1. Write configs/ablations/ladder/make_<a>.yaml (mirror make_battlesnake.yaml): tournament.rounds: 0, a game block, and players: = every human/* branch as {agent: dummy, branch_init: ...}.
  2. Pre-build the image once to avoid a build stampede under many workers: docker build -t codeclash/<a> -f codeclash/arenas/<a>/<A>.Dockerfile .
  3. 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 under logs/ladder/<A>/. Fast arenas run on a laptop; big ones (e.g. SCML's ~1275 pairs) want an AWS box under tmux/nohup.
  4. 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-0 is REQUIRED for ladder construction. ladder make uses tournament.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 bare python — the analysis deps (matplotlib) live in the uv venv.
    • Tip: run a cheap low-sims pilot first and eyeball that baselines sit near the bottom.

Phase 5 — Assemble the ranked configs

  1. configs/ablations/ladder/rungs/<a>.yaml — the ranked opponents, weakest first, strongest last (each {agent: dummy, branch_init: human/...}), in Elo order.
  2. configs/ablations/ladder/<a>.yaml — the climber player (starting at the weakest rung, push: True) + ladder: !include ablations/ladder/rungs/<a>.yaml + a ladder_rules block. Model on battlesnake.yaml.
  3. Optional <a>__<model>.yaml per-model variants (swap model: !include mini/models/...); they share the same rungs/<a>.yaml include.

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 to CodeClash-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 run executes end-to-end against a sample model.
  • Provenance recorded (source/author/license per bot); note in ladder/README.md if the arena is new.

Gotchas

  • Human branches go to the per-arena repo, not the monorepo; branch_init fetches from the remote, so push before any run and keep Docker up.
  • A bot that fails validate_code silently 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 N run, 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.