Arena is a new pane kind for competitive AI evaluation. A Battle runs the same prompt against 2-6 Contestants across two concurrent lanes: local lane (llama-swap models, serial) and cloud lane (parallel). Added to all three registries: @boocode/contracts WsFrameSchema, server InferenceFrame, and web WsFrame. Backend (apps/coder): - arena-runner: battle scheduler, lane classifier, benchmark, results writer, resume, user winner override - arena-analyzer: two-stage digest→judge analysis on DEFAULT_MODEL - arena-decisions: status transitions and resume logic (unit-tested) - arena-analyzer-helpers: pure helper functions (unit-tested) - arena-model-call: model call utility for analysis - arena routes: create/get/list/stop/analyze/cross-examine/winner/diff - schema: battles, contestants, cross_examinations tables (idempotent) - remove old /api/arena* routes and tasks.arena_id column Frontend (apps/web): - ArenaLauncherDialog: battle type, prompt, contestant selection - ArenaPane: live roster, streaming output, analysis, cross-exam - DiffView: unified diff with line-by-line color for coding contests - Winner override per-row dropdown (Trophy icon) - battle_updated WS handler for live winner/analysis updates - arena pane kind in Workspace, ChatTabBar, useSidebar Cross-app: - ArenaState and ArenaContestantShape/WsFrame types (contracts) - battle_* frames in WsFrameSchema, InferenceFrame, and web WsFrame - manifest.json written per battle results folder - /Arena added to .gitignore Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
20 lines
1.1 KiB
Markdown
20 lines
1.1 KiB
Markdown
# Arena schedules contestants in a local lane (serial) and a cloud lane (parallel)
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A Battle runs the same prompt against 2–6 Contestants. The local llama-swap
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server can only hold one model in memory at a time, so llama-swap-backed
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Contestants are placed in a **local lane** and run strictly one at a time, while
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cloud-backed Contestants (Claude Code, OpenCode-on-cloud) run all in parallel in
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a **cloud lane**; the two lanes run concurrently. We chose this over running
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everything serially (too slow for cloud) or everything in parallel (impossible
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for local, and it would corrupt the speed Benchmark) because the single-model
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constraint is physical and the serial local lane also gives each local model an
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uncontended, fair tokens/sec measurement.
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## Consequences
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- A Battle's wall-clock is roughly `max(slowest cloud contestant, sum of local
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contestants)`. Deep local lanes (especially all-local Q&A battles) are slow by
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design; the launcher warns when the local lane is deep.
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- The speed Benchmark (tokens/sec) is only meaningful for local-lane Contestants,
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which is acceptable since external CLI agents don't report token usage anyway.
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