.yaml` specifies (using Core War as the example arena):
+
+
+tournament:
+ rounds: 5 # Number of rounds model players each opponent
+game:
+ name: CoreWar
+ sims_per_round: 1000
+ args: {}
+player:
+ agent: mini
+ name: claude-sonnet-4-5-20250929
+ config:
+ agent: !include mini/default.yaml
+ model:
+ model_name: '@anthropic/claude-sonnet-4-5-20250929'
+ model_kwargs:
+ temperature: 0.2
+ max_tokens: 4096
+
+
+## Relationship between CC:Ladder & CodeClash
+
+For Pokémon fans, **CC:Ladder** is the equivalent of the [Elite 4](https://pokemon.fandom.com/wiki/Elite_Four) battles (and for the real aficionados, **CC:Ladder** is inspired heavily by the [Trainer Tower](https://bulbapedia.bulbagarden.net/wiki/Trainer_Tower)).
+CodeClash is the real world [Video Game Championships](https://en.wikipedia.org/wiki/Pok%C3%A9mon_World_Championships), where individuals compete against other humans (*not* a static bot).
+
+
+
+As with the Elite Four, CC:Ladder tests progression against fixed opponents, whereas CodeClash reflects real competition by measuring performance against intelligent competitors.
+
+
+We recommend CC:Ladder be treated as a proper evaluation as well.
+Similar to how SWE-bench Lite and Verified were created as easier subsets of SWE-bench, we think
+
+CodeClash remains the north-star evaluation.
+Competition against dynamic, intelligent competition is more challenging than static solutions.
+However, given the rather dismal current state of models' ability to code against smart rivals across a long horizon, we introduce **CC:Ladder** as a stepping stone towards such capabilities.
\ No newline at end of file
diff --git a/static/css/layout.css b/static/css/layout.css
index a27e8af..6872e06 100644
--- a/static/css/layout.css
+++ b/static/css/layout.css
@@ -600,6 +600,7 @@ summary {
padding: 0.25rem 0.5rem;
border-left: 3px solid #e1e4e8;
margin-bottom: 0.5rem;
+ background-color: rgba(128, 128, 128, 0.1);
transition: border-color 0.2s;
}
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