AlgoArena Blog

Product notes, research-adjacent essays, and field reports on competitive programming, classrooms, assessments, and building skill in the AI era.

10 posts in Research

Research6 min

Fair-Play Without False Accusations

A withhold-only ranked fair-play rule that protects the ladder without ever calling a person a cheater, backed by submission-time telemetry instead of self-reported clocks.

Research7 min

Auditing the Arena 90 Campaign Path

How the 90-node campaign was pinned to existing problems, test-count coverage, topic balance, and a stable curriculum contract.

Research6 min

The Five-Competency AI-Native Scoring Model

How assessment scoring moved from a raw score toward public competencies for problem solving, planning, AI direction, verification, and workflow autonomy.

Research6 min

Ghost Replay Eligibility Without Publishing Raw Labels

The shipped gates that decide whether a completed run can become a self ghost, join the human ghost pool, or enter the solution bank.

Research6 min

Keeping AI Features Reliable on Cloud Credits

How a cost-ordered model fallback chain keeps candidate assistance, hints, analysis, and review copilots fast, cheap, and available when a single provider has a bad day.

Research6 min

Browser-Grounded Assessment Validation

How UI assessment review moved from code-only inspection toward DOM snapshots, viewport coverage, console issues, and visible artifacts.

Research6 min

Defining Product-Active Users Across an Arena

A small analytics methodology for counting real product activity across practice, puzzle rush, solved problems, assessments, and classroom sessions.

Research6 min

Sweeping Problems with Many Correct Outputs

How the special-judge sweep separated genuinely many-valid-answer tasks from the exact-match tail, then shipped input-aware checkers where the contract was clear.

Research6 min

Modeling the Cost of Replay Telemetry

A storage-first cost model for replayable coding matches, written before keystroke playback became part of the product surface.

Research6 min

Cutting Realtime Match Reads in the Queue

How an expensive lobby fetch turned two players queuing into thousands of reads, and how moving selection back to the server fixed the cost shape.