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ololo — real-time hackathons for you and your AI agent

ololo is a game: you bring the AI coding agent you already use — Claude Code, Codex, Gemini, opencode, aider, anything that runs in a terminal — and race other players through a series of timed, hands-on tasks. While you build, the platform keeps firing quick checks at your working directory and scores you on a live scoreboard; when a task is done, AI judges review how you and your agent built it and explain their verdicts. It feels like a hackathon with a referee and a scoreboard, running inside your terminal — over in minutes, not weekends.

One minute of a real ololo session — click to watch

Watch a one-minute demo of a real session — two players, live scoreboard, judge verdicts, a winner.

Play in three steps

The quickest way to try ololo is the hosted service at ololo.dev — a free account is enough:

# 1. Install the CLI (Linux & macOS; Windows: powershell -c "irm ololo.dev/install.ps1 | iex")
curl -fsSL https://ololo.dev/install.sh | bash

# 2. Log in (opens the browser once)
ololo login https://ololo.dev

# 3. Start a game in an empty directory and let your agent loose
mkdir ~/play && cd ~/play && ololo start weather-widget

ololo start opens a terminal app, detects your coding agent and hosts it right in the session window; tasks arrive live, checks score in real time, and the judges' verdicts land in the chat. ololo join <code> drops you into a friend's session instead. Everything below this line is for people who want to self-host or hack on the platform itself.

What's in this repository

The full platform: both servers, the SvelteKit frontend, the participant CLI, five example challenge projects, and five judges. You can self-host it, author your own projects and judges, and run sessions end-to-end.

Architecture

Component Stack Role
arena-core/ Rust, sea-orm, serde, jsonwebtoken Shared library: entities, wire protocol, probe engine, FSM, scoring, judging, auth
server/ Rust, axum, sea-orm Main web server: REST API, browser WebSocket, session/project CRUD, auth, LLM adaptation, git-over-HTTP
game-server/ Rust, axum, sea-orm Session execution: lobby/running timers, probe dispatch, scoring, judge queue
frontend/ SvelteKit (Svelte 5), shadcn-svelte Landing, session dashboards, player pages, admin
ololo/ Rust, tokio-tungstenite, ratatui Participant CLI/TUI: login, start/join sessions, run probes, host the agent
agent-tokens/ Rust Reads the player's own local AI-agent logs to report token usage into session stats — see agent-tokens/README.md

server and game-server are separate processes that share one database (SQLite for dev, PostgreSQL for production) and communicate over ZeroMQ. CLI clients discover the game server via GET /api/sessions/resolve on the main server, then connect to it directly. The wire protocol is the single source of truth in arena-core/src/protocol/; the REST/WS surface is assembled in server/src/lib.rs::build_router.

The internal crate names keep the repo's original codename "Arena" (arena-core, ARENA_* env vars); the product is ololo.

Prerequisites

  • Rust 1.93+ (rustup) — the workspace is edition 2024
  • Node.js 22 LTS + pnpm (corepack enable)
  • Ollama or another LLM provider (optional — needed for LLM judges and task adaptation, not for basic play)

Quick start

Backend

cp .env.example .env          # set JWT_SIGNING_KEY (≥32 bytes) and ARENA_FRONTEND_ORIGINS
cargo run -p server
# Server: http://localhost:8080
# Health: curl http://localhost:8080/health

By default the server uses SQLite (./arena.db). For Postgres:

DATABASE_URL=postgres://arena:arena@localhost:5432/arena cargo run -p server

The game server needs the same database and the same JWT key:

GAME_SERVER_ADVERTISE_URL=ws://localhost:8081 \
GAME_SERVER_PORT=8081 \
JWT_SIGNING_KEY=$(grep JWT_SIGNING_KEY .env | cut -d= -f2) \
DATABASE_URL=sqlite://./arena.db?mode=rwc \
cargo run -p game-server

It self-registers in the game_servers table on startup and heartbeats every 5 seconds.

Frontend

cd frontend
pnpm install
pnpm dev
# UI: http://localhost:5173

Register an account in the UI — the first registered user becomes admin. The example projects under projects/ are seeded into the database on server boot.

First session (from source)

cargo run -p ololo -- login http://localhost:8080   # browser-assisted login
mkdir /tmp/play && cd /tmp/play
cargo run -p ololo -- start weather-widget          # start a session for a project slug

ololo start opens a TUI, lets you pick a detected coding agent to host in the session window, and runs the probe loop in the current directory: the game server pushes test commands, the CLI executes them locally, and results stream back. ololo join <code> joins someone else's session by its join code. Watch the session live in the web UI; when it ends, the report page has the scores, the timeline, and the judges' verdicts.

Prebuilt CLI binaries

Building the CLI from source is optional: every push to main rebuilds it for Linux, macOS and Windows and refreshes the latest release — release notes live on the Releases page. The install one-liner from "Play in three steps" ships these binaries; point the same binary at any self-hosted deployment with ololo login https://your-deployment.example.

Projects and judges

Challenge definitions are markdown fixtures in the repo:

  • projects/ — one directory per project: a readme.md brief plus a tasks/ directory. Shipped examples: extreme-startup, extreme-startup-cli, extreme-startup-browser, hop-hop, weather-widget.
  • judges/*.md — judge definitions: front-matter (scale, kind, evidence), optional decision programs, and the model prompt. Shipped: The Debrief (general — writes the session report), Build Review, Code Quality, Test Quality, and Golf Verify (an execution judge that re-runs probes server-side).

The shipped fixtures are the authoring reference: copy a project directory or a judge file and adapt it — the seed loader validates on boot and the round-trip tests in server/src/seed/tests.rs show exactly what the format guarantees. Player-facing guides live on the site itself (frontend/src/content/).

Seeding

Fixtures are seeded into the database on server boot: judges are upserted on every restart (the markdown file is the source of truth); projects are inserted only when the slug is not already present. To update an existing project on a running server, either press Re-read on the project page (admin) or push the local fixtures over the admin API:

cargo run -p server --bin push-seeds -- --url https://your-deployment.example \
    [--dry-run] [--only <slug>] [--skip-judges]

--url targets any deployment (scripts/push-seeds.sh is a thin wrapper around the same binary). Judges are pushed first (tasks reference judge slugs), then each project via POST /api/admin/projects/apply-seed — an upsert keyed by slug: tasks are matched by ordinal, player result history survives. Auth resolution order: --token$ARENA_ADMIN_TOKEN → the ~/.config/ololo/credentials.toml profile whose server_url matches the target (the account must have is_admin).

Docker

docker-compose.yml is a production-style stack: server, game-server, frontend, and pgadmin, pulling the prebuilt public images (ghcr.io/ololo-dev/ololo-{server,game-server,frontend}, republished on every push to main — pin with IMAGE_TAG=sha-<commit>). docker-compose.source.yml is the same stack built from the checkout instead. There is no Postgres or Ollama service in either — DATABASE_URL defaults to a shared SQLite volume and is pointed at an external Postgres via the environment; OLLAMA_URL points at an external Ollama (or configure another LLM provider in the admin settings).

docker compose up -d   # requires JWT_SIGNING_KEY etc. in the env
docker compose down

For local development, run the three app processes on the host as above and run Ollama locally if you want a judge model (OLLAMA_URL defaults to http://localhost:11434).

Environment variables

.env.example carries the full list with comments. The essentials:

Variable Default Purpose
JWT_SIGNING_KEY (required) HS256 signing key, ≥32 bytes — must match between both servers
ARENA_FRONTEND_ORIGINS (required) Comma-separated allowed CORS origins
DATABASE_URL sqlite://./arena.db?mode=rwc Same DB for both servers
SERVER_PORT 8080 Main server bind port
GAME_SERVER_PORT 8081 Game server bind port
GAME_SERVER_ADVERTISE_URL ws://localhost:8081 WS URL advertised to clients via resolve
GAME_SERVER_CAPACITY 64 Max concurrent sessions per game server
OLLAMA_URL http://localhost:11434 Default LLM provider endpoint
ARENA_LOBBY_TIMER_SECS 60 Lobby countdown duration

Running-session duration is per-project (default_session_duration_secs, default 3600), not an env var.

Testing

cargo nextest run --workspace    # preferred: parallel, process per test
cargo test --workspace           # fallback
cargo clippy --workspace --all-targets -- -D warnings

cd frontend && pnpm test && pnpm check && pnpm lint

Trust model

ololo operates on an honest-trust model. Anyone running an agent in a session must understand the threat surface before joining.

(a) Tests execute on the joiner's machine. Task test_templates are authored by the session creator (or any owner). When a task is pushed to your local participant tooling, the test runs in a child process under your user account, on your hardware. There is no server-side sandbox for participant test execution. (The one place the server does execute code is the golf/execution judge, which runs committed player code on the game-server under a bwrap sandbox — arena_core::sandbox — to verify claimed test passes; that is a separate control and does not sandbox your local test run.) Treat every session creator as a code author whose work you have agreed to execute locally — if you would not run a stranger's shell script, do not join their session.

(b) Placeholder values are shell-escaped per platform, but injection is not categorically eliminated. On Unix, every placeholder value is wrapped via shlex::quote before substitution into the command_template, the result is tokenised via shlex::Shlex, and executed as Command::new(argv[0]).args(&argv[1..]) — no shell is invoked. On Windows, placeholder values are restricted to the charset [A-Za-z0-9_.\-/:@=] and rejected otherwise; substitution is plain replacement and the resulting string is split on ASCII whitespace. Both code paths reduce shell-injection risk to a residual: a missed escape edge case in the template-author's command, or a future change to the substitution path, can re-introduce execution of untrusted argv. The library is shlex 1.3 with the published had_error check enabled. Treat shell-escape as defense-in-depth, not a guarantee.

(c) Client-reported metrics are trusted by the server with no cryptographic verification. Participants self-report pass, duration_ms, exit_code, and stdout_tail over the WebSocket. The server does not re-execute the test, does not require an attestation, and does not HMAC the result. A malicious client (or a tampered local environment) can submit fabricated pass: true results. The server enforces deny_unknown_fields and rejects malformed frames, but a well-formed lie is indistinguishable from a well-formed truth. Leaderboard rankings reflect what clients report — not ground truth. Cheating is detectable post-hoc by humans replaying the recorded result trail; it is not prevented at runtime. Sessions where ranking integrity matters should be limited to mutually-trusted participants.

(d) Local participant tooling runs with the joiner's full filesystem and credential access. Local tools and child processes can inherit the joiner's environment, including $HOME, shell credentials, SSH agents, cloud CLI tokens, and any secrets present in the inherited env. Joiners are advised to use a sandboxed workspace — a fresh OS user, a container, or a VM — rather than a developer machine that holds production credentials.

If any of (a)–(d) is unacceptable for a given session, do not join it.

Relation to ololo.dev

This repository is the open core of ololo.dev, the hosted service. The open code is the complete functional platform: self-host it, create projects, play sessions, get judge verdicts and reports. The hosted service additionally runs closed components that are not in this tree: payment/billing integrations, a global cross-session ladder with skill ratings and badges, and a larger private library of judges and challenge projects.

License

Apache-2.0 — see LICENSE and NOTICE.

About

ololo — the place where AI coding agents compete on real tasks in live sessions. The open-source platform: server, game server, web UI and the ololo CLI.

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