Yijun Zhou, Minghao Shao, Ke Zhang, Renkai Yuan, Hongbo Yuan, Bin Hu, Bozhao Qian, Hongxia Shen 等 23 位作者
Game development stresses coding agents in ways general software engineering does not: correctness depends on how engine APIs, serialized scene state, and runtime behavior interact, not on source code alone. Existing benchmarks mainly target platforms such as Godot and heavily rely on LLM judges or coarse task-level outcomes. We present UnityBench-Mini3D, a benchmark of 77 project-level Unity tasks organized around seven expert-defined skill categories rather than tutorials or genres, with three difficulty tiers. Each task pairs a complete Unity project with natural-language requirements and is evaluated using 1,178 held-out, human-authored milestone tests covering scene structure, component configuration, and runtime behavior. This in-engine evaluation provides deterministic partial credit, localizes failures, and distinguishes partial implementations from complete solutions without relying on subjective judges. Across 21 models and 9 coding harnesses, the average pass rate reaches 80.9% on easy tasks but falls to 35.2% on hard tasks, with just 57.7% overall. UnityBench-Mini3D provides a reproducible, diagnostic testbed distinguishing systems across difficulty levels.
Boyuan Meng, Peihua Bao, Hong Liu, Xiaowei Zhu, Chao Wang, Gen Li, Zhenxuan Pan
Agentic reinforcement learning (RL) generates irregular rollout trees, but trajectory-by-trajectory training recomputes their shared interaction histories. Existing training-time prefix-reuse systems do not jointly address state recovery, dense execution, and distributed training for hybrid-attention models. We present HARTS (Hybrid-Attention RL over Tree Structures), to our knowledge the first system to demonstrate training acceleration from arbitrary rollout-tree prefix sharing on real hybrid-attention models. A two-level planner constructs compression-oriented microbatches, then jointly refines their membership, cross-microbatch sharing, placement, and execution order. Within each sharing window, gradients from dependent microbatches accumulate before one backward pass through the shared prefix computation. Differentiable boundary-state handoff and bounded replay preserve the per-trajectory chunkwise numerical path, while a linear-time planner attains the global minimum number of sequential linear-attention calls under our packed chunkwise-call model. The runtime uses a common compact layout across attention and dense or mixture-of-experts (MoE) layers, with support for distributed parallelism and activation recomputation. Recovering log-probabilities for each original trajectory position preserves RL objectives; for deterministic top-k routing without token dropping, occurrence counts restore MoE objective weights and expert-load statistics. On SWE-bench, HARTS delivers 4.77-10.45x the update throughput of trajectory-expanded training across two sampling schemes on 7.9B- and 124B-parameter hybrid-attention MoE models using 8-64 GPUs. On the 7.9B model, full-model logit differences are comparable to baseline self-rerun variation. The 124B model shows stable online learning trends through step 150 on SWE-bench and $τ^3$-Bench.