Wenhao Xu, Yanheng Mai, Yifei Fu, Nan Zheng, Yanbo Zhou, Zirui Huang, Mingsheng Ling, Xinjue Wang 等 9 位作者
Humanoid parkour requires robots to reason about future footholds and whole-body motions over highly discontinuous terrain. We revisit the information asymmetry in asymmetric actor-critic learning for perceptive humanoid locomotion: the critic exploits privileged simulator signals during training, whereas the deployable actor operates solely from onboard perception. We argue that the key is not exposing privileged information to the actor, but learning a deployable approximation of it to narrow the information gap between training and deployment. We present HC2Robot, a deployable perceptive humanoid parkour framework consisting of a Predicted Foresight Module (PFM) and a Hyper-Connection (HC) Transformer. PFM predicts from deployable observations the policy-conditioned timing, location, and support quality of each foot's next touchdown event, converting privileged supervision into a deployable latent representation that provides the actor with predicted touchdown information without privileged runtime sensing. The HC Transformer further enhances temporal reasoning through learnable multi-stream routing, while a future motion prediction head provides short-horizon motion priors for regularization. Across stairs, gaps, high platforms, and slopes, HC2Robot achieves a mean simulated traversal success rate of 97.60% and consistently higher safe foothold rates than strong perceptive locomotion baselines, supporting improved traversal performance and geometric foothold support under deployable sensing.
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.
Yuanjie Lyu, Chengyu Wang, Haonan Zheng, Yuanhao Yue, Junbing Yan, Ming Wang, Jun Huang
Modern industrial applications increasingly demand language models that act as agents, capable of multi-step reasoning and tool use in real-world settings. These tasks are typically performed under strict cost and latency constraints, making small agentic models highly desirable. In this paper, we introduce the AgenticQwen family of models, trained via multi-round reinforcement learning (RL) on synthetic data and a limited amount of open-source data. Our training framework combines reasoning RL and agentic RL with dual data flywheels that automatically generate increasingly challenging tasks. The reasoning flywheel increases task difficulty by learning from errors, while the agentic flywheel expands linear workflows into multi-branch behavior trees that better reflect the decision complexity of real-world applications. We validate AgenticQwen on public benchmarks and in an industrial agent system. The models achieve strong performance on multiple agentic benchmarks, and in our industrial agent system, close the gap with much larger models on search and data analysis tasks.
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cs.CL · cs.AI
Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 6: Industry Track) · 2026 · 正式发表