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Calvin Zhang

Publications and source records attributed to Calvin Zhang.

3 recordsLinked to original sources

UnityBench-Mini3D: Evaluating LLM Agents for 3D Game Development in Unity

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.

cs.SE↗

LACE-CRAFT: Robot Co-Design with Actor Inheritance and Blackboard Collaboration

Robot co-design couples morphology search with policy learning, yet training every new design from scratch discards acquired control experience. We present LACE-CRAFT, which compares continued learning on the current robot with policy adaptation to new morphology-reward pairs. LACE resumes the incumbent's full learning state and initializes compatible challengers with its actor parameters and observation statistics. A fixed task metric selects among both branches and the frozen incumbent. CRAFT coordinates Feedback, Morphology, Reward, and Integration roles through shared experimental records and behavioral replays to generate and cross-review paired proposals. A generative extension converts generated meshes into editable articulated models with configured joints, actuator interfaces, and consistently updated simulation assets. Across five locomotion benchmarks, mean scores over three evaluation seeds are 6.4-91.9% higher than D2C. Both methods train 30 new morphology-reward pairs over five rounds; LACE additionally uses four continuation training units. Five-task ablations examine policy inheritance and replay-derived feedback. A fabricated prototype demonstrates indoor walking and illustrates the geometry-to-hardware workflow.

cs.RO↗

Zero-Shot Transfer in Imitation Learning

We present an algorithm that learns to imitate expert behavior and can transfer to previously unseen domains without retraining. Such an algorithm is extremely relevant in real-world applications such as robotic learning because 1) reward functions are difficult to design, 2) learned policies from one domain are difficult to deploy in another domain and 3) learning directly in the real world is either expensive or unfeasible due to security concerns. To overcome these constraints, we combine recent advances in Deep RL by using an AnnealedVAE to learn a disentangled state representation and imitate an expert by learning a single Q-function which avoids adversarial training. We demonstrate the effectiveness of our method in 3 environments ranging in difficulty and the type of transfer knowledge required.

cs.LG↗