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Jul 15

Life After Benchmark Saturation: A Case Study of CORE-Bench

When a benchmark's accuracy saturates, it is often retired and replaced with a more challenging version. We show that this approach privileges accuracy and misses the opportunity to study six other key dimensions of agent performance: construct validity issues such as shortcuts, out-of-distribution generalizability, efficiency, reliability, the relative importance of the model versus the scaffold, and uplift from human-agent collaboration. We use CORE-Bench Hard, a benchmark for computational reproducibility of scientific code, as a case study to demonstrate that measuring agents along these dimensions yields meaningful insights into agent performance even after accuracy saturates. First, we surface threats to construct validity in CORE-Bench Hard that are difficult to anticipate with less capable agents. We introduce an improved benchmark, CORE-Bench v1.1, and an out-of-distribution task suite, CORE-Bench OOD. Second, we find that despite accuracy saturation, CORE-Bench v1.1 remains useful for measuring efficiency, reliability, model performance, and scaffold performance. Finally, we conduct a small-scale randomized experiment to measure uplift from human-agent collaboration on real-world computational reproducibility tasks. We find a statistically significant speedup by about a factor of two -- likely underestimated due to one-fifth of human-only reproductions reaching the time limit before completing -- and describe various other findings. Together, our contributions present a more rigorous alternative to the dominant accuracy-centric evaluation paradigm.

  • 14 authors
·
Jun 22

Learning Getting-Up Policies for Real-World Humanoid Robots

Automatic fall recovery is a crucial prerequisite before humanoid robots can be reliably deployed. Hand-designing controllers for getting up is difficult because of the varied configurations a humanoid can end up in after a fall and the challenging terrains humanoid robots are expected to operate on. This paper develops a learning framework to produce controllers that enable humanoid robots to get up from varying configurations on varying terrains. Unlike previous successful applications of humanoid locomotion learning, the getting-up task involves complex contact patterns, which necessitates accurately modeling the collision geometry and sparser rewards. We address these challenges through a two-phase approach that follows a curriculum. The first stage focuses on discovering a good getting-up trajectory under minimal constraints on smoothness or speed / torque limits. The second stage then refines the discovered motions into deployable (i.e. smooth and slow) motions that are robust to variations in initial configuration and terrains. We find these innovations enable a real-world G1 humanoid robot to get up from two main situations that we considered: a) lying face up and b) lying face down, both tested on flat, deformable, slippery surfaces and slopes (e.g., sloppy grass and snowfield). To the best of our knowledge, this is the first successful demonstration of learned getting-up policies for human-sized humanoid robots in the real world. Project page: https://humanoid-getup.github.io/

  • 4 authors
·
Feb 17, 2025 3