Tianyu Huang
2026
GiLT: Augmenting Transformer Language Models with Dependency Graphs
Tianyu Huang | Yida Zhao | Chuyan Zhou | Kewei Tu
Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers)
Tianyu Huang | Yida Zhao | Chuyan Zhou | Kewei Tu
Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers)
Augmenting Transformers with linguistic structures effectively enhances the syntactic generalization performance of language models. Previous work in this direction focuses on syntactic tree structures of languages, in particular constituency tree structures. We propose Graph-Infused Layers Transformer Language Model (GiLT) which leverages dependency graphs for augmenting Transformer language models. Unlike most previous work, GiLT does not insert extra structural tokens in language modeling; instead, it injects structural information into language modeling by modulating attention weights in the Transformer with features extracted from the dependency graph that is incrementally constructed along with token prediction. In our experiments, GiLT with semantic dependency graphs achieves better syntactic generalization while maintaining competitive perplexity in comparison with Transformer language model baselines. In addition, GiLT can be finetuned from a pretrained language model to achieve improved downstream task performance. Our code is released at https://github.com/cookie-pie-oops/GiLT-LM.
AutoUE: Automated Generation of 3D Games in Unreal Engine via Multi-Agent Systems
Lei Yin | Wentao Cheng | Zhida Qin | Tianyu Huang | Yidong Li | Gangyi Ding
Findings of the Association for Computational Linguistics: ACL 2026
Lei Yin | Wentao Cheng | Zhida Qin | Tianyu Huang | Yidong Li | Gangyi Ding
Findings of the Association for Computational Linguistics: ACL 2026
Automatically generating 3D games in commercial game engines remains a non-trivial challenge, as it involves complex engine-related workflows for generating assets such as scenes, blueprints, and code. To address this challenge, we propose a novel multi-agent system, AutoUE, which coordinates multiple agents to end-to-end generate 3D games, covering model retrieval, scene generation, gameplay and interaction code synthesis, and automated game testing for evaluation. In order to mitigate tool-use hallucinations in LLMs, we introduce a retrieval-augmented generation mechanism that grounds agents with relevant UE tool documentation. Additionally, we incorporate game design patterns and engine constraints into the code generation process to ensure the generation of correct and robust code. Furthermore, we design an automated play-testing pipeline that generates and executes runtime test commands, enabling systematic evaluation of dynamic behaviors. Finally, we construct a game generation dataset and conduct a series of experiments that demonstrate AutoUE’s ability to generate 3D games end-to-end, and validate the effectiveness of these designs.