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Geoffrey Irving

dblp:95/4978 · DBLP profile ↗
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15ranked-venue papers
4as first author
4since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 7 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-authorSoftware engineering, systems software and programming languages · 1Theory of computation · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
7 papers
Trustworthy machine learning · 42% Language models and text generation · 27% Reinforcement learning · 14%
Computer graphics and multimedia
6 papers
Computer animation and physical simulation · 61% Rendering · 31% Geometric modeling and processing · 8%
Theoretical computer science
2 papers
Computational complexity · 60% Automated reasoning and model checking · 40%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%

Topics — the 30 heaviest of 39, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning
AI safety
0.812024
Scalable AI Safety via Doubly-Efficient Debate · ICML 2024
Computational complexity
query complexity
0.812024
Scalable AI Safety via Doubly-Efficient Debate · ICML 2024
Machine learning › Trustworthy machine learning › safety evaluation › red teaming
automated red teaming
0.612022
Red Teaming Language Models with Language Models · EMNLP 2022
Natural language and speech › Question answering and dialogue systems
knowledge-intensive tasks
0.612022
Improving Language Models by Retrieving from Trillions of Tokens · ICML 2022
Natural language and speech › Language models and text generation
large language model safety
0.612022
Red Teaming Language Models with Language Models · EMNLP 2022
Machine learning › Trustworthy machine learning › safety evaluation
red teaming
0.612022
Red Teaming Language Models with Language Models · EMNLP 2022
Natural language and speech › Language models and text generation
retrieval-augmented language models
0.612022
Improving Language Models by Retrieving from Trillions of Tokens · ICML 2022
Machine learning › Trustworthy machine learning
robustness
0.612022
Red Teaming Language Models with Language Models · EMNLP 2022
Information retrieval
document retrieval
0.612022
Improving Language Models by Retrieving from Trillions of Tokens · ICML 2022
Machine learning › Reinforcement learning › preference learning
human preference learning
0.312018
Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018
Machine learning › Reinforcement learning
imitation learning
0.312018
Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018
Robotics › Robot manipulation
learning from demonstration
0.312018
Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018
Machine learning › Reinforcement learning
reward learning
0.312018
Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018
Machine learning › Efficient and distributed learning
large-scale learning
0.212016
TensorFlow: A System for Large-Scale Machine Learning · OSDI 2016
Distributed systems
large-scale machine learning systems
0.212016
TensorFlow: A System for Large-Scale Machine Learning · OSDI 2016
Automated reasoning and model checking
automated theorem proving
0.212016
DeepMath - Deep Sequence Models for Premise Selection · NIPS 2016
Automated reasoning and model checking › automated theorem proving
premise selection
0.212016
DeepMath - Deep Sequence Models for Premise Selection · NIPS 2016
Natural language and speech › Language models and text generation
alignment
0.212024
Scalable AI Safety via Doubly-Efficient Debate · ICML 2024
Rendering
appearance acquisition
0.112011
A quantized-diffusion model for rendering translucent materials · ACM Trans. Graph. 2011
Rendering › subsurface scattering
BSSRDF
0.112011
A quantized-diffusion model for rendering translucent materials · ACM Trans. Graph. 2011
Geometric modeling and processing
direct manipulation
0.112011
Compression and direct manipulation of complex blendshape models · ACM Trans. Graph. 2011
Computer animation and physical simulation
facial animation
0.112011
Compression and direct manipulation of complex blendshape models · ACM Trans. Graph. 2011
Computer animation and physical simulation
fluid simulation
0.122006
Melting and Burning Solids into Liquids and Gases · IEEE Trans. Vis. Comput. Graph. 2006
Efficient simulation of large bodies of water by coupling two and three dimensional techniques · ACM Trans. Graph. 2006
Rendering
subsurface scattering
0.112011
A quantized-diffusion model for rendering translucent materials · ACM Trans. Graph. 2011
Rendering › subsurface scattering
translucent material rendering
0.112011
A quantized-diffusion model for rendering translucent materials · ACM Trans. Graph. 2011
Computer animation and physical simulation
cloth simulation
0.112009
Robust High-Resolution Cloth Using Parallelism, History-Based Collisions, and Accurate Friction · IEEE Trans. Vis. Comput. Graph. 2009
Computer animation and physical simulation
collision handling
0.112009
Robust High-Resolution Cloth Using Parallelism, History-Based Collisions, and Accurate Friction · IEEE Trans. Vis. Comput. Graph. 2009
Computer animation and physical simulation › collision handling
self-collision
0.112009
Robust High-Resolution Cloth Using Parallelism, History-Based Collisions, and Accurate Friction · IEEE Trans. Vis. Comput. Graph. 2009
Machine learning › Deep learning architectures and training › sequence modeling
neural sequence models
0.112016
DeepMath - Deep Sequence Models for Premise Selection · NIPS 2016
Computer animation and physical simulation
deformable body simulation
0.112007
Volume conserving finite element simulations of deformable models · ACM Trans. Graph. 2007

Methods — techniques the papers use, named apart from their topics

simulation · 1.5debate · 1.5differentiable encoder · 1.1chunked cross-attention · 1.1language model-based red teaming · 0.6adversarial prompting · 0.6deep learning · 0.5deep neural network · 0.3DQN · 0.3neural sequence models · 0.2neural sequence model · 0.2data flow graph · 0.2history-based repulsion · 0.2gauss-seidel ordering · 0.2radial binning · 0.1quantized diffusion · 0.1multipole model · 0.1matrix block reordering · 0.1
YearPublicationVenuePosition
2024 Scalable AI Safety via Doubly-Efficient Debate
abstract
The emergence of pre-trained AI systems with powerful capabilities across a diverse and ever-increasing set of complex domains has raised a critical challenge for AI safety as tasks can become too complicated for humans to judge directly. Irving et al (2018). proposed a debate method in this direction with the goal of pitting the power of such AI models against each other until the problem of identifying (mis)-alignment is broken down into a manageable subtask. While the promise of this approach is clear, the original framework was based on the assumption that the honest strategy is able to simulate deterministic AI systems for an exponential number of steps, limiting its applicability. In this paper, we show how to address these challenges by designing a new set of debate protocols where the honest strategy can always succeed using a simulation of a polynomial number of steps, whilst being able to verify the alignment of stochastic AI systems, even when the dishonest strategy is allowed to use exponentially many simulation steps.
Jonah Brown-Cohen, Geoffrey Irving, Georgios Piliouras
ICML2
2022 Red Teaming Language Models with Language Models
abstract
Ethan Perez, Saffron Huang, Francis Song, Trevor Cai, Roman Ring, John Aslanides, Amelia Glaese, Nat McAleese, Geoffrey Irving. Proceedings of the 2022 Conference on Empirical Methods in Natural Language Processing. 2022.
Ethan Perez, Saffron Huang, H. Francis Song, Trevor Cai, Roman Ring, John Aslanides, Amelia Glaese, Nat McAleese, Geoffrey Irving
EMNLP9
2022 Improving Language Models by Retrieving from Trillions of Tokens
abstract
We enhance auto-regressive language models by conditioning on document chunks retrieved from a large corpus, based on local similarity with preceding tokens. With a 2 trillion token database, our Retrieval-Enhanced Transformer (RETRO) obtains comparable performance to GPT-3 and Jurassic-1 on the Pile, despite using 25{\texttimes} fewer parameters. After fine-tuning, RETRO performance translates to downstream knowledge-intensive tasks such as question answering. RETRO combines a frozen Bert retriever, a differentiable encoder and a chunked cross-attention mechanism to predict tokens based on an order of magnitude more data than what is typically consumed during training. We typically train RETRO from scratch, yet can also rapidly RETROfit pre-trained transformers with retrieval and still achieve good performance. Our work opens up new avenues for improving language models through explicit memory at unprecedented scale.
Sebastian Borgeaud, Arthur Mensch, Jordan Hoffmann, Trevor Cai, Eliza Rutherford, Katie Millican, George van den Driessche 0002, Jean-Baptiste Lespiau, Bogdan Damoc, Aidan Clark, Diego de Las Casas, Aurelia Guy, Jacob Menick, Roman Ring, Tom Hennigan, Saffron Huang, Loren Maggiore, Albin Cassirer, Andrew Brock, Michela Paganini, Geoffrey Irving, Oriol Vinyals, Simon Osindero, Karen Simonyan, Jack W. Rae, Erich Elsen, Laurent Sifre
ICML22
2022 Characteristics of Harmful Text: Towards Rigorous Benchmarking of Language Models
abstract
Large language models produce human-like text that drive a growing number of applications. However, recent literature and, increasingly, real world observations, have demonstrated that these models can generate language that is toxic, biased, untruthful or otherwise harmful. Though work to evaluate language model harms is under way, translating foresight about which harms may arise into rigorous benchmarks is not straightforward. To facilitate this translation, we outline six ways of characterizing harmful text which merit explicit consideration when designing new benchmarks. We then use these characteristics as a lens to identify trends and gaps in existing benchmarks. Finally, we apply them in a case study of the Perspective API, a toxicity classifier that is widely used in harm benchmarks. Our characteristics provide one piece of the bridge that translates between foresight and effective evaluation.
Maribeth Rauh, John Mellor, Jonathan Uesato, Po-Sen Huang, Johannes Welbl, Laura Weidinger, Sumanth Dathathri, Amelia Glaese, Geoffrey Irving, Iason Gabriel, William Isaac 0001, Lisa Anne Hendricks
NeurIPS9
2018 Reward learning from human preferences and demonstrations in Atari
abstract
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we need humans to communicate an objective to the agent directly. In this work, we combine two approaches to this problem: learning from expert demonstrations and learning from trajectory preferences. We use both to train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games. Additionally, we investigate the fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
Borja Ibarz, Jan Leike, Tobias Pohlen, Geoffrey Irving, Shane Legg, Dario Amodei
NeurIPS4
2017 Deep Network Guided Proof Search
abstract
Deep learning techniques lie at the heart of several significant AI advances in recent years including object recognition and detection, image captioning, machine translation, speech recognition and synthesis, and playing the game of Go. Automated first-order theorem provers can aid in the formalization and verification of mathematical theorems and play a crucial role in program analysis, theory reasoning, security, interpolation, and system verification. Here we suggest deep learning based guidance in the proof search of the theorem prover E. We train and compare several deep neural network models on the traces of existing ATP proofs of Mizar statements and use them to select processed clauses during proof search. We give experimental evidence that with a hybrid, two-phase approach, deep learning based guidance can significantly reduce the average number of proof search steps while increasing the number of theorems proved. Using a few proof guidance strategies that leverage deep neural networks, we have found first-order proofs of 7.36% of the first-order logic translations of the Mizar Mathematical Library theorems that did not previously have ATP generated proofs. This increases the ratio of statements in the corpus with ATP generated proofs from 56% to 59%.
Sarah M. Loos, Geoffrey Irving, Christian Szegedy, Cezary Kaliszyk
LPAR2
2016 DeepMath - Deep Sequence Models for Premise Selection
abstract
We study the effectiveness of neural sequence models for premise selection in automated theorem proving, a key bottleneck for progress in formalized mathematics. We propose a two stage approach for this task that yields good results for the premise selection task on the Mizar corpus while avoiding the hand-engineered features of existing state-of-the-art models. To our knowledge, this is the first time deep learning has been applied theorem proving on a large scale.
Geoffrey Irving, Christian Szegedy, Alexander A. Alemi, Niklas Eén, François Chollet, Josef Urban
NIPS1
2016 TensorFlow: A System for Large-Scale Machine Learning
Martín Abadi, Paul Barham 0001, Jianmin Chen, Andy Davis, Jeffrey Dean, Matthieu Devin, Sanjay Ghemawat, Geoffrey Irving, Michael Isard, Manjunath Kudlur, Josh Levenberg, Rajat Monga, Sherry Moore, Derek Gordon Murray, Benoit Steiner, Paul A. Tucker, Vijay Vasudevan, Pete Warden, Martin Wicke, Xiaoqiang Zheng
OSDI9
2011 Compression and direct manipulation of complex blendshape models
abstract
We present a method to compress complex blendshape models and thereby enable interactive, hardware-accelerated animation of these models. Facial blendshape models in production are typically large in terms of both the resolution of the model and the number of target shapes. They are represented by a single huge blendshape matrix, whose size presents a storage burden and prevents real-time processing. To address this problem, we present a new matrix compression scheme based on a hierarchically semi-separable (HSS) representation with matrix block reordering. The compressed data are also suitable for parallel processing. An efficient GPU implementation provides very fast feedback of the resulting animation. Compared with the original data, our technique leads to a huge improvement in both storage and processing efficiency without incurring any visual artifacts. As an application, we introduce an extended version of the direct manipulation method to control a large number of facial blendshapes efficiently and intuitively.
Jaewoo Seo, Geoffrey Irving, John P. Lewis, Jun-yong Noh
ACM Trans. Graph.2
2011 A quantized-diffusion model for rendering translucent materials
abstract
We present a new BSSRDF for rendering images of translucent materials. Previous diffusion BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified diffusion theory that is more accurate for highly absorbing materials and near the point of illumination. The new diffusion solution accurately decouples single and multiple scattering. We then derive a novel, analytic, extended-source solution to the multilayer search-light problem by quantizing the diffusion Green's function. This allows the application of the diffusion multipole model to material layers several orders of magnitude thinner than previously possible and creates accurate results under high-frequency illumination. Quantized diffusion provides both a new physical foundation and a variable-accuracy construction method for sum-of-Gaussians BSSRDFs, which have many useful properties for efficient rendering and appearance capture. Our BSSRDF maps directly to previous real-time rendering algorithms. For film production rendering, we propose several improvements to previous hierarchical point cloud algorithms by introducing a new radial-binning data structure and a doubly-adaptive traversal strategy.
Eugene d'Eon, Geoffrey Irving
ACM Trans. Graph.2
2009 Robust High-Resolution Cloth Using Parallelism, History-Based Collisions, and Accurate Friction
abstract
In this paper we simulate high resolution cloth consisting of up to 2 million triangles which allows us to achieve highly detailed folds and wrinkles. Since the level of detail is also influenced by object collision and self collision, we propose a more accurate model for cloth-object friction. We also propose a robust history-based repulsion/collision framework where repulsions are treated accurately and efficiently on a per time step basis. Distributed memory parallelism is used for both time evolution and collisions and we specifically address Gauss-Seidel ordering of repulsion/collision response. This algorithm is demonstrated by several high resolution and high-fidelity simulations.
Andrew Selle, Jonathan Su, Geoffrey Irving, Ronald Fedkiw
IEEE Trans. Vis. Comput. Graph.3
2007 Volume conserving finite element simulations of deformable models
abstract
We propose a numerical method for modeling highly deformable nonlinear incompressible solids that conserves the volume locally near each node in a finite element mesh. Our method works with arbitrary constitutive models, is applicable to both passive and active materials (e.g. muscles), and works with simple tetrahedra without the need for multiple quadrature points or stabilization techniques. Although simple linear tetrahedra typically suffer from locking when modeling incompressible materials, our method enforces incompressibility per node (in a one-ring), and we demonstrate that it is free from locking. We correct errors in volume without introducing oscillations by treating position and velocity in separate implicit solves. Finally, we propose a novel method for treating both object contact and self-contact as linear constraints during the incompressible solve, alleviating issues in enforcing multiple possibly conflicting constraints.
Geoffrey Irving, Craig A. Schroeder, Ronald Fedkiw
ACM Trans. Graph.1
2006 Tetrahedral and hexahedral invertible finite elements
Geoffrey Irving, Joseph Teran, Ronald Fedkiw
Graph. Model.1
2006 Efficient simulation of large bodies of water by coupling two and three dimensional techniques
abstract
We present a new method for the efficient simulation of large bodies of water, especially effective when three-dimensional surface effects are important. Similar to a traditional two-dimensional height field approach, most of the water volume is represented by tall cells which are assumed to have linear pressure profiles. In order to avoid the limitations typically associated with a height field approach, we simulate the entire top surface of the water volume with a state of the art, fully three-dimensional Navier-Stokes free surface solver. Our philosophy is to use the best available method near the interface (in the three-dimensional region) and to coarsen the mesh away from the interface for efficiency. We coarsen with tall, thin cells (as opposed to octrees or AMR), because they maintain good resolution horizontally allowing for accurate representation of bottom topography.
Geoffrey Irving, Eran Guendelman, Frank Losasso, Ronald Fedkiw
ACM Trans. Graph.1
2006 Melting and Burning Solids into Liquids and Gases
abstract
We propose a novel technique for melting and burning solid materials, including the simulation of the resulting liquid and gas. The solid is simulated with traditional mesh-based techniques (triangles or tetrahedra) which enable robust handling of both deformable and rigid objects, collision and self-collision, rolling, friction, stacking, etc. The subsequently created liquid or gas is simulated with modern grid-based techniques, including vorticity confinement and the particle level set method. The main advantage of our method is that state-of-the-art techniques are used for both the solid and the fluid without compromising simulation quality when coupling them together or converting one into the other. For example, we avoid modeling solids as Eulerian grid-based fluids with high viscosity or viscoelasticity, which would preclude the handling of thin shells, self-collision, rolling, etc. Thus, our method allows one to achieve new effects while still using their favorite algorithms (and implementations) for simulating both solids and fluids, whereas other coupling algorithms require major algorithm and implementation overhauls and still fail to produce rich coupling effects (e.g., melting and burning solids).
Frank Losasso, Geoffrey Irving, Eran Guendelman, Ronald Fedkiw
IEEE Trans. Vis. Comput. Graph.2