Demo Data from EDBT 2026 / reviewers in the wild / expert
Geoffrey Irving
dblp:95/4978
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Trustworthy machine learning
AI safety |
0.8 | 1 | 2024 | Scalable AI Safety via Doubly-Efficient Debate · ICML 2024 |
Computational complexity
query complexity |
0.8 | 1 | 2024 | Scalable AI Safety via Doubly-Efficient Debate · ICML 2024 |
Machine learning › Trustworthy machine learning › safety evaluation › red teaming
automated red teaming |
0.6 | 1 | 2022 | Red Teaming Language Models with Language Models · EMNLP 2022 |
Natural language and speech › Question answering and dialogue systems
knowledge-intensive tasks |
0.6 | 1 | 2022 | Improving Language Models by Retrieving from Trillions of Tokens · ICML 2022 |
Natural language and speech › Language models and text generation
large language model safety |
0.6 | 1 | 2022 | Red Teaming Language Models with Language Models · EMNLP 2022 |
Machine learning › Trustworthy machine learning › safety evaluation
red teaming |
0.6 | 1 | 2022 | Red Teaming Language Models with Language Models · EMNLP 2022 |
Natural language and speech › Language models and text generation
retrieval-augmented language models |
0.6 | 1 | 2022 | Improving Language Models by Retrieving from Trillions of Tokens · ICML 2022 |
Machine learning › Trustworthy machine learning
robustness |
0.6 | 1 | 2022 | Red Teaming Language Models with Language Models · EMNLP 2022 |
Information retrieval
document retrieval |
0.6 | 1 | 2022 | Improving Language Models by Retrieving from Trillions of Tokens · ICML 2022 |
Machine learning › Reinforcement learning › preference learning
human preference learning |
0.3 | 1 | 2018 | Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018 |
Machine learning › Reinforcement learning
imitation learning |
0.3 | 1 | 2018 | Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018 |
Robotics › Robot manipulation
learning from demonstration |
0.3 | 1 | 2018 | Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018 |
Machine learning › Reinforcement learning
reward learning |
0.3 | 1 | 2018 | Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018 |
Machine learning › Efficient and distributed learning
large-scale learning |
0.2 | 1 | 2016 | TensorFlow: A System for Large-Scale Machine Learning · OSDI 2016 |
Distributed systems
large-scale machine learning systems |
0.2 | 1 | 2016 | TensorFlow: A System for Large-Scale Machine Learning · OSDI 2016 |
Automated reasoning and model checking
automated theorem proving |
0.2 | 1 | 2016 | DeepMath - Deep Sequence Models for Premise Selection · NIPS 2016 |
Automated reasoning and model checking › automated theorem proving
premise selection |
0.2 | 1 | 2016 | DeepMath - Deep Sequence Models for Premise Selection · NIPS 2016 |
Natural language and speech › Language models and text generation
alignment |
0.2 | 1 | 2024 | Scalable AI Safety via Doubly-Efficient Debate · ICML 2024 |
Rendering
appearance acquisition |
0.1 | 1 | 2011 | A quantized-diffusion model for rendering translucent materials · ACM Trans. Graph. 2011 |
Rendering › subsurface scattering
BSSRDF |
0.1 | 1 | 2011 | A quantized-diffusion model for rendering translucent materials · ACM Trans. Graph. 2011 |
Geometric modeling and processing
direct manipulation |
0.1 | 1 | 2011 | Compression and direct manipulation of complex blendshape models · ACM Trans. Graph. 2011 |
Computer animation and physical simulation
facial animation |
0.1 | 1 | 2011 | Compression and direct manipulation of complex blendshape models · ACM Trans. Graph. 2011 |
Computer animation and physical simulation
fluid simulation |
0.1 | 2 | 2006 | 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 |
0.1 | 1 | 2011 | A quantized-diffusion model for rendering translucent materials · ACM Trans. Graph. 2011 |
Rendering › subsurface scattering
translucent material rendering |
0.1 | 1 | 2011 | A quantized-diffusion model for rendering translucent materials · ACM Trans. Graph. 2011 |
Computer animation and physical simulation
cloth simulation |
0.1 | 1 | 2009 | 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 |
0.1 | 1 | 2009 | 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 |
0.1 | 1 | 2009 | 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 |
0.1 | 1 | 2016 | DeepMath - Deep Sequence Models for Premise Selection · NIPS 2016 |
Computer animation and physical simulation
deformable body simulation |
0.1 | 1 | 2007 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Scalable AI Safety via Doubly-Efficient DebateabstractThe 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 |
ICML | 2 |
| 2022 | Red Teaming Language Models with Language ModelsabstractEthan 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 |
EMNLP | 9 |
| 2022 | Improving Language Models by Retrieving from Trillions of TokensabstractWe 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 |
ICML | 22 |
| 2022 | Characteristics of Harmful Text: Towards Rigorous Benchmarking of Language ModelsabstractLarge 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 |
NeurIPS | 9 |
| 2018 | Reward learning from human preferences and demonstrations in AtariabstractTo 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 |
NeurIPS | 4 |
| 2017 | Deep Network Guided Proof SearchabstractDeep 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 |
LPAR | 2 |
| 2016 | DeepMath - Deep Sequence Models for Premise SelectionabstractWe 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 |
NIPS | 1 |
| 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 |
OSDI | 9 |
| 2011 | Compression and direct manipulation of complex blendshape modelsabstractWe 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 materialsabstractWe 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 FrictionabstractIn 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 modelsabstractWe 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 techniquesabstractWe 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 GasesabstractWe 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 |