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Andrzej Banburski-Fahey

dblp:194/5464 · also Andrzej Banburski · DBLP profile ↗
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8ranked-venue papers
0as first author
6since 2021 · last 2025
0000-0002-3360-4121ORCID · corroborated

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

Artificial intelligence and machine learning · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 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
3 papers
Language models and text generation · 60% Trustworthy machine learning · 20% Deep learning architectures and training · 10%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 79% Human-AI interaction · 21%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Software engineering, system software, and programming languages
1 paper
Program synthesis and code generation · 100%

Topics — the 11 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Language models and text generation › text generation › large language model generation
prompt-based generation
0.912025
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt · CHI 2025
Natural language and speech › Language models and text generation
chain-of-thought reasoning
0.812024
Reprompting: Automated Chain-of-Thought Prompt Inference Through Gibbs Sampling · ICML 2024
Natural language and speech › Language models and text generation › prompting › prompt engineering
prompt optimization
0.812024
Reprompting: Automated Chain-of-Thought Prompt Inference Through Gibbs Sampling · ICML 2024
Virtual and augmented reality
mixed reality
0.812024
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models · CHI 2024
Program synthesis and code generation
code generation with language models
0.812024
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models · CHI 2024
Machine learning › Trustworthy machine learning › robustness
adversarial robustness
0.412020
Biologically Inspired Mechanisms for Adversarial Robustness · NeurIPS 2020
Computer vision › Image recognition and object detection
biologically inspired vision
0.412020
Biologically Inspired Mechanisms for Adversarial Robustness · NeurIPS 2020
Machine learning › Deep learning architectures and training
convolutional neural network
0.412020
Biologically Inspired Mechanisms for Adversarial Robustness · NeurIPS 2020
Machine learning › Trustworthy machine learning
robustness
0.412020
Biologically Inspired Mechanisms for Adversarial Robustness · NeurIPS 2020
Natural language and speech › Language models and text generation
in-context learning
0.212024
Reprompting: Automated Chain-of-Thought Prompt Inference Through Gibbs Sampling · ICML 2024
Human-AI interaction
AI-assisted creativity
0.212024
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models · CHI 2024

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

large language model · 4.0task planning · 2.3self-debugging · 2.3gibbs sampling · 0.8chain-of-thought prompting · 0.8non-uniform sampling · 0.4multi-scale receptive field · 0.4ablation study · 0.4
YearPublicationVenuePosition
2025 DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Sam Earle, Samyak Parajuli, Andrzej Banburski-Fahey
CHI3
2025 ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search
abstract
There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design ideas. But so far, this interest largely stems from the ad hoc use of such generative models under persistent human supervision. Much work remains to show how these tools can be integrated into longer-time-horizon AGD pipelines, in which systems interface with game engines to test generated content autonomously. To this end, we introduce ScriptDoctor, a Large Language Model (LLM)-driven system for automatically generating and testing games in PuzzleScript, an expressive but highly constrained description language for turn-based puzzle games over 2D gridworlds. ScriptDoctor generates and tests game design ideas in an iterative loop, where human-authored examples are used to ground the system's output, compilation errors from the PuzzleScript engine are used to elicit functional code, and search-based agents play-test generated games. ScriptDoctor serves as a concrete example of the potential of automated, openended LLM-based workflows in generating novel game content.
Sam Earle, Ahmed Khalifa 0001, Muhammad Umair Nasir, Zehua Jiang, Graham Todd, Andrzej Banburski-Fahey, Julian Togelius
CoG6
2025 Social Conjuring: Multi-User Runtime Collaboration with GenAI in Building Virtual Reality Worlds
abstract
We present Social Conjurer, a system and framework that enables real-time, AI-augmented creation of virtual 3D environments for multiple users. Unlike prior GenAI systems that focus on single-user workflows or static scenes, Social Conjurer allows co-located or remote users to collaboratively build worlds using natural language, sketches, and tool-based interactions. We integrate LLMs, VLMs, and a custom networked Unity architecture to support spatial reasoning, dynamic asset placement, and shared editing. A study with 12 participants suggests the system enables co-creative worldbuilding.
Amina Kobenova, Cyan DeVeaux, Samyak Parajuli, Andrzej Banburski-Fahey, Judith Amores, Jaron Lanier
VRST4
2024 LLMR: Real-time Prompting of Interactive Worlds using Large Language Models
abstract
We present Large Language Model for Mixed Reality (LLMR), a framework for the real-time creation and modification of interactive Mixed Reality experiences using LLMs. LLMR leverages novel strategies to tackle difficult cases where ideal training data is scarce, or where the design goal requires the synthesis of internal dynamics, intuitive analysis, or advanced interactivity. Our framework relies on text interaction and the Unity game engine. By incorporating techniques for scene understanding, task planning, self-debugging, and memory management, LLMR outperforms the standard GPT-4 by 4x in average error rate. We demonstrate LLMR’s cross-platform interoperability with several example worlds, and evaluate it on a variety of creation and modification tasks to show that it can produce and edit diverse objects, tools, and scenes. Finally, we conducted a usability study (N=11) with a diverse set that revealed participants had positive experiences with the system and would use it again.
Fernanda De La Torre, Cathy Mengying Fang, Andrzej Banburski-Fahey, Judith Amores, Jaron Lanier
CHI4
2024 Reprompting: Automated Chain-of-Thought Prompt Inference Through Gibbs Sampling
abstract
We introduce Reprompting, an iterative sampling algorithm that automatically learns the Chain-of-Thought (CoT) recipes for a given task without human intervention. Through Gibbs sampling, Reprompting infers the CoT recipes that work consistently well for a set of training samples by iteratively sampling new recipes using previously sampled recipes as parent prompts to solve other training problems. We conduct extensive experiments on 20 challenging reasoning tasks. Results show that Reprompting outperforms human-written CoT prompts substantially by +9.4 points on average. It also achieves consistently better performance than the state-of-the-art prompt optimization and decoding algorithms.
Weijia Xu, Andrzej Banburski-Fahey, Nebojsa Jojic
ICML2
2022 Neural Collapse in Deep Homogeneous Classifiers and The Role of Weight Decay
abstract
Neural Collapse is a phenomenon recently discovered in deep classifiers where the last layer activations collapse onto their class means, while the means and last layer weights take on the structure of dual equiangular tight frames. In this paper we present results showing the role of weight decay in the emergence of Neural Collapse in deep homogeneous networks. We show that certain near-interpolating minima of deep networks satisfy the Neural Collapse condition, and this can be derived from the gradient flow on the regularized square loss. We also show that weight decay is necessary for neural collapse to occur. We support our theoretical analysis with experiments that confirm our results.
Akshay Rangamani, Andrzej Banburski-Fahey
ICASSP2
2020 Cross-Domain Adversarial Reprogramming of a Recurrent Neural Network
Alexandra Maria Proca, Andrzej Banburski-Fahey, Tomaso A. Poggio
CogSci2
2020 Biologically Inspired Mechanisms for Adversarial Robustness
abstract
A convolutional neural network strongly robust to adversarial perturbations at reasonable computational and performance cost has not yet been demonstrated. The primate visual ventral stream seems to be robust to small perturbations in visual stimuli but the underlying mechanisms that give rise to this robust perception are not understood. In this work, we investigate the role of two biologically plausible mechanisms in adversarial robustness. We demonstrate that the non-uniform sampling performed by the primate retina and the presence of multiple receptive fields with a range of receptive field sizes at each eccentricity improve the robustness of neural networks to small adversarial perturbations. We verify that these two mechanisms do not suffer from gradient obfuscation and study their contribution to adversarial robustness through ablation studies.
Manish Reddy Vuyyuru, Andrzej Banburski-Fahey, Nishka Pant, Tomaso A. Poggio
NeurIPS2