Muhammad Umair Nasir

AI
h-index5
11papers
1,602citations
Novelty45%
AI Score49

11 Papers

33.1CLMay 4, 2022Code
A Few Thousand Translations Go a Long Way! Leveraging Pre-trained Models for African News Translation

David Ifeoluwa Adelani, Jesujoba Oluwadara Alabi, Angela Fan et al. · deepmind, mila

Recent advances in the pre-training of language models leverage large-scale datasets to create multilingual models. However, low-resource languages are mostly left out in these datasets. This is primarily because many widely spoken languages are not well represented on the web and therefore excluded from the large-scale crawls used to create datasets. Furthermore, downstream users of these models are restricted to the selection of languages originally chosen for pre-training. This work investigates how to optimally leverage existing pre-trained models to create low-resource translation systems for 16 African languages. We focus on two questions: 1) How can pre-trained models be used for languages not included in the initial pre-training? and 2) How can the resulting translation models effectively transfer to new domains? To answer these questions, we create a new African news corpus covering 16 languages, of which eight languages are not part of any existing evaluation dataset. We demonstrate that the most effective strategy for transferring both to additional languages and to additional domains is to fine-tune large pre-trained models on small quantities of high-quality translation data.

34.1NEJun 1, 2023Code
LLMatic: Neural Architecture Search via Large Language Models and Quality Diversity Optimization

Muhammad U. Nasir, Sam Earle, Christopher Cleghorn et al.

Large Language Models (LLMs) have emerged as powerful tools capable of accomplishing a broad spectrum of tasks. Their abilities span numerous areas, and one area where they have made a significant impact is in the domain of code generation. Here, we propose using the coding abilities of LLMs to introduce meaningful variations to code defining neural networks. Meanwhile, Quality-Diversity (QD) algorithms are known to discover diverse and robust solutions. By merging the code-generating abilities of LLMs with the diversity and robustness of QD solutions, we introduce \texttt{LLMatic}, a Neural Architecture Search (NAS) algorithm. While LLMs struggle to conduct NAS directly through prompts, \texttt{LLMatic} uses a procedural approach, leveraging QD for prompts and network architecture to create diverse and high-performing networks. We test \texttt{LLMatic} on the CIFAR-10 and NAS-bench-201 benchmarks, demonstrating that it can produce competitive networks while evaluating just $2,000$ candidates, even without prior knowledge of the benchmark domain or exposure to any previous top-performing models for the benchmark. The open-sourced code is available in \url{https://github.com/umair-nasir14/LLMatic}.

30.2AIFeb 11, 2023
Level Generation Through Large Language Models

Graham Todd, Sam Earle, Muhammad Umair Nasir et al.

Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their complex functional constraints and spatial relationships in more than one dimension, are very different from the kinds of data an LLM typically sees during training. Datasets of game levels are also hard to come by, potentially taxing the abilities of these data-hungry models. We investigate the use of LLMs to generate levels for the game Sokoban, finding that LLMs are indeed capable of doing so, and that their performance scales dramatically with dataset size. We also perform preliminary experiments on controlling LLM level generators and discuss promising areas for future work.

9.0AIFeb 3, 2023Code
Hierarchically Composing Level Generators for the Creation of Complex Structures

Michael Beukman, Manuel Fokam, Marcel Kruger et al.

Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method that recursively composes simple low-level generators to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.

9.0AIOct 20, 2022Code
Augmentative Topology Agents For Open-Ended Learning

Muhammad Umair Nasir, Michael Beukman, Steven James et al.

In this work, we tackle the problem of open-ended learning by introducing a method that simultaneously evolves agents and increasingly challenging environments. Unlike previous open-ended approaches that optimize agents using a fixed neural network topology, we hypothesize that generalization can be improved by allowing agents' controllers to become more complex as they encounter more difficult environments. Our method, Augmentative Topology EPOET (ATEP), extends the Enhanced Paired Open-Ended Trailblazer (EPOET) algorithm by allowing agents to evolve their own neural network structures over time, adding complexity and capacity as necessary. Empirical results demonstrate that ATEP results in general agents capable of solving more environments than a fixed-topology baseline. We also investigate mechanisms for transferring agents between environments and find that a species-based approach further improves the performance and generalization of agents.

31.8CLMay 17, 2022Code
Geographical Distance Is The New Hyperparameter: A Case Study Of Finding The Optimal Pre-trained Language For English-isiZulu Machine Translation

Muhammad Umair Nasir, Innocent Amos Mchechesi

Stemming from the limited availability of datasets and textual resources for low-resource languages such as isiZulu, there is a significant need to be able to harness knowledge from pre-trained models to improve low resource machine translation. Moreover, a lack of techniques to handle the complexities of morphologically rich languages has compounded the unequal development of translation models, with many widely spoken African languages being left behind. This study explores the potential benefits of transfer learning in an English-isiZulu translation framework. The results indicate the value of transfer learning from closely related languages to enhance the performance of low-resource translation models, thus providing a key strategy for low-resource translation going forward. We gathered results from 8 different language corpora, including one multi-lingual corpus, and saw that isiXhosa-isiZulu outperformed all languages, with a BLEU score of 8.56 on the test set which was better from the multi-lingual corpora pre-trained model by 2.73. We also derived a new coefficient, Nasir's Geographical Distance Coefficient (NGDC) which provides an easy selection of languages for the pre-trained models. NGDC also indicated that isiXhosa should be selected as the language for the pre-trained model.

2.4AIDec 31, 2025
Mortar: Evolving Mechanics for Automatic Game Design

Muhammad U. Nasir, Yuchen Li, Steven James et al.

We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven process. Mortar combines a quality-diversity algorithm with a large language model to explore a diverse set of mechanics, which are evaluated by synthesising complete games that incorporate both evolved mechanics and those drawn from an archive. The mechanics are evaluated by composing complete games through a tree search procedure, where the resulting games are evaluated by their ability to preserve a skill-based ordering over players -- that is, whether stronger players consistently outperform weaker ones. We assess the mechanics based on their contribution towards the skill-based ordering score in the game. We demonstrate that Mortar produces games that appear diverse and playable, and mechanics that contribute more towards the skill-based ordering score in the game. We perform ablation studies to assess the role of each system component and a user study to evaluate the games based on human feedback.

6.7CLMar 18, 2025Code
Word2Minecraft: Generating 3D Game Levels through Large Language Models

Shuo Huang, Muhammad Umair Nasir, Steven James et al.

We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges, and environmental settings-into game levels with both spatial and gameplay constraints. We introduce a flexible framework that allows for the customization of story complexity, enabling dynamic level generation. The system employs a scaling algorithm to maintain spatial consistency while adapting key game elements. We evaluate Word2Minecraft using both metric-based and human-based methods. Our results show that GPT-4-Turbo outperforms GPT-4o-Mini in most areas, including story coherence and objective enjoyment, while the latter excels in aesthetic appeal. We also demonstrate the system' s ability to generate levels with high map enjoyment, offering a promising step forward in the intersection of story generation and game design. We open-source the code at https://github.com/JMZ-kk/Word2Minecraft/tree/word2mc_v0

9.1CLMay 6, 2024Code
Word2World: Generating Stories and Worlds through Large Language Models

Muhammad U. Nasir, Steven James, Julian Togelius

Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but directly generating a level through a pre-trained LLM is still challenging. This work introduces Word2World, a system that enables LLMs to procedurally design playable games through stories, without any task-specific fine-tuning. Word2World leverages the abilities of LLMs to create diverse content and extract information. Combining these abilities, LLMs can create a story for the game, design narrative, and place tiles in appropriate places to create coherent worlds and playable games. We test Word2World with different LLMs and perform a thorough ablation study to validate each step. We open-source the code at https://github.com/umair-nasir14/Word2World.

11.1AIAug 11, 2025
GVGAI-LLM: Evaluating Large Language Model Agents with Infinite Games

Yuchen Li, Cong Lin, Muhammad Umair Nasir et al.

We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style games designed to test a model's ability to handle tasks that differ from most existing LLM benchmarks. The benchmark leverages a game description language that enables rapid creation of new games and levels, helping to prevent overfitting over time. Each game scene is represented by a compact set of ASCII characters, allowing for efficient processing by language models. GVGAI-LLM defines interpretable metrics, including the meaningful step ratio, step efficiency, and overall score, to assess model behavior. Through zero-shot evaluations across a broad set of games and levels with diverse challenges and skill depth, we reveal persistent limitations of LLMs in spatial reasoning and basic planning. Current models consistently exhibit spatial and logical errors, motivating structured prompting and spatial grounding techniques. While these interventions lead to partial improvements, the benchmark remains very far from solved. GVGAI-LLM provides a reproducible testbed for advancing research on language model capabilities, with a particular emphasis on agentic behavior and contextual reasoning.

6.8CLMay 20, 2023
Practical PCG Through Large Language Models

Muhammad U Nasir, Julian Togelius

Large Language Models (LLMs) have proven to be useful tools in various domains outside of the field of their inception, which was natural language processing. In this study, we provide practical directions on how to use LLMs to generate 2D-game rooms for an under-development game, named Metavoidal. Our technique can harness the power of GPT-3 by Human-in-the-loop fine-tuning which allows our method to create 37% Playable-Novel levels from as scarce data as only 60 hand-designed rooms under a scenario of the non-trivial game, with respect to (Procedural Content Generation) PCG, that has a good amount of local and global constraints.