Andrzej Banburski-Fahey

HC
h-index25
7papers
218citations
Novelty44%
AI Score43

7 Papers

HCNov 10, 2022
Steps towards prompt-based creation of virtual worlds

Jasmine Roberts, Andrzej Banburski-Fahey, Jaron Lanier

Large language models trained for code generation can be applied to speaking virtual worlds into existence (creating virtual worlds). In this work we show that prompt-based methods can both accelerate in-VR level editing, as well as can become part of gameplay rather than just part of game development. As an example, we present Codex VR Pong which shows non-deterministic game mechanics using generative processes to not only create static content but also non-trivial interactions between 3D objects. This demonstration naturally leads to an integral discussion on how one would evaluate and benchmark experiences created by generative models - as there are no qualitative or quantitative metrics that apply in these scenarios. We conclude by discussing impending challenges of AI-assisted co-creation in VR.

HCSep 21, 2023
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models

Fernanda De La Torre, Cathy Mengying Fang, Han Huang et al.

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.

HCSep 30, 2024
Social Conjuring: Multi-User Runtime Collaboration with AI in Building Virtual 3D Worlds

Amina Kobenova, Cyan DeVeaux, Samyak Parajuli et al.

Generative artificial intelligence has shown promise in prompting virtual worlds into existence, yet little attention has been given to understanding how this process unfolds as social interaction. We present Social Conjurer, a framework for AI-augmented dynamic 3D scene co-creation, where multiple users collaboratively build and modify virtual worlds in real-time. Through an expanded set of interactions, including social and tool-based engagements as well as spatial reasoning, our framework facilitates the creation of rich, diverse virtual environments. Findings from a preliminary user study (N=12) provide insight into the user experience of this approach, how social contexts shape the prompting of spatial environments, and perspective on social applications of prompt-based 3D co-creation. In addition to highlighting the potential of AI-supported multi-user world creation and offering new pathways for AI-augmented creative processes in VR, this article presents a set of implications for designing human-centered interfaces that incorporate AI models into 3D content generation.

GROct 27, 2023
Real-time Animation Generation and Control on Rigged Models via Large Language Models

Han Huang, Fernanda De La Torre, Cathy Mengying Fang et al.

We introduce a novel method for real-time animation control and generation on rigged models using natural language input. First, we embed a large language model (LLM) in Unity to output structured texts that can be parsed into diverse and realistic animations. Second, we illustrate LLM's potential to enable flexible state transition between existing animations. We showcase the robustness of our approach through qualitative results on various rigged models and motions.

56.6AIMay 7
DataDignity: Training Data Attribution for Large Language Models

Xiaomin Li, Andrzej Banburski-Fahey, Jaron Lanier

Auditing language-model outputs often requires more than judging correctness: an auditor may need to identify which source document most likely supports the knowledge expressed in a response. We study this as pinpoint provenance: given a prompt, a target-model response, and a candidate corpus, rank the documents that best support the response. We introduce FakeWiki, a controlled benchmark of 3,537 fabricated Wikipedia-style articles designed to preserve ground-truth provenance while weakening lexical shortcuts. FakeWiki includes QA probes, source-preserving paraphrases, retro-generated variants, hard anti-documents that remain topically similar while removing answer-critical facts, and five query conditions: clean prompting plus four jailbreak-inspired transformations. We evaluate seven retrieval baselines, a training-free activation-steering retrieval-fusion method, SteerFuse, and a supervised contrastive provenance ranker, ScoringModel. ScoringModel maps response and document features into a shared space and is trained with InfoNCE using in-batch, retrieval-mined, and anti-document negatives. Across nine open-weight instruction-tuned LLMs and five query conditions, ScoringModel improves mean Recall@10 from 35.0 for the strongest retrieval baseline to 52.2, without inference-time fusion, and wins 41/45 model-by-condition cells. SteerFuse is usually second-best despite requiring no supervised training, showing that activation-space evidence can efficiently complement text retrieval. On jailbreak-inspired transformed queries, ScoringModel improves Recall@10 by 15.7 points on average over the best baseline. Overall, our work shows that robust training data attribution requires evaluation settings that separate true answer support from topical or lexical resemblance.

AIAug 22, 2025
PuzzleJAX: A Benchmark for Reasoning and Learning

Sam Earle, Graham Todd, Yuchen Li et al.

We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoning abilities. Unlike existing GPU-accelerated learning environments that provide hard-coded implementations of fixed sets of games, PuzzleJAX allows dynamic compilation of any game expressible in its domain-specific language (DSL). This DSL follows PuzzleScript, which is a popular and accessible online game engine for designing puzzle games. In this paper, we validate in PuzzleJAX several hundred of the thousands of games designed in PuzzleScript by both professional designers and casual creators since its release in 2013, thereby demonstrating PuzzleJAX's coverage of an expansive, expressive, and human-relevant space of tasks. By analyzing the performance of search, learning, and language models on these games, we show that PuzzleJAX can naturally express tasks that are both simple and intuitive to understand, yet often deeply challenging to master, requiring a combination of control, planning, and high-level insight.

LGMay 17, 2023
Reprompting: Automated Chain-of-Thought Prompt Inference Through Gibbs Sampling

Weijia Xu, Andrzej Banburski-Fahey, Nebojsa Jojic

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.