Career Profile
I am currently a Senior Algorithm Engineer at Tencent, where I lead an algorithm team of ~15 people on frontier game-AI research and development. Our work spans several directions:
- evaluation systems for LLM-based game generation and high-quality game-data synthesis;
- training point-cloud foundation models for 3D scene generation;
- exploring a new paradigm of video-model-based AI-generated games;
- and the core algorithms behind online AI game generation, such as asset retrieval and 2D/3D asset processing.
I received my Bachelor's and Master's degrees from Harbin Institute of Technology, with a bachelor thesis on model-based MARL supervised by Prof. Dibangoye. My research interests span generative game AI, agentic 3D scene generation, and reinforcement learning.
News
I will attend ECCV 2026.
Started serving as the algorithm lead of a game project team.
The paper named Correcting Biased Value Estimation in Mixing Value-Based Multi-Agent Reinforcement Learning by Multiple Choice Learning is accepted by Engineering Applications of Artificial Intelligence (IF:7.802/Q1).
Joined Tencent as full-time reinforcement learning engineer.
The paper named Multi-level credit assignment for cooperative multi-agent reinforcement learning is accepted by Applied Sciences (IF:2.838/Q2).
Joined Netease Fuxi AI lab as intern.
Joined a great company Parametrix.ai that focus on applying AI in games.
Optimally Solving Two-Agent Decentralized POMDPs Under One-Sided Information Sharing accepted by ICML 2020.
Submitted a paper to ICML 2020.
Joined CITI-Lab in INRIA and INSA de Lyon and studied on MARL under the supervision of Prof. Dibangoye.
Paper accepted at IIHMSP in Jilin China.
Publications
SIGGRAPH Asia, 2026
Engineering Applications of Artificial Intelligence, 2022
Applied Sciences, 2022
IIHMSP/FITAT, 2019
Education
Experiences
- Lead an algorithm team of ~15 people on frontier game-AI R&D, spanning: LLM-based game-generation evaluation systems and high-quality game-data synthesis; training a point-cloud foundation model for scene generation; exploring novel AI game generation with video models; and core algorithms for online AI game generation such as asset retrieval and 2D/3D asset processing.
- Optimized Qwen with SFT/ORPO/RLHF for 3D scene generation.
- Built LLM-driven high-quality NPCs for AAA games, with human-like dialogue, actions, and expressions/emotions.
- Developed AI bots with reinforcement learning and imitation learning, successfully shipped to production and improved game retention.
- Studied how game-content output affects player retention to guide numerical design.
- Proposed belief occupancy state as a summary to recast Dec-POMDPs under one-sideness sharing to boMDP which is MDP actually.
- Implemented belief occupancy state Heuristic search and value iteration algorithm to solve boMDP.
- Applied linear programming and tabular method to improve the scalability.
- Quantized floating point data of DL Networks into 16 or 8 bits on Caffe.
- Applied KL Divergence to decrease the loss caused by quantization of 8 bits to just 1.5 for MobileNet-SSD.
- Verified the Quantization Scheme for 16 bits on FPGA.
- Designed and trained DL Network for diagnosis of pneumonia on Caffe and implemented it on Zynq.
- Won 2nd Place in the 16th Challenge Cup and Silver Award in the 9th Zuguang Cup.
- Manufactured and debugged control module for a wireless charging system.
