Starts with WASM isolation for untrusted code, then compiles streamed model plans into DAGs that can run in parallel.
PROJECT ARCHIVE
Projects
Runtimes, developer tools, research infrastructure, and interactive systems, with the design decisions and my contribution documented in each project.
13 projects · 4 areas
01Systems and intelligent runtimesSandboxed execution, task orchestration, capability governance, and human-agent workflows.4
Links page elements to DOM, component, and source locations while keeping final acceptance with the human reviewer.
Governs AI capabilities, versions, caches, streaming, and observability, then compiles multi-recipe plans into resource-constrained DAGs.
Compiles, executes, limits, and automatically judges multilingual submissions for university ACM/ICPC training, contests, and coursework.
02Compilers and developer toolsCompilers, language servers, validators, and interaction tools.3
Compiles a TypeScript-like language to vanilla Minecraft datapacks and provides editor, validation, and testing tools around it.
A TypeScript interaction library for fold geometry, hit testing, event forwarding, and synchronising dynamic form state.
Defines backend resources with decorators and a code-first API, then generates frontend forms from the same type information.
03Research infrastructure and model evaluationGPU and SLURM scheduling, experiment lineage, training reliability, and model evaluation.2
04Interactive systems and game technologyNPCs, interactive narrative, 3D and AR, bot matches, and multi-agent simulation.4
Connects NPC memory, world state, structured scripts, and a shared story queue into one persistent interactive world.
Uses queues, sandboxes, and pluggable run strategies for both multi-turn bot matches and ordinary online-judge submissions.
A spatial-photo experience built around geographic objects, AR scenes, and cloud anchors, connected to a real-time backend.
A Unity multi-agent simulation project that won a national first prize.