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, applied rating capping, and tested dynamic N
selection; added cold-start handling via local deviation adjustment; evaluated on held-out datasets via Kaggle API.
Tech: Python, NumPy, Pandas, Kaggle API.
A real-time, military-themed, multiplayer, semi-automation/incremental webgame. Designed for maintainability, expandability, and performance — built entirely from scratch with no templates.
I designed and implemented both front-end and back-end systems, including user authentication, language localization, and gameplay logic — all while self-learning full-stack development and Vue.
A two-player, adversarial version of Fillomino—built with heuristic search algorithms to support both PvE (Human vs. AI) and PvP (Human vs. Human) play.
Implemented in modern C++ (with a Qt GUI), and featuring a variety of search strategies—Depth-First Proof Number Search (DFPN), Proof Number Search (PNS), Minimax & Negamax (each with alpha-beta pruning and transposition tables), plus Monte Carlo Tree Search (MCTS).
A simulation of an ABB IRB2600 robot executing a welding operation in a virtual environment. The project focused on task-specific motion planning, welding path generation, and fine-tuning joint trajectories for smooth and accurate operation.
Combined industrial simulation software with scripting to automate and visualize welding processes before deployment. I also benchmarked reinforcement learning approaches — Proximal Policy Optimization (PPO) and Soft Actor-Critic (SAC) — to evaluate their performance in learning efficient welding paths.
A simulation project demonstrating motion planning and execution for the ABB IRB2600 industrial robot arm. Developed using a mix of scripting and simulation tools to bridge virtual prototyping with real-world robotics workflows.
The work included creating robot motion sequences, integrating with ABB RobotStudio for visualization, and using CoppeliaSim (formerly V-REP) for simulation and control logic testing on Ubuntu.
A motion planning demo using the Open Motion Planning Library (OMPL) with the LazyPRM algorithm to navigate around obstacles. Demonstrates efficient graph-based planning for environments with complex geometry.
A simulation and control stack for Clearpath’s Husky UGV: keyboard teleoperation in Gazebo with live camera streams visualized in RViz. Includes topic wiring, launch files, and a minimal perception pipeline for testing navigation behaviors in a sandboxed environment.
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Fully automated, tablet-operated bubble tea machine integrating dispensing, assembly/delivery, power, micro-controller, and user interaction subsystems. Built to cut wait time and ensure taste consistency, with precise feedback-controlled dispensing and contact-less mixing.
Highlights: load-cell feedback loop with pumps & Archimedes screw for accurate dosing; orbital shaker for hygienic mixing; tablet UI with Wi-Fi control; multi-Arduino network over I²C. The prototype meets key specs and produces a drink in ~70 seconds; the milk module actively cools from ~9.5 °C to ~3 °C in ~25 minutes.
Developed a cross-platform GUI tool for Warship Girls, a popular mobile game in Asia, enabling advanced automation and in-depth game data management. The project reverse-engineered and integrated with the game’s API to provide full automated gameplay, equipment management, and resource optimization features. Achieved 50,000+ downloads from Chinese gaming forums.
A personal deep-dive into automation and memory-level reverse engineering of a real-time AR ARPG, Monster Hunter NOW (from Pokemon Go company). Explored mobile system behavior, game memory, and scripting logic.
The system could hunt all monsters automatically. I was among the earliest to reach max level and a complete weapon collection via scripting and reverse engineering.