// Vincent.AI_ENGINEER
Available for Game ML & Systems Roles

Game AI & Applied Machine Learning

Reinforcement Learning
& Low-Latency Neural Agents.

Specializing in Deep Reinforcement Learning (PPO/SAC), physics-informed character locomotion, and zero-allocation in-engine neural inference (ONNX, Unreal NNE, LibTorch). Bridging policy training in Python with native C++ game loops.

LIVE SENSORY POLICY EVALUATION • [CLICK/DRAG TO MOVE OBSTACLE / TARGET]
FRAMEWORK: IN-BROWSER FEEDFORWARD MLP
Observations: 7 Raycasts + Relative Pos
Architecture: MLP [9 → 12 → 8 → 2]
Inference Time: < 0.04 ms
Action Space: Continuous (Throttle, Steer)

Core Machine Learning Focus

01 // POLICY OPTIMIZATION

Deep Reinforcement Learning

Formulating continuous action spaces using Proximal Policy Optimization (PPO) and Soft Actor-Critic (SAC). Designing dense/sparse reward functions with curriculum training schedules for non-trivial game tasks.

02 // EMBEDDED INFERENCE

In-Engine Real-Time Deployment

Integrating trained neural networks into high-frequency engine ticks. Profiling ONNX Runtime and Unreal NNE (Neural Network Engine) with custom C++ memory arenas to eliminate heap allocations per frame.

03 // BEHAVIOR SYNTHESIS

Imitation & Adversarial Learning

Leveraging Generative Adversarial Imitation Learning (GAIL) and Behavioral Cloning from human gameplay telemetry to create natural, non-cheating opponent personas and believable boss encounters.

Current Technical Explorations

BENCHMARK // MARL

Dogfight Multi-Agent Self-Play

Vectorized continuous aerial combat simulator. Agents learn energy retention, missile evading maneuvers, and cooperative flanking purely through symmetric self-play with an ELO-ranked matchmaking pool.

Algorithm: PPO + Generalized Advantage Est.
Env: Vectorized Parallel Physics (Unity ML-Agents)
PyTorch Self-Play Continuous Control
SYSTEMS // RUNTIME PIPELINE

Native C++ ONNX Policy Runner

An open C++20 dynamic module for Unreal Engine 5. Bypasses blueprint overhead by evaluating batch agent sensory tensors in SIMD-aligned arrays, maintaining sub-0.2ms latency across 500 simultaneous actors.

Throughput: 500 actors / 0.18ms
Target: Unreal Engine 5 / Native C++
C++20 ONNX Runtime SIMD
PHYSICS // MOTION

Deep Mimic Locomotion Controller

Physics-driven active ragdoll learning terrain traversal from raw mocap clips. Neural policy outputs joint target PD-controller torques, recovering organically from unexpected kinematic impacts.

Reward: Kinematic Pose Matching + Balance
Framework: PyBullet & Custom Rig
Physics ML Joint Torques Curriculum RL

Machine Learning Stack

Training: PyTorch, JAX, Stable-Baselines3, Ray / RLlib
Game Toolkits: Unity ML-Agents, Unreal NNE, LibTorch
Inference: ONNX Runtime, TensorRT, DirectML
Languages: Python, C++20, C#, CUDA
Math & Principles: MDPs, Bellman Optimality, Policy Gradients, Covariance Adaptation

Design Principles for Game ML

Pure machine learning often fails in production games because designers lose creative control. My engineering focuses on Hybrid AI architectures: using DRL for complex physical actuation, micro-maneuvers, and high-dimensional perception, while orchestrating high-level tactical intent through transparent hierarchical state machines and designer-tunable influence bounds.