Implemented the networking component for a monolithic kernel OS and treated the project as a systems-oriented graduation deliverable.
I am a Ph.D. student in Computer Science and Engineering at UC San Diego. My work sits around systems, compilers, GPU code generation, and practical AI tooling. I like building things that are technically grounded, useful in practice, and presented clearly enough that the engineering signal is easy to evaluate.
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Academic path and current research home, presented as a concise timeline from Tsinghua University to the Ph.D. program at UC San Diego CSE.
Languages and tools I use most often, with a quick visual summary of working strength and day-to-day usage across systems, backend, and research workflows.
Selected research output, highlighting paper titles, venues, collaborators, and the technical problems each project set out to address.
Agentic LLMs
Autonomous Driving
Industry and research experience across labs and companies, focused on scope, ownership, and concrete technical outcomes.
- Developed a CXL system simulator for large model communication.
- Helped set up lab websites and use RAG to parse academic papers.
- Optimized data parsing and added streaming read support for AI Platform.
- Developed Monster Hunter mobile game client with voice-controlled teammates.
- Optimized search page, fine-tuned recommendation model for TPUs.
- Developed AskAI assistant using Redis and RocketMQ for sales data analysis.
Selected projects spanning operating systems, real-time communication, evaluation infrastructure, and LLM systems work.
Built a real-time chat system around Django and WebSocket flows, with emphasis on reliable message delivery and practical web integration.
Built a grading and evaluation workflow for coursework submissions, using Rust to keep the platform lightweight and systems-oriented.
Frames GPU code generation as a measurable agentic workflow problem, with benchmarks meant to surface systems behavior rather than prompt-only demos.
The portfolio opens into a playable systems layer here. Research sections stay primary above, but below this point the site behaves more like a small world with persistent state, companion management, and encounter loops.
The interaction layer is meant to feel like a compact adventure system rather than a disconnected widget. Encounters, capture odds, companion progression, and traversal upgrades all feed into the same persistent loop.
World navigation for the interactive layer, connecting the portfolio sections with the companion, travel, and challenge systems below.
PROFILE
The anchor point: identity, advisor, affiliation, and direct contact.
PUBLICATIONS
Publications and research milestones framed as major unlocks.
PROJECTS
Projects positioned as artifacts, systems, and engineering outcomes.
INTERACTIVE
Capture, party management, dex progression, and mount systems.
A challenge route for the interactive layer: recover resources, unlock travel, and push through staged rival encounters with persistent progression.
FIELD STATION
The field station anchors the route. Restore the active roster, refill core items, and trigger evolution checks before moving deeper into the challenge ladder.
RESEARCHER MIKA
An analytic rival built around control and sustain. Clearing Mika improves resource flow and opens the next layer of route progression.
RANGER TAO
A more aggressive rival with fire-and-dragon pressure. Tao functions as the route gate, pushing the companion and item systems to matter together.
Press SPACE to test the combat loop.