Agentic RL Training
Multi-step RL for LLMs/VLMs — experience replay, asynchronous training systems and tool use, so models keep improving through interaction.
3 papers →Open to work Looking for research or engineering roles in Agentic RL, LLM/VLM agents and game AI. Email me →
My research asks one question: how can AI perceive, decide and keep learning from interaction the way people do? Using games and multi-step agent tasks as testbeds, I work on LLM/VLM agents, Agentic RL, world models and multi-agent decision-making.
Before research, I spent my undergraduate years as a professional StarCraft II player (Grandmaster, KR server). That background shapes how I build environments, data and benchmarks around real player interaction — moving game AI from winning to seeing, thinking, learning and cooperating. I did my M.S. at the Institute of Automation, Chinese Academy of Sciences (CASIA), then spent 2025.08–2026.09 as a Ph.D. student in Computer Science at KAUST before leaving the program.
Multi-step RL for LLMs/VLMs — experience replay, asynchronous training systems and tool use, so models keep improving through interaction.
3 papers →Getting foundation models to understand and win real-time strategy games: environments, summarisation-based decision frameworks, language-driven tactics and human–AI collaboration.
Code-as-policy for coordinating many agents, and LLMs that design their own environments and curricula so tasks and policies co-evolve.
Building an open long-horizon, multi-agent, multi-view eSports dataset from real players’ complete matches (SC2 / Dota 2 / CS2), and training interactive, geometry-aware multi-agent world models that respect game logic.
The first application of LLMs to real-time strategy decision-making
The first VLM-based multi-agent real-time strategy decision system
The first code-based recursive self-improvement (RSI) in complex decision-making
The first Agentic RL for multi-agent decision-making
The first general experience-replay algorithm for LLM post-training
State of the art for direct LLM decision-making in StarCraft II
The first open-source, multi-game dataset for long-horizon, multi-agent world modeling in eSports
The first large–small model collaborative decision system for real-time strategy
The first human–AI interactive decision system for real-time strategy
Geometry-aware multi-agent world model on Cosmos 3
CS2 World Model — left: real match footage; right: generated by the model. Four maps, 8 s each.
TacticCraft: Natural Language-Driven Tactical Adaptation for StarCraft II
Adaptive Command: Real-Time Policy Adjustment via Language Models in StarCraft II
* Equal contribution · my name in bold
Thousands of hours of high-level play gave me a first-hand feel for imperfect-information games, real-time adaptation and mind games. That experience shapes the questions I ask in research and how I evaluate agents.