I'm a third year Computer Science major at Georgia Tech specializing in AI and Machine Learning. I've previously interned at IBM Watson in Littleton, Massachusetts and contributed to their Inventory Visibility product. I've also worked on research projects in the Entertainment Intelligence Lab at Georgia Tech, focusing on the procedural generation of video game content using deep learning. This coming Spring and Summer, I'm going to be interning at Apple in Cupertino, California as a Software Engineer Intern, Machine Learning. I'll be working on the iPhone team and building machine learning models to do cool stuff.
TBA
Worked on the Order Management Systems team on the Java based Inventory Visibility (IV) solution. Migrated the Marathon-Mesos-based IV to the Kubernetes and Docker-based IBM Cloud Private (ICP). Discovered a bug in ICP and took the initiative to help deliver patches with teams in three countries. Developed a Slack chatbot using Watson Conversation APIs with Node.js, Ruby, and Python.
Using Procedural Content Generation via Machine Learning and CNNs to generate video game levels. Developing an explainable-AI agent for active learning co-creative collaboration in game level design. Using deep reinforcement learning to model co-creative collaboration.
Threads: Intelligence, Information Internetworks; Clubs: The Agency (AI), iOS Club, VGDevs Fall 2018 Coursework: Computer Vision, Perception and Robotics, Applied Combinatorics, Information Security
Machine learning advances have afforded an increase in algorithms capable of creating art, music, stories, games, and more. However, it is not yet well-understood how machine learning algorithms might best collaborate with people to support creative expression. To investigate how practicing designers perceive the role of AI in the creative process, we developed a game level design tool for Super Mario Bros.- style games with a built-in AI level designer. In this paper we discuss our design of the Morai Maker intelligent tool through two mixed-methods studies with a total of over one- hundred participants.
View ProjectPCGML is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not require hand authoring of initial content or rules. Instead, PCGML relies on existing content and black box models, which can be difficult to tune or tweak without expert knowledge. This is especially problematic when a human designer needs to understand how to manipulate their data or models to achieve desired results. We present an approach to Explainable PCGML via Design Patterns in which the design patterns act as a vocabulary and mode of interaction between user and model. We demonstrate that our technique outperforms non-explainable versions of our system in interactions with five expert designers, four of whom lack any machine learning expertise.
View ProjectThe goal of this project is to return the optimal next move in a game of checkers. The expected input is an image of a checkerboard as well as the color of checkers for which the decision is being made. The image can be taken from a range of angles relative to the horizon, but must be taken from the starting side corresponding to the color input. The desired output is the best next move, viewable as both coordinates and an image.
View ProjectModeled the statistical distribution of national driving patterns and car-sharing platforms using Markov chains. Top six among eleven-hundred national teams and delivered a report to mathematicians at a national gathering.
View Project