CV
Selected research, engineering experience, projects, publications, and skills.
Contact Information
| Name | Yufeng Huang |
| yufeng.huang.ai@gmail.com | |
| Website | https://www.dreamhungry.com/ |
Professional Summary
AI systems engineer with 8+ years of industry experience in game AI, interactive agent systems, and AI-assisted production tools across major studios (Tencent, ByteDance, NetEase). My work spans the full spectrum of agent intelligence – from traditional behavior trees and utility AI to LLM-driven autonomous agents with personality and memory. Research interests center on human-centered AI agents for interactive virtual environments – how to build agents that are emotionally intelligent, personalized, and capable of sustaining believable long-term relationships with users.
Experience
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2024 - Present China
AI and Tools Lead
Tencent, SGRA Studio
Led a five-person AI and tools group for Animula Nook, a pre-launch interactive virtual-world simulation game, focusing on NPC intelligence, agent behavior, and AI-assisted production workflows.
- Designed and built a hybrid NPC AI architecture combining behavior trees, FSMs, utility AI, and LLM-based modules. Each NPC exhibits configurable personality traits, maintains conversation memory, performs autonomous daily routines, and engages in personalized interaction with players.
- Led development of 10+ LLM-powered authoring tools spanning narrative/dialogue generation, behavior tree generation from natural language, construction blueprint generation, automated cutscene generation, and more.
- Explored an automated pipeline where an LLM agent autonomously generates production tools end-to-end – from UI design to code implementation to automated testing.
- Contributed to core gameplay systems including character animation, NPC systems, dialogue, quests, combat, and in-game chat.
- Previously responsible for building the global distributed server architecture supporting 1M+ DAU for shared-world multiplayer.
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2021 - 2024 China
Senior Software Engineer
ByteDance, Nuverse
Developed game AI systems and production tools across multiple studio projects, spanning tactical combat AI, open-world ambient NPC behavior, and AI-assisted content generation.
- Built the battle AI system for Dragonheir: Silent Gods (launched strategy RPG) using behavior trees and state machines for auto-chess-style tactical combat. Explored RL for hero lineup composition.
- Designed complex multi-phase boss AI (comparable to Souls-like titles) using layered behavior trees and state machines.
- Built an event-driven blueprint-based NPC AI system supporting 1,000+ concurrent NPCs per scene for a text-heavy DnD-themed CRPG.
- Developed a utility-based ambient NPC behavior system for an internal open-world ARPG project.
- Explored generative AI in game production, including diffusion-based concept art/UI icon generation, text-to-motion generation, and video-based motion capture.
- Built internal authoring tools including blueprint editors, behavior tree editors, narrative editors, quest editors, and dialogue editors.
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2020 - 2021 China
Software Engineer
NetEase Games
Worked on an internal open-world MMORPG project.
- Developed gameplay systems (character control, camera, level system, etc.).
- Built companion (buddy) AI combining behavior trees and utility AI, enabling NPC allies to fight alongside players with context-aware combat behavior.
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2017 - 2019 China
Software Engineer
NetEase Games
Worked on Onmyoji Arena, a launched MOBA title.
- Shipped multiple gameplay systems including hero skills, in-game activity systems, and battle pass systems.
- Gained working knowledge of utility-based MOBA combat AI and participated in exploratory research on RL-based PvP agents.
Research Interests
- Emotionally aware and personalized AI agents with long-term memory and adaptive behavior.
- Game AI and autonomous character behavior in interactive virtual environments.
- AI-assisted authoring tools for narrative, dialogue, and agent behavior design.
- Evaluation and alignment of agent behavior in interactive settings.
Education
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2014 - 2017 Wuhan, China
M.S.
Huazhong University of Science and Technology
Pattern Recognition and Intelligent Systems
- Pattern Recognition
- Computer Vision
- Machine Learning and Data Mining
- Digital Image Processing
- Digital Video Processing
- Matrix Theory
- Stochastic Processes
- GPA: 3.43.
- Thesis: CNN-based Visual Place Recognition in Changing Environments.
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2010 - 2014 Wuhan, China
B.E.
Huazhong University of Science and Technology
Measurement and Control Technology and Instrumentation
- Calculus
- Linear Algebra
- Probability Theory
- C Programming
- Data Structures
- Computer Networks
- Automatic Control
- Digital Signal Processing
- GPA: 3.73.
Selected Research Projects
Publications
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2015 New bionic navigation algorithm based on the visual navigation mechanism of bees
Proceedings of SPIE, 9522, 235-240
Y. Huang, Y. Liu, and J. Liu. First author. EI indexed.
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2015 Bionic navigation algorithm based on contrast entropy flow
China Sciencepaper, 2015(10), 967-970
L. Wang, Y. Huang, and J. Liu. Second author.
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2018 CNN-based visual place recognition method
Computer & Digital Engineering, 2018(6)
Y. Huang and J. Liu. First author.