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Neurons Lab

AI Architect / Tech Lead (mahjong game)

Posted 3 days ago
5-10 years experience
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AI Summary

Design and build a mahjong-playing algorithm using RL, imitation learning, or search-based models with an LLM reasoning layer. Lead the technical architecture, manage the inference pipeline to meet latency budgets, and collaborate with the client's engineering team.

About the project (description, duration, stage)

Hands-on Tech Lead for an AI Companion in an online mahjong game. The client is a social gaming company (web3 element) that scales its product and team. We deliver the AI side of their game as their embedded AI partner.

The AI Companion plays mahjong at a strong level and explains its moves. The core of the role is to build the mahjong-playing algorithm: a dedicated decision-making model (RL, imitation learning, or search-based — trained on the client's hand-history data) with an LLM reasoning layer on top. Key design constraints: a valid-action contract with the game engine (the bridge supplies legal moves), win detection, and a 2-second response budget per move. Explanations run async. Support for more than one rule set (riichi and regional variants) is on the roadmap.

Duration: 3 months, 0.5 FTE.

What you'll actually do (example tasks)

  • Design and build the mahjong-playing algorithm: choose and defend the approach (imitation learning on hand histories, RL / self-play, search with MCTS, or a hybrid), then train, evaluate, and ship it.

  • Own the technical architecture end to end: game model + LLM reasoning layer, valid-action mask, win detection, and the API contract with the client's game bridge.

  • Hit the 2-second response budget: design and measure the inference path, batching, and caching; keep a latency buffer for the client-facing number.

  • Define what data and event names we need from the client (hand histories, event streams); build the training and calibration pipeline on that data.

  • Build and run the evaluation harness: measure play strength against the client's reference points, and validate explanation quality.

  • Stand up LLM observability with Langfuse (async logging, N+1 batch) as an early sprint quick win.

  • Take over context from Vlad Borysenko (0.15–0.2 FTE supervision during ramp-up) and lead the sprint work with the AI Engineer; work with the client's Product Owner in a scrum process.

  • Front the client's CTO and engineers on technical decisions; explain trade-offs in plain language and in depth when asked.

  • Watch the risks the account team flagged: licensing on new training data, engine-bridge capabilities, and multi-rule-set scope.

Skills (hands-on first)

  • Game AI / sequential decision-making: hands-on RL, imitation learning, or search-based agents (MCTS, self-play) — ideally for imperfect-information games (mahjong, poker, card games)

  • Expert Python for ML systems; strong software engineering (APIs, testing, CI)

  • Model training on gameplay data end to end: data → training → evaluation → serving

  • LLM application engineering: reasoning layers, prompt and context design, structured outputs, guardrails

  • Low-latency inference: profiling, batching, caching, model-size trade-offs against a hard time budget

  • LLM observability and evaluation (Langfuse or similar)

  • AWS deployment for ML workloads

  • Technical leadership of a small pod; clear written and spoken communication with client engineers and executives

Knowledge

  • Game theory for imperfect-information games; evaluation of play strength (win rates, Elo-style ratings, baseline agents)

  • Game-engine integration patterns (event streams, action masks, state bridges)

  • Web3 / gaming product context — plus, not required

  • AWS Well-Architected for ML workloads

Experience

Key characteristics (ideally 4/4):

  • Hands-on ML/AI engineering at production scale

  • Shipped an AI system inside a live product with hard latency limits

  • Cloud hyperscaler experience (AWS preferred)

  • Technology consulting / client-facing delivery background

Role-specific characteristics:

  • 6+ years hands-on ML/AI engineering, with real game AI or sequential decision-making work (RL / MCTS / self-play — not only LLM apps)

  • Trained models on user or gameplay data end-to-end (data → training → evaluation → serving)

  • Led small delivery teams while still coding personally

  • Comfortable owning an architecture in front of a technical client CTO

Questions for Applicants

  • Imperfect information: mahjong hides most tiles from each player. How does hidden information change your algorithm choice compared to a perfect-information game like chess?

  • Latency budget: tell us about a system you shipped with a hard response-time limit. How did you design, measure, and defend the budget?

  • LLM + model hybrid: how would you combine a trained game model with an LLM explanation layer so the explanation never contradicts the move?

  • Hands-on + lead: how do you balance personally coding the hard parts with leading an engineer and fronting the client?

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