Self-directed original cutting-edge CFD research, independently deriving and implementing a real-time Eulerian-Lagrangian APIC system to investigate high-performance, momentum-conserving vortices.
Authored a peer-reviewed (SIURO journal) technical essay on my contributions, and demonstrated strong scientific communication by presenting my findings to specialists.
Work as a whole recognised as being 'far beyond the level of a typical 3rd year undergraduate student'.
Architected a commercial-quality Chess AI project, boasting an Elo of ~2850 (v11.0), built around a sophisticated chess-playing interface.
Robustly engineered a custom NegaMax heuristic AI algorithm, built around a fully bitboard-based architecture, using cutting-edge optimisation techniques.
Awarded 100% on the initial A-Level CS NEA; recognised by the project supervisor as the 'best he had seen' in his years of teaching.
Conducted biophysical research on the emergence of organic behaviours, and their physical evolution into distinct Physarum transport networks.
Simulated millions of atomic agents in real time on the GPU (HLSL compute shader, in the Unity Game Engine), which behave under a 'Patlak-Keller-Segel'-type coupled system.
Designed a Neural Network to recognise hand-drawn digits / doodles, from the MNIST Digit and Google 'Quick Draw' databases, employing high-level Machine Learning concepts such as backpropagation, regularisation, and overfitting prevention.
Achieves ~98% accuracy on the MNIST dataset, and ~92% on the Google 'Quick Draw' database (12 categories) within 2 minutes of training.
Architected a fully fledged Tetris game environment, built around a colourful interface with live pieces, hold mechanics, and piece placement previews.
Engineered a hand-tuned, heuristic-based BFS Artificial Intelligence from scratch that traverses every legal placement (even fancy T-spins!) on a novel, efficient board state structure.
Engineered a Monte Carlo simulator for the board game RISK, computing a full battle-odds matrix across every combination of attacking and defending troop counts.
Achieves ~300 million dice rolls per second, optimised via parallel processing, visualised live through a self-refining, colour-graded console heat-map.
Solved the game of TicTacToe using the MiniMax algorithm, applying alpha-beta pruning to exhaustively search the entire game tree (guaranteeing optimal play) in under 15ms.
Developed as an introduction and learning tool into deterministic AIs, by providing clean, simple-to-understand code.
Overhauled and re-engineered a baseline template into a bespoke academic and photography portfolio, which serves as a home for both photography advertisement and career building.
Developed custom JavaScript modules for dynamic JSON gallery rendering and hosting, AES-256 encrypted client-side delivery, custom non-linear phase modulation background, and integration with GitHub repositories.