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Game Design állás

Rendezés alapja: -
    • 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.
    • Az összes állás: Neurons LabÁllások itt: {3}állás: Technical Lead - Magyarország megtekintése
    • Keresés fizetések szerint: AI Architect / Tech Lead (mahjong game) itt: Magyarország
    • Experience with Figma or design collaboration tools.
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    • In-App, and WhatsApp channels.
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    • Experience in constellation or multi-satellite mission design.
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    • Minimum 3 years of experience in system design.
    • High-performance simulation loops, autonomous behavior, and data-oriented design.
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    • As a Mid-Level Frontend Engineer, you'll play an important role in building the new game frontend framework and delivering high-quality game experiences.
    • Supporting system-level design activities.
    • Participating in project meetings and design reviews.
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    • 'Cause I'm having a good time.

Mások a következőket keresték még:

game developer

Job Post Details

AI Architect / Tech Lead (mahjong game) - job post

Neurons Lab
Magyarország
Létre kell hoznod egy Indeed-fiókot, mielőtt továbblépsz, hogy jelentkezz a cég webhelyén.

A munkakör jellemzői

Állás típusa

  • Szerződés

Hely

Magyarország

Teljes munkaköri leírás

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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