<- Featured work
FEATURED / PROTOTYPE

Mahoraga

Adaptive RL/game-system prototype with reward shaping, curriculum pressure, and LLM integration.

PythonGymnasiumFastAPIGradioQwen 2.5
The system

Adaptive enemy behavior shaped through environment rules and reward signals.

Flagship technical depth and adaptive AI systems proof.

Visual proof

See the system before the explanation.

Reviewed project artifacts, shown with their existing evidence status.

Mahoraga system diagram showing UI, API, environment, enemy, rewards, Gym wrapper, and LoRA training loop
System loop diagram Generated from repo diagram docs and Mahoraga source inspection.
Mahoraga reward-loop diagram showing state, action, reward components, anti-cowardice, opportunity, and terminal signals
Reward-loop diagram Shows reward components and known exploit-pressure boundaries.
Dashboard preview
Dashboard preview Real project artifact; not performance proof.
Environment UI screenshot
Environment UI screenshot Supporting environment evidence; too dense to carry the story alone.
01 / Build

What exists

What I built

  • Adaptive-agent environment with state, combat mechanics, and curriculum enemy pressure.
  • Reward shaping around survival, combat, adaptation, anti-cowardice, efficiency, terminal, and opportunity signals.
  • Gymnasium wrapper plus FastAPI/Gradio surfaces and optional Qwen/LoRA paths.

Architecture

  • Mechanics update state and expose the next decision point.
  • Curriculum enemy changes pressure over time.
  • Reward components score behavior and expose reward-hacking risks.
  • Training code stays outside the environment through the Gym wrapper.
02 / Ownership

Backend / RL Systems Engineer

Atishay Jain owned the adaptive backend/game-system logic, agent behavior, reward/training constraints, and LLM/backend integration under hackathon constraints.

Contribution

  • Built around an adaptive loop where repeated player behavior increases pressure.
  • Worked on agent handling, backend integration, LLM integration, and reward/training constraints.
  • Reduced training/time complexity enough to keep the prototype workable under hackathon constraints.

Collaborative scope

  • Teammate Negi primarily handled frontend aesthetics, deployment, presentation, and related design decisions.
  • Public copy frames Mahoraga as an applied adaptive-system prototype, not a production-grade game engine.
03 / Decisions

Engineering judgment

Key decisions

  • Treat the boss-fight frame as a controlled adaptive environment.
  • Keep state/mechanics, enemy curriculum, reward calculation, and Gym stepping reviewable.
  • Add anti-cowardice and opportunity signals to discourage passive exploit behavior.

Proof highlights

  • GitHub, Kaggle, and HuggingFace links are Verified.
  • Reward components are documented in env/rewards.py.
  • Generated system and reward diagrams are repo/docs-backed.
Reward-loop proof

Behavior is shaped by the environment.

  • Reward components include survival, combat, adaptation, anti-cowardice, efficiency, terminal, and opportunity signals.
  • Anti-cowardice and opportunity penalties show the loop was designed against passive healing or non-engagement behavior.
  • The portfolio does not claim broad adaptive intelligence without stronger evaluation scope.
Boundary

What this evidence does not claim

Prototype evidence only; no broad claims of robust adaptive intelligence.

  • Reward hacking remains possible despite explicit penalties.
  • Current evidence supports environment/reward design, not broad generalization or robustness claims.
  • Hackathon/prototype constraints apply.