This page highlights a selection of past work across academic research and mathematical consulting. My projects have ranged from theoretical investigations in quantum computing and game theory to applied modeling for organizations in research and industry.
Due to confidentiality agreements, many consulting/working engagements are not listed in detail. However, the examples here offer a snapshot of the types of problems I’ve worked on and how I approach mathematical problem-solving in different contexts.
Feel free to explore the summaries below—and don’t hesitate to reach out if you'd like to learn more about my experience or potential collaboration.
Topological Quantum Codes
This was one of my first major projects in graduate school, with interesting results. Here, I describe a new method for encoding arbitrary homologies and cohomologies over any finitely generated group as the ground state of some quantum computer. I then analyze some interesting new properties available in this construction that are uniquely higher-dimensional. Finally, I use this construction as a base to build off of to construct an encoding of obstruction classes as necessary errors of a code. There are some ideas in here that I think have a lot of potential, but really depend on the feasibility of a virtual higher dimension quantum computer, which may be impossible to engineer.
For my second major project in quantum codes, I felt that a lot of the examples and models in topological quantum computing were almost defined to be topological because they were based on something topological. Topological quantum field theories (TQFTs), for instance, are "morally" tied to topological quantum computing. I was very curious about this and decided that I should try to reverse engineer these codes, so that they have all the structure that one would want, and then we could see if we go from the quantum code out, we still get these types of structures. This led me to a complicated path of defining a very specific subset of topological codes with an explicit definition, which is in complete agreement and has interesting higher-dimensional cases. As this work ended up much larger than expected, it should be split into at least two separate papers. I should include my notes from this project, but they are a bit too dispersed and should be organized before releasing here.
Imbalanced Games
This is the first of two shorter papers on imbalanced games. In this one, I give the definition of balance and playability to certain types of games. I then provide some examples and context for which these ideas could be directly applied, notably as a base theory to understand certain highly sensitive ecologies, and as a basis to understand an optimal metagame in certain trading card games. I then use these definitions to find the least balanced but playable form of Rock-Paper-Scissors with an odd number of objects and two players. In doing so, I prove that there are no playable Rock-Paper-Scissors games with an even number of objects, and I find a novel "topological" construction in games of the game "blow-up". This blow-up in certain types of 2-person games acts very similarly to the topological idea of blowing up a manifold at a point by pasting in an entire manifold at that point in some canonical way.
This paper is the direct extension of the previous paper to multiplayer Rock-Paper-Scissors games. Here, we allude to the previous constructions in order to fully generalize them to a higher number of players. As with anything in game theory, when adding players, the complexity increases massively. In a rigorous sense, one can consider an n-player game as a study of a function from an n-dimensional manifold to real n-dimensional space. For this reason, instead of finding the most imbalanced playable game, we find a game that is almost as imbalanced as possible. (In that, as the number of players increases, the game approaches the maximum possible imbalance). The majority of the paper is devoted to proving that this game is, in fact, strongly imbalanced. This turns out to be very hard, involving solving inequalities of very complicated functions. Instead, by fixing the number of players and the number of players doing a specific strategy, we can restrict these functions to be polynomials, which, when put into a computer algebra system, prove that this game is strongly playable for up to 100 players. Generalizing these constructions to higher numbers of players while keeping them canonical required several assumptions; however, I was very glad that even in this, we expanded to give definitions that can be applied to a wide swath of different types of games.
Miscellaneous other projects:
Consulting:
While I cannot reveal as much about these projects as I have for others completed as part of my PhD, I can reveal what type of work I did and the approximate scope of the projects I worked on:
Worked full-time with a signal processing start-up, where I evaluated and helped construct a theory around their technology and its applications.
Working on writing NSF SBIR grant applications for a green Bioenergy start-up, which needed my help in organizing their thoughts and technical write-up so that it would be easily understandable and pass back-of-the-envelope tests by professionals and academics in related and tertiary fields.
Working with a Blockchain start up in evaluating the theory behind their technology, and further assisting them in writing NSF SBIR grant applications using these Ideas.
Undergraduate Work:
I worked on two research projects in undergrad, in which I mainly simulated different systems in C.
For this project, we wanted to use numerical evidence to find if the path of a certain dynamical system acting on a point is generically dense. Simulating this system was very interesting, as not only did it require 128 bits of precision on each value, but because computer error is not actually perfectly gaussian we purposely included slightly louder Gaussian noise to drown it out and clean up the model. My purpose in this project was to fully code up the entire simulation and make sure I correctly interpreted my professor's instructions. These simulations were written in C and executed on a supercomputer cluster because of the amount of data and complexity of the problem at hand. Altogether, this was my first really interesting academic project in which I did a very substantial portion of work, which was very much in thanks of Professors Gogolev and Kolmogorov.
This was my first-ever academic project, and in it, we studied the evolution of iron oxide nanowires. My contribution to this project was primarily in using Professor Kolmogorov's Maise software to analyze the given chemical reaction. Most of this contribution was applying and setting up physical chemistry simulations.