Computer Science graduate working on personalized and federated learning, player modeling, sequential data, research software, local AI, information retrieval, and machine learning systems. My BTH thesis became a first-author IEEE GEM 2026 paper, and I am currently collaborating on additional game-AI research.
This work studies next-action prediction from professional StarCraft II replay data under centralized and simulated federated training. The benchmark uses the last 8 events of a replay window, 56 input features, GRU/LSTM/Transformer models, and 387 exact action labels. The processed scope contains 10,088,820 action events from 11,552 replays; 1,305 training-set player identifiers act as candidate federated clients. I compared centralized training, FedAvg, FedProx, and a personalized shared-backbone/local-head design across 30 trained configurations. Centralized models reached roughly 41–44% Exact Top-1 accuracy across races, while the best federated results were about 34.7–39.1%, a gap of roughly 4–7 percentage points. Transformers were strongest under federated training in the reported experiments. The backbone/local-head runs demonstrated local parameter separation, but did not establish a positive personalization gain. Reported configurations use one fixed seed, and the federated setup is a simulation of data-local training rather than a deployment with differential privacy or secure aggregation.
Research interests
- Federated and personalized learning
- Game AI and player modeling
- Sequential data and representation learning
- Machine learning systems and reproducible experimentation
- Local/private AI
- Information retrieval and recommendation systems
Personalized Federated Learning for Player Action Prediction in StarCraft II
Tarun Boddeda, Tayyab Ateeq, Prashant Goswami, Sadi Alawadi · 2026 IEEE Gaming, Entertainment and Media Conference (GEM) · Berlin, Germany
First-author paper, presented September 2026.
Federated Learning-Based Player Personalization in Real-Time Strategy Games: Player Action Prediction in StarCraft II
Blekinge Institute of Technology · B.Sc. Computer Science, specialization in Artificial Intelligence & Machine Learning · 2026
Current Research
Collaborating with Dr. Prashant Goswami and other researchers across three ongoing game-AI projects. Current work includes dataset analysis, benchmark development, research software, experiment tooling, evaluation, and reproducible workflows; some project details remain non-public.
Research software
FederatedComparison

Research software and reproducibility artifacts for the StarCraft II federated-learning thesis and IEEE GEM 2026 paper. Includes preprocessing, centralized and federated training, GRU/LSTM/Transformer models, evaluation, checkpointing, communication accounting, saved protocol metadata, tests, figures, and citation files.
Note Intent Classifier
Calibrated linear-SVM NLP pipeline using word/character TF-IDF and engineered cue features. Current held-out evaluation reports 0.9378 macro-F1 on 123,905 examples.
Local Expert
Local-first information-retrieval system with document parsing, source locators, hybrid vector/FTS5 retrieval, local Ollama inference, incremental indexing, and evidence-bearing outputs.
CoachAI
Computer-vision research/software prototype for pose comparison with MediaPipe and OpenCV, supporting offline analysis, live feedback, rendered comparison videos, and joint-level analytics.