M.S. EE at Columbia · Systems & Security Research · prev. Stripe

Shufeng (Alex) Chen

I work on the reliability and correctness of GPU software at Columbia's ICE Lab: coverage-guided fuzzing, divergence-aware program analysis, and sanitizer-guided triage for CUDA libraries. Most recently I built backend infrastructure at Stripe, shipping self-serve onboarding APIs for its SFTP file-transfer platform.

Shufeng Chen

Recent Updates

News

  • Aug 2026Completed a software engineering internship at Stripe on the SFTP file-transfer platform in Cash & Banking Infrastructure.
  • Aug 2026Finishing a paper on CUDA library fuzzing with thread-granular, divergence-sensitive coverage feedback.
  • Spring 2026Admitted to the MS EE/CE Honors Program at Columbia.
  • Feb 2026Joined the ICE Lab at Columbia as a Graduate Research Assistant working on GPU fuzzing.
  • Aug 2025Started the M.S. in Electrical Engineering at Columbia University as a Tesla Scholar, awarded to the top 5% of admitted students.

Systems & Security

Research

Graduate Research Assistant

ICE Lab · Columbia University

Feb 2026 — Present

My current focus is coverage-guided fuzzing for GPU software. Traditional edge coverage treats a CUDA kernel launch as one event and misses the SIMT execution states where GPU bugs live, so we built a fuzzer that tracks coverage at the granularity of individual threads, rewards divergence-sensitive behavior, and replays corpora under compute-sanitizer to detect and triage memory-safety defects in real CUDA libraries and benchmark suites.

  • Built coverage-guided fuzzing infrastructure for CUDA targets: NVBit-based coverage engines integrated with AFL++, persistent-mode harnesses, and fault isolation for poisoned CUDA contexts.
  • Root-caused five memory-safety defects, four original and one a bypass of a deployed upstream fix.
  • Repaired and classified a 39-target CUDA benchmark fuzzing suite used for evaluation.
  • Ran a three-arm coverage evaluation on A100 GPUs showing the divergence-aware representation sustains new-coverage discovery after plain edge coverage saturates.

Ongoing work extends the pipeline toward agentic program analysis and repair for GPU code.

CUDANVBitAFL++compute-sanitizercuda-gdbC/C++Python

Research Output

Publications

In Preparation

THREADSIGHT: CUDA Library Fuzzing with Thread-Granular, Divergence-Sensitive and Sanitizer-Guided Coverage Feedback

In preparation · 2026 · title tentative

Published

Global-local Dynamic Adversarial Learning for Cross-domain Sentiment Analysis

Mathematics 11(14):3130 · 2023

Juntao Lyu, Zheyuan Zhang, Shufeng Chen, Xiying Fan*.

MDPI

Breast Cancer Detection Model Training Strategy Based on Continual Learning

CAIBDA 2022 · Conference Paper

Shufeng Chen, Fenghui Tang.

IEEE Xplore

Career Journey

Experience

Software Engineer Intern

Stripe · Cash & Banking Infrastructure · Seattle, WA

May 2026 — Aug 2026
  • Designed and shipped self-serve onboarding APIs for Stripe's SFTP file-transfer platform: a new gRPC configuration service whose three operations replace a multi-PR, deploy-and-wait workflow with a single validated API call, reducing partner onboarding from days to hours.
  • Built the configuration validation layer behind the onboarding APIs and rolled it out behind feature flags with no behavior change to live integrations.
  • Shipped a Java gRPC service that captures partner SSH host keys during the connection handshake, removing per-partner infrastructure changes and manual log searches.
JavagRPCProtocol BuffersSFTP / SSHFeature Flags

Software Engineer Intern

Tencent · Cloud Computing Group

Jul 2025 — Aug 2025
  • Built backend microservices for distributed inference pipelines on Kubernetes-managed HPC clusters; automated container lifecycle & remote job operations for smoother orchestration.
  • Developed internal cluster management and scheduling APIs (Spring Boot/Security, Redis/MySQL) and integrated cloud metadata synchronization for lifecycle tracking.
  • Improved ingestion/telemetry services by shipping a CLI-based pipeline adopted by 20+ internal apps; enabled high-throughput streaming from 4,300+ edge nodes.
  • Deployed pre-embedding pipelines across Tencent Cloud and AWS (EKS/EC2), improving inference latency by 1.3× and reducing CPU load by 2.2× via caching and preprocessing.
KubernetesSpring BootRedisMySQLAWS EKSDocker

Full Stack Software Engineer Intern

Conflux Foundation · Tree-Graph Research Institute

Sep 2024 — Nov 2024
  • Built a cross-platform crypto analytics app (React Native) with GPT-based insights; summarized 5,000+ news sources using LDA topic modeling.
  • Designed an automated ETL pipeline (Scrapy, AWS Lambda, DynamoDB, EventBridge) and indexed real-time data to OpenSearch; improved search API performance by 33%.
  • Shipped high-performance secrets-detection microservices (Go/Python/Rust) over gRPC + Kubernetes; reduced P95 latency from 170ms to 40ms and supported 10K+ QPS using Bloom-filter warm cache.
  • Implemented serverless remediation workflows (Step Functions + Lambda) and production observability (Prometheus/Grafana, structured logs).
GoPythonRustgRPCKubernetesAWS

Featured Work

Projects

Selected repos from github.com/shufengc

Distributed Key-Value Store

GogRPCMulti-RaftMVCC
GitHub

Horizontally scalable, fault-tolerant key-value storage system featuring strong consistency and distributed transactions.

  • Raft Consensus & Sharding: Implemented Multi-Raft for log replication, dynamic region splitting, and leader transfer without downtime.
  • Global Scheduler: Developed a heartbeat-driven scheduler to monitor cluster metadata and auto-rebalance replicas across nodes.
  • Percolator 2PC: Built distributed transaction support with Snapshot Isolation handling prewrites, commits, and rollbacks.
  • Concurrency Control: Managed concurrent operations via MVCC and per-key latching on an embedded LSM-tree engine.

QuantHarbor

PythonFastAPIReactRAG
GitHub

End-to-end AI financial research platform transforming unstructured market documents into citation-grounded insights.

  • Multi-Agent Architecture: Orchestrated specialized agents (Data Collector, Analyzer, Report Generator, Deep Search) collaborating in a shared variable space.
  • RAG Pipeline: Built a document-to-insight pipeline integrating PDF ingestion, vector indexing, and citation tracing for verifiable insights.
  • VLM Feedback Loops: Implemented built-in vision agents that automatically correct chart issues during publication-grade report generation.
  • Interactive UI: Delivered a full-stack dashboard for system configuration, execution monitoring via WebSockets, and checkpoint/resume management.

Patton Food

JavaSpring BootReactPostgreSQL
GitHub

Full-stack, cloud-deployed online food ordering web application with clean API design and a modern UI.

  • User registration and login with session-based authentication using Spring Security.
  • Password encryption with BCrypt and secure session management.
  • Restaurant/menu browsing with cart and checkout flow.
  • Cloud deployment on AWS with production-ready configuration.

PDF-AI: Conversational Q&A System

TypeScriptReactLangChainOpenAI
GitHub

AI assistant that lets users upload PDFs and ask natural language questions about their content.

  • PDF upload & processing pipeline with chunking and vector indexing.
  • Retrieval + LLM answering with conversation context and source citations.
  • Responsive chat UI with streaming responses.
  • Latency optimizations via caching and request shaping.

L2 Game Engine

C++LuaSDLBox2D
GitHub

Cross-platform 2D game engine in C++ with Lua scripting — designed to keep the runtime fast, modular, and easy to extend.

  • C++ core runtime: real-time game loop, scene/actor system, and engine APIs optimized for iteration speed.
  • Lua scripting + language hosting: externalized gameplay logic with script-facing APIs for actor creation and behaviors.
  • Box2D physics: collision handling, rigid body dynamics, friction, and gravity for realistic 2D gameplay.
  • Shipped a complete game on the engine: Havoc: 300-Seconds Escape.

LinguAR: AR Language Learning

UnityC#ARKitGPT-4o
Demo

iOS AR app prototype combining real-scene recognition, translation, and multimodal tutoring for daily language practice.

  • Built the end-to-end AR learning loop: object recognition (YOLOX) → translation overlay (Google Cloud Translate) → pronunciation output (AWS Polly).
  • Led AR shooting mini-game feature implementation: fixed screen flicker, added SFX/VFX + scoreboard.
  • Integrated voice-first AI tutoring (Whisper STT + GPT-4o + TTS) for conversational practice with multimodal I/O.
  • Delivered a usability-tested team prototype with story maps and iterative refinements.

Interactive Work

Game & XR Projects

VR Room Simulator

Unreal Engine · Blueprints

VR walkthrough simulator focused on interaction and environment fidelity, built for real-time performance.

  • Interactive VR navigation with user-friendly scene flow
  • Blueprint-driven interaction logic for rapid iteration
  • Performance-oriented real-time rendering considerations
Demo Video

A2 GO! (AR Location-Based Game)

Unity · C# · Mapbox

AR experience inspired by location-based gameplay, combining map navigation with AR interactions.

  • Map-based discovery using Mapbox integration
  • AR interactions and UI flows for collection/progression
  • Mobile-first performance and interaction design
Demo Video

RENOVAR (AR Furniture Preview)

Unity · XR/AR · Meta Quest

AR prototype for previewing furniture in space before purchase, emphasizing scale, placement, and usability.

  • Virtual placement workflow for in-room visualization
  • Interaction and UI patterns optimized for XR devices
  • End-to-end prototype delivery with structured iteration
Project Page

The Legend of Zelda (Unity Remaster)

Unity · C#

Unity remaster-style gameplay prototype focusing on core action-adventure mechanics and moment-to-moment feel.

  • Implemented key gameplay systems (combat/items/progression)
  • Enemy behavior and encounter tuning for gameplay clarity
  • Polished controls and UI feedback loops
Play

Echo Space (Echolocation Adventure)

Unity · C#

Gameplay prototype built around echolocation-style exploration, turning sound-driven feedback into navigation.

  • Core mechanic: reveal environment state through echolocation cues
  • Designed exploration loop to support discovery and tension
  • Implemented interaction and pacing to keep sessions engaging
Play

Chrono Portal: A Journey Home

Unity · C#

Puzzle game centered on portal mechanics, emphasizing level logic, item interactions, and UI clarity.

  • Portal-based puzzle design with staged difficulty progression
  • Inventory UI and interaction system for puzzle tooling
  • Shipped playable build with multiple levels and clear objectives
Play