Fabio Zambetta

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The terms agent, intelligent agent and 3D agent are becoming more and more frequently used in literature. A key issue in the web community is that a web site must be equipped with a virtual agent able to support users in a natural way. Following this trend, we decided to implement scenographic agents mimic intelligent reasoning (SAMIR), a prototype of a(More)
In this paper, an investigation is conducted on the security issues in massive multiplayer games. A taxonomy framework for online cheating is provided. Under this proposed framework, online cheating is classified and state of the art counter-cheating techniques are analysed with emphasis on attacks that pose a considerable challenge to the security of(More)
Procedurally generating content for video games is gaining interest as an approach to mitigate rising development costs and meet users' expectations for a broader range of experiences. This paper explores the use of evolutionary algorithms to aid in the content generation process, especially the creation of three-dimensional terrain. We outline a prototype(More)
—This paper demonstrates an approach to arranging content within maps of an action-shooter game. Content here refers to any virtual entity that a player will interact with during game-play, including enemies and pickups. The content layout for a map is indirectly represented by a Compositional Pattern-Producing Networks (CPPN), which are evolved through the(More)
In this paper we introduce a mathematical model of conflict that enhances Richardson's model of Arms Race accounting for interactive scenarios, such as the ones provided by CRPGs (Computer Role Playing Games). Such an improvement translates the model into an HCP (Hybrid Control Process). We also provide a sneak peek at the multi-disciplinary project <i>Two(More)
—This paper provides a review of existing approaches to using evolutionary algorithms (EA) during procedural terrain generation (PTG) processes in video games. A reliable PTG algorithm would allow game maps to be created partially or completely autonomously, reducing the development cost of a game and providing players with more content. Specifically, the(More)
Physical games involving the use of water or that are played in a water environment can be found in many cultures throughout history. However, these experiences have yet to see much benefit from advancements in digital technology. With advances in interactive technology that is waterproof, we see a great potential for digital water play. This paper provides(More)
Believable characters significantly increase the immersion of users or players in interactive applications. A key component of believable characters is their personality, which has previously been implemented statically using the time consuming task of hand-crafting individuality for each character. Often personality has been modeled based on theories that(More)
A current trend in modern HCI is represented by Embodied Conversational Agents (ECAs), even designed to run on the Web. They are virtual 3D human-like front ends coupled with software agents that are able to engage in a conversation with a user and execute complex tasks, such as, for example, searching for some specific information or ordering some items(More)
We present an improved uniform subdivision based discrete and continuous collision detection approach for deformable objects consisting of triangle meshes without any assumption about triangle size. A previously proposed technique using control bits can effectively eliminate redundant object pairs appearing in multiple cells, but this scheme requires the(More)