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)
The rapid evolution of interactive Internet services has led to both a constantly increasing number of modern web sites and to an increase in their functionality, which in turn makes them more complicated to use. The COGITO project aims at developing innovative software components allowing e-commerce companies to effectively set up and maintain Web sites(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)
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)
Exact order-independent transparency (OIT) techniques capture all fragments during rasterization. The fragments are then sorted per-pixel by depth and composited in order using alpha transparency. The sorting stage is a bottleneck for high depth complexity scenes, taking 70–95 % of the total time for those investigated. In this paper, we show that typical(More)
In spatial subdivision-based collision detection methods on GPUs, uniform subdivision works well for even triangle spatial distributions, whilst for uneven cases non-uniform subdivision works better. Non-uniform subdivision techniques mainly include hierarchical grids and octrees. Hierarchical grids have been adopted for previous GPU-based approaches, due(More)