Fabio Zambetta
RMIT University
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Featured researches published by Fabio Zambetta.
Entertainment Computing | 2014
Stephen Karpinskyj; Fabio Zambetta; Lawrence Cavedon
Abstract Personalisation is the automatic customisation of content and services based on a prediction of what the user wants. Common examples of personalisation can be found in websites that automatically recommend news items or products based on the similar behaviour of other users. In the video game domain, personalisation involves constructing a system capable of tailoring video game rules and content to suit some aspect of the player, e.g., a player’s gameplay preferences, playing style, or skill level. The result of personalisation is a video game that can adapt to suit individual players while they play in order to more effectively entertain, learn, or communicate. In this paper, we survey the most relevant trends and directions of research in personalisation for computer games, a true multi-disciplinary problem requiring contributions from areas as diverse as artificial and computational intelligence, game studies, psychology, game design, and human–computer interaction.
The Visual Computer | 2014
Tsz Ho Wong; Geoff Leach; Fabio Zambetta
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 to their suitability for GPUs. However, octrees offer a better adaptation to distributions. One contribution of this paper is the use of an octree grid that takes a middle path between these two structures, and accelerates collision detection by significantly reducing the number of broad-phase tests which, due to their large quantity, are generally the main bottleneck in performance. Another contribution is to achieve further reduction in the number of tests in the broad phase using a two-stage scheme to improve octree subdivision. The octree grid approach is also able to address the issue of uneven triangle sizes, another common difficulty for spatial subdivision techniques. Compared to the virtual subdivision method which reports the fastest results among existing methods, speedups between 1.0
congress on evolutionary computation | 2013
William L. Raffe; Fabio Zambetta; Xiaodong Li
congress on evolutionary computation | 2012
William L. Raffe; Fabio Zambetta; Xiaodong Li
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annual symposium on computer-human interaction in play | 2015
William L. Raffe; Marco Tamassia; Fabio Zambetta; Xiaodong Li; Sarah Jane Pell; Florian 'Floyd' Mueller
congress on evolutionary computation | 2014
Geoffrey W Lee; Min Luo; Fabio Zambetta; Xiaodong Li
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The Visual Computer | 2012
Tsz Ho Wong; Geoff Leach; Fabio Zambetta
IEEE Transactions on Computational Intelligence and Ai in Games | 2015
William L. Raffe; Fabio Zambetta; Xiaodong Li; Kenneth O. Stanley
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Computer Graphics Forum | 2013
Tsz Ho Wong; Geoff Leach; Fabio Zambetta
computational intelligence and games | 2016
Marco Tamassia; William L. Raffe; Rafet Sifa; Anders Drachen; Fabio Zambetta; Michael Hitchens
× are observed for most standard benchmarks where triangle sizes and spatial distributions are uneven.