Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Fabio Zambetta is active.

Publication


Featured researches published by Fabio Zambetta.


Entertainment Computing | 2014

Video game personalisation techniques: A comprehensive survey

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

An adaptive octree grid for GPU-based collision detection of deformable objects

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

Neuroevolution of content layout in the PCG: Angry bots video game

William L. Raffe; Fabio Zambetta; Xiaodong Li


congress on evolutionary computation | 2012

A survey of procedural terrain generation techniques using evolutionary algorithms

William L. Raffe; Fabio Zambetta; Xiaodong Li

\times


annual symposium on computer-human interaction in play | 2015

Player-Computer Interaction Features for Designing Digital Play Experiences across Six Degrees of Water Contact

William L. Raffe; Marco Tamassia; Fabio Zambetta; Xiaodong Li; Sarah Jane Pell; Florian 'Floyd' Mueller


congress on evolutionary computation | 2014

Learning a Super Mario controller from examples of human play

Geoffrey W Lee; Min Luo; Fabio Zambetta; Xiaodong Li

× and 1.5


The Visual Computer | 2012

Virtual subdivision for GPU based collision detection of deformable objects using a uniform grid

Tsz Ho Wong; Geoff Leach; Fabio Zambetta


IEEE Transactions on Computational Intelligence and Ai in Games | 2015

Integrated Approach to Personalized Procedural Map Generation Using Evolutionary Algorithms

William L. Raffe; Fabio Zambetta; Xiaodong Li; Kenneth O. Stanley

\times


Computer Graphics Forum | 2013

Modelling Bending Behaviour in Cloth Simulation Using Hysteresis

Tsz Ho Wong; Geoff Leach; Fabio Zambetta


computational intelligence and games | 2016

Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game

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.

Collaboration


Dive into the Fabio Zambetta's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge