Roberto Gallotta is currently employed as a Research Support Officer II at the Institute of Digital Games, University of Malta (Malta)
Research Support Officer II
01/2023 - ongoing (01/2026)
🗺 Institute of Digital Games - Malta (Malta)
Research and development for EU projects AI4MEDIA, RECLAIM, and OPtiMaL.
Main activities and responsibilities: research and development of Large Language Models and Human-Computer Interaction.
Acquired skills and achieved objectives: Development of user-centric applications powered by LLMs, deployment of LLMs via Ollama on the cloud, generation of graphical assets via Stable Diffusion models, collaborating with interdisciplinary fellow researchers.
Junior Researcher
11/2021 - 11/2022
🗺 Araya - Tokyo (Japan)
Research and development for using open-ended algorithms to generate video game content in Space Engineers. One-year grant founded by GoodAI. Work under supervision of Kai Arulkumaran and Lisa Soros.
Main activities and responsibilities: research and development of Python code; interfacing with GoodAI.
Acquired skills and achieved objectives: Programming Artificial Life algorithms, writing academic papers, making academic posters.
Java Software Developer
03/2019 - 10/2019
🗺 Sync Lab srl - Milan (Italy)
Main activities and responsibilities: Project DALE-Banca Popolare di Sondrio: development of a multi-modules SpringBoot application connected via JMS queues (JBoss deployment, the queues are managed with ActiveMQ) to handle a notification system for the clients.
Acquired skills and achieved objectives: JMS, JBoss, ActiveMQ, Docker, CentOS (Atomic) on VM, Rest and SOAP services.
Java Software Developer (internship)
12/2018 - 02/2019
🗺 Sync Lab srl - Milan (Italy)
Main activities and responsibilities: Training projects.
Acquired skills and achieved objectives: Learned how to incorporate into projects: Maven, SpringBoot, JPA (Hibernate), JDBC (H2, OracleSQL), Rest services, WSDL’s generated objects. Code functionality test with: JUnit test, IntegrationTest via SoapUI, code quality with Sonar.
Doctorate in Philosophy in Digital Games
June 2023 - ongoing (June 2026)
🗺 Institute of Digital Games, University of Malta - Malta (Malta)
Proposal title: ‘Large Language Models in Mixed-Initiative Co-Creativity’, supervised by Dr. Liapis Antonios.
This research focuses on examining and expanding the application of large language models in the field of mixed-initiative co-creativity.
Msc in Artificial Intelligence and Robotics
2019 - 2021
🗺 Sapienza Università di Roma - Rome, (Italy)
Thesis title: ‘Tafl-ES: Application of a NeruoEvolution Strategy to Asymmetrical Board Games’, supervised by Professor Capobianco Roberto.
Bsc in Computer and Electronic Engineering
2015 - 2019
🗺 Università degli Studi di Pavia - Pavia, (Italy)
Thesis title: ‘Application of neural networks on the prediction of glycaemia for diabetic patients’, supervised by Professor Toffanin Chiara and Professor Lisanti Giuseppe.
Preliminary work for Therapy-driven Deep Glucose Forecasting, by Dr. Eleonora Maria Aiello, Prof. Giuseppe Lisanti, Prof. Lalo Magni, Dr. Mirto Musci, and Dr. Chiara Toffanin.
High school diploma
2010 - 2015
🗺 Liceo Scientifico Giovanni Gandini - Lodi, (Italy)
Kind of secondary school diploma: Italian secondary school diploma
Kind of secondary school attended: Public school
Office Automation: Office Suite: (Highly Specialised), Web Browser: (Highly Specialised), Word Processors: MS Word (Highly Specialised), LaTeX (Advanced), Spreadsheets: (Advanced)
Application Software: CAD (Foundation), Godot (Intermediate)
Computer Programming: Java (Highly Specialised), Python (Highly Specialised), R (Advanced), MATLAB (Advanced), C++ (Advanced), C# (Advanced), HTML/CSS: (Intermediate), C (Intermediate), Assembly (Intermediate), BASIC (Intermediate), Visual Basic (Intermediate), Prolog (Intermediate), Haskell (Foundation), F# (Foundation)
Systems and Networks Management: Operating systems: (Advanced), Network architecture: (Intermediate)
Data Management: MySQL (Advanced), PostgreSQL (Intermediate), NoSQL (Foundation)
Graphics and Multimedia: WebGL (Advanced), GIMP/Photoshop (Advanced), Blender (Intermediate)
English: B2 (Listening, Reading, Conversation, Writing)
French: A1 (Listening, Reading, Conversation, Writing)
Prompt Override: LLM Hacking as Serious Game (2025)
Accepted at IEEE Conference on Games (CoG) 2025 (demo track)
This paper presents Prompt Override, a hacking-themed serious game that situates the player as a novice hacker that must collaborate with a rogue LLM to take down an LLM-operated infrastructure via prompt injections. By leveraging realworld limitations and vulnerabilities of LLMs, Prompt Override encourages players to develop a deeper understanding of prompt engineering, model behavior, and the ethical implications of interacting with intelligent systems.
FREYR: A Framework for Recognizing and Executing Your Requests (2025)
Available on arXiv
This paper introduces FREYR, a modular framework that enables large language models to use external tools more effectively without requiring model-specific prompting or fine-tuning. By decomposing the tool usage process into distinct steps, FREYR improves adaptability to new tools and reduces resource demands. Evaluated on real-world video game design tasks (LLMaker) and compared to traditional methods like the Ollama API, FREYR consistently outperforms existing approaches.
The Importance of Context in Image Generation: A Case Study for Video Game Sprites (2025)
Accepted at Artificial Intelligence in Music, Sound, Art and Design – 14th International Conference, EvoMUSART 2025
This paper explores the use of text-to-image generative models to create visually appealing, context-aware sprites for video games, addressing the challenge of repetitive visuals caused by sprite reuse. By introducing the concept of context—varying levels of detail in prompts—we demonstrate how sprite generation can adapt to different in-game environments. This approach, integrated into the LLMaker game design tool and applied to the game Dungeon Despair, is evaluated using both objective metrics and a user study. Results show that context-rich prompts enhance visual consistency and appeal, underscoring the potential for personalized content generation in games and beyond.
The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games (2025)
Accepted at Foundation of Digital Games 2025
This paper introduces the Procedural Content Generation Benchmark (PCG Benchmark), a standardized framework for evaluating generative algorithms across 12 diverse game content creation tasks, including level and rule set generation. Each problem features unique content representations, control parameters, and evaluation metrics focused on quality, diversity, and controllability. Inspired by OpenAI Gym, the benchmark is designed to be easy to use and extend. We evaluate three baseline algorithms—random, evolutionary strategy, and genetic algorithm—revealing varying difficulty across problems and highlighting how combining quality, controllability, and diversity objectives can improve generative performance.
Affectively Framework: Towards Human-like Affect-Based Agents (2024)
Accepted at ACII 2024 (DUNGEONS, NEURONS, AND DIALOGUES: SOCIAL INTERACTION DYNAMICS IN CONTEXTUAL GAMES (DnD-SIDC) workshop)
This paper introduces the ‘Affectively Framework’, a set of OpenAI Gym-compatible environments designed to incorporate human affect into the training of virtual agents. By integrating affective signals into the observation space, the framework enables exploration of the relationship between agent behavior and human emotional response. We present three game environments and validate the framework with baseline experiments using random and PPO agents, providing a foundation for future research in affect-aware reinforcement learning.
Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers (2024)
Accepted at ACII 2024
This paper introduces a novel reinforcement learning framework, Experience-Driven Reinforcement Learning (EDRL), for generating affect-tailored content, demonstrated in the context of racing games. EDRL receives a target arousal trace and generates racetracks that match the desired emotional experience for specific player types, using a reward function derived from a corpus of arousal data. Compared to a genetic algorithm-based approach, EDRL is more efficient and robust in producing affect-aware and personalised levels. While both methods face challenges with underrepresented affect patterns, the results suggest that continuous, affect-driven content generation is feasible and applicable beyond games to any domain requiring personalised affective adaptation.
LLMaker: A Game Level Design Interface Using (Only) Natural Language (2024)
Accepted at IEEE Conference on Games (CoG) 2024 (demo track)
This paper introduces a tool for game content co-creation based on natural language interactions between human designer and Large Language Models.
Part of the AI4Media LLMAKER project.
Consistent Game Content Creation via Function Calling for Large Language Models (2024)
Accepted at IEEE Conference on Games (CoG) 2024 (auxiliary track)
This paper compares different prompting techniques for Large Language Models on the task of content generation for videogames.
Part of the AI4Media LLMAKER project.
Dynamic Quality-Diversity Search (2024)
Accepted at Genetic and Evolutionary Computation Conference Companion (GECCO ’24 Companion)
Preprint (extended) version available on arXiv
This paper presents a Dynamic Quality-Diversity (QD) method to handle changing environments, unlike traditional static QD tasks. It introduces a way to adapt existing benchmarks to dynamic scenarios and tests this approach on MAP-Elites and CMA-ME algorithms, showing their effectiveness in dynamic tasks.
Dual-task effects of auditory discrimination task during walking and postural adjustments: A Mobile Brain/Body Imaging study in healthy individuals (2024)
Accepted at the Mobile Brain/Body Imaging Conference
This paper investigates the effects of dual-tasks in a physical and cognitive demanding task of audio discrimination.
Large Language Models and Games: A Survey and Roadmap (2024)
Accepted at IEEE Transaction on Games (ToG) journal
This paper surveys the applications, roles, and future potential of large language models (LLMs) in games, highlighting both their capabilities and limitations, and defining possible directions of future research.
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms (2023)
Accepted at IEEE Transaction on Games (ToG) journal
This paper introduces a general framework for MAP-Elites emitters that can learn user preferences on-line. Performance is validated via a user study conducted with over 90 participants.
Unsupervised Pose Estimation by Means of an Innovative Vision Transformer (2023)
Accepted at Artificial Intelligence and Soft Computing
This paper introduces Un-TraPEs, a vision transformer trained unsupervised on a human pose estimation task.
Original work developed by Andrea Fanti and Roberto Gallotta for the ‘Elective in Artificial Intelligence’ course during the MSc. at La Sapienza (Rome).
Surrogate Infeasible Fitness Acquirement FI-2Pop for Procedural Content Generation (2022)
Accepted at IEEE Conference on Games (CoG) 2022 (auxiliary track)
This paper introduces a variant for the FI-2Pop evolutionary algorithm, showing how additional knowledge of infeasible parents can lead to feasible offspring with higher fitness.
Evolving Spaceships with a Hybrid L-system Constrained Optimisation Evolutionary Algorithm (2022)
Accepted at Genetic and Evolutionary Computation Conference Companion (GECCO ‘22 Companion)
This paper introduces a hybrid Evolutionary Algorithm for the generation of spaceships in Space Engineers, combining L-systems with FI-2Pop to optimize a fitness signal under constraints.
Tafl-ES: Exploring Evolution Strategies for Asymmetrical Board Games (2021)
Accepted at AIxIA 2021 – Advances in Artificial Intelligence
This paper presents an analysis of NeuroEvolution Strategies applied to the tabletop game Hnefatafl. We introduce a Hnefatafl environment and a system that is able to co-evolve two populations of players without showing stagnation. We also introduce a value network and a filter network to reduce computation load.
Original work developed for the MSc. thesis at La Sapienza (Rome).
FEFFuL: a Few-Examples Fitness Function Learner (2021)
Accepted at Conference: Scholar’s Yearly Symposium of Technology, Engineering and Mathematics
This paper introduces FEFFuL, an architecture used in Interactive Evolutionary Computation tasks that reduces user fatigue by learning user preferences.
Original work developed by Andrea Fanti and Roberto Gallotta for the ‘Seminars in Artificial Intelligence’ course during the MSc. at La Sapienza (Rome).
TOEFL iBT: 106/120; released in 2023 by ETS.
Cambrdige First: Eurpass level B2; released in 2014 by Cambridge English.
AI And Games Summer School 2023 Game Jam
30/06/2023
🗺 Grading in list: 1
Award for the Game Jam project ‘Face2Face’ by The Warrens (group with Antonio Pio Ricciardi, Sarra Graja, Rupali Bhati, Wafa Aissa, and Najada Kambo).
TechQuartier Impact Challenge 2021
2021
🗺 Grading in list: 2
Greentalians project ‘UnWaste!’ assists waste management structures with state-of-the-art ML predictive algorithms and data analytics to reduce garbage pollution in cities and increase recycling rates.
ALIFE2021 Students Essay Competition
2021
🗺 Grading in list: 2
Submitted a student essay on the importance of environments in ALIFE applications and the need to be modeled as dynamic objects that react to agents’ actions.
Create YOUR Future
2018
🗺 Grading in list: 3
Award for the contest ‘Create YOUR Future’, hosted by HiFuture, for the development of a Python algorithm.
‘Nei panni di un altro…’
2017
🗺 Grading in list: 2
Literary contest ‘Nei panni di un altro…’ hosted by the newspaper Inchiostro (Pavia).
Radon&Scuola
2015
🗺 Grading in list: 1
RadioLab award for ‘Radon&Scuola’ contest organised by the Istituto Nazionale di Fisica Nucleare (INFN). High school project lead by Prof. Paolo Maggioli with Lorenzo Bracchi, Edoardo Cornalba, Francesco Crottini, and Jacopo Gianolli. Development of the website RadonInformati.
Creativity in the Age of Generative AI
17-11-2025
🗺 Msida, Malta
Gave a presentation on generative AI and creativity through the lenses of LLMaker.
OPtiMaL: Foundations of PCG
14-05-2025
🗺 Online
Gave a tutorial on LLMaker.
Advanced Artificial Intelligence and Games (IDG5259)
24-03-2025
🗺 Msida, Malta
Gave a tutorial on procedural content generation methods applied to video games.
AI and Games Crash Course
07-03-2025
🗺 Msida, Malta
Seminar on applications artificial intelligence in video games. Presented work on large language models in video games.
WizTafl
2025 (ongoing)
🖳 Tool: Godot, C#
Dungeon crawler game inspired by the Wizardry series where combats are resolved on a Hnefatafl board with different rulesets.
2025
🖳 Tool: Python, Textual
Two-levels technical demo for the hacking-themed puzzle game Prompt Override. Developed using Python’s Textual to play the game in the terminal emulator.
2025
🖳 Tool: Python
API for LLMaker. Offers access to Ollama locally-hosted models and Stable Diffusion assets generation. OS agnostic, can be deployed on a local machine or on the cloud. Access to the API is controlled via whitelisting user.
2024-2025
🖳 Tool: Python, PyGame
Reverse dungeon crawler video game with procedurally generated heroes via large language models.
Part of the AI4Media project, developed as part for the PhD.
2023-2025
🖳 Tool: Python, PyQt
A mixed-initiative co-creation video game level design tool using large language models.
Part of the AI4Media project, developed as part for the PhD.
2023
🖳 Tool: Python
Python project developed for the 2023 AI And Games Summer School GameJam. Two players battle each other by matching an emotion. A visual emotion recognition machine learning model is employed.
Team name: “The Warrens”; Members: Antonio Pio Ricciardi, Najada Kambo, Roberto Gallotta, Rupali Bhati, Sarra Graja, Wafa Aissa
🖳 Tool: Python, Plotly
Python webapp project developed for the Araya/GoodAI project. Users can evolve spaceships for Space Engineers starting from a random population.
GoodAI official fork available on GitHub.
2021
🖳 Tool: Python
Implementation of a Tafl Reinforcement Learning environment using OpenAI Gym.
The project was developed for the master’s thesis.
2021
🖳 Tool: Python
Ideation and implementation of GalloSearch, a geometric search algorithm.
The project was developed as the final project for the Planning & Reasoning course.
2021
🖳 Tool: Python
Codebase for “FEFFuL: Few Examples Fitness Function Learner”, written with Andrea Fanti.
2021
🖳 Tool: Python
Implementation in Tensorflow 2.0 of the LogBarrier Attack.
The project was developed with Andrea Fanti as the final project for the Neural Networks course.
2020
🖳 Tool: Python
Python implementation of a hotel assistant. The project consists of receiving user audio input, using NLP techniques to process requests and returning an audio containing the response.
The project was developed with Antonella Angrisani and Pietro Manganelli Conforti as the final project for the Social Human-Robot Interaction course.
2019
🖳 Tool: Python
Implementation of different classifiers for assembly instructions (first homework of the ML course).
2019
🖳 Tool: C#, WPF
A C# implementation of Hnefatafl. Interactive GUI is provided via WPF (with the help of user Bardaky).
2019
🖳 Tool: C++, QT
C++ / Qt implementation of a graphical interface to manage DOS games using DOSBox.
2019
🖳 Tool: C
Minimal C implementation of the Brandubh board game (a variant of Tafl).
🖳 Tool: Python, MATLAB
Predictor for blood glucose. Developed for the Bachelor’s thesis. A re-implementation of the same codebase was used in Therapy-driven Deep Glucose Forecasting
IEEE Conference on Games ‘25
26/08/2025 - 29/08/2025
🗺 Lisbon, Portugal (remote)
Presentation of the demo paper ‘Prompt Override: LLM Hacking as Serious Game’.
Artificial Intelligence in Music, Sound, Art and Design – 14th International Conference, EvoMUSART
22/04/2025 - 25/04/2025
🗺 Trieste, Italy (in person)
Presentation of the paper ‘The Importance of Context in Image Generation: A Case Study for Video Game Sprites’.
IEEE Conference on Games ‘24
05/08/2024 - 08/08/2024
🗺 Milan, Italy (in person)
Presentation of the paper ‘Consistent Game Content Creation via Function Calling for Large Language Models’ and of the demo paper ‘LLMaker: A Game Level Design Interface Using (Only) Natural Language’.
GECCO ‘24
14/07/2024 - 18/07/2024
🗺 Melbourne, Australia (remote)
Presentation of the poster ‘Dynamic Quality-Diversity Search’.
Alife ‘23
24/07/2023 - 28/07/2023
🗺 Sapporo, Japan (remote)
Organized the workshop Alife for and from video games with Andrea Fanti and Lisa Soros.
IEEE Conference on Games ‘22
21/08/2024 - 24/08/2022
🗺 Beijing, China (remote)
Presentation of the paper ‘Surrogate Infeasible Fitness Acquirement FI-2Pop for Procedural Content Generation’.
GECCO ‘22
09/07/2022 - 13/07/2022
🗺 Boston, USA (remote)
Presentation of the poster ‘Evolving Spaceships with a Hybrid L-system Constrained Optimisation Evolutionary Algorithm’.
Badger Seminar Summer 2021
26/07/2021 - 31/07/2021
🗺 Prague, Czech Republic (in person)
The aim of the five-day seminar was to bring together the GoodAI Research team, the GoodAI Grants recipients, and other experts in the field in order to advance the research in life-long learning, meta-learning, multi-agent learning and other directions that GoodAI believes are relevant for building generally intelligent agents; participant.
ALIFE2021
19/07/2021 - 23/07/2021
🗺 Prague, Czech Republic (remote)
Attendant.
2023-ongoing: Member of the International Society for Artificial Life (ISAL).
2022-ongoing: Member of the Association for Computing Machinery (ACM) Genetic and Evolutionary Computation Special Interest Group (SIGEVO)
Artificial Intelligence and Games Summer School 2023
26/06/2023 - 30/06/2023
🗺 Cambridge (United Kingdom); 1 week
Covered academic and industrial applications of AI in video games.
SIGEVO Summer School 2022
2022
🗺 Remote; 1 week
Covered general skills needed by GECCO researchers and in-depth knowledge about specific topics within GECCO.
Study trip with certification from Camden Lodge
2013
🗺 Hastings (United Kingdom); 1 month
B2+ level (Upper intermediate) in General English and English Conversation.
CyberChallenge.IT
03/2020 - 06/2020
🗺 Laboratorio Nazionale Cybersecurity - CINI (remote)
Formation on: Ethics, Cryptography, Web Security, Software Security, Hardware Security, Malware Analysis, Network security, and Reverse Engineering.