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Alessandro Anglani

Academic Production

Research into how nonlinear performative texts become playable, and how computational models can support narrative interaction between people and AI.

These works connect the theoretical and practical development of SEPHIROT® with audience agency, hypertextual dramaturgy and adaptive narrative control.

Master's thesis / Computer Science

Active Inference for Affective and Narrative Interaction: SEPHIROT® as a Computational Framework for Human-AI Co-Creation

Alessandro Anglani · Academic year 2025–2026 · Supervisor: Prof. Giuseppe Boccignone
English · 190 PDF pages · Approximately 1.86 MB

The thesis investigates narrative continuation as decision-making under uncertainty. Using SEPHIROT® and The Fox and the Crow as a bounded case study, it examines how Active Inference can support participant agency while respecting author-defined narrative constraints.

The work develops an inspectable computational approach to narrative control, supported by diagnostics and recorded participant interactions. It also identifies open questions in learning dramaturgical structures and evaluating their contribution to human–AI co-creation.

Read the abstract

Interactive narrative systems face the challenge of reconciling participant agency with authorial intention, particularly when human interventions depart from anticipated story paths. This thesis investigates whether Active Inference can provide a computational foundation for adaptive narrative control by framing narrative continuation as decision-making under uncertainty.

The research explores the relationship between computational narratology, generative models, and Expected Free Energy minimization, examining how learned event predictions and inferred latent states can contribute to the evaluation of narrative continuations within author-defined constraints.

A computational architecture is developed and examined through SEPHIROT®, a framework for participatory storytelling, using The Fox and the Crow as a bounded case study. The implementation integrates probabilistic inference, narrative-state representation, and validated continuation selection, supported by computational diagnostics and recorded participant interactions.

The thesis establishes an inspectable approach to inferential narrative control while identifying the conceptual and empirical challenges that remain in learning dramaturgical structures and evaluating their contribution to human–AI co-creation.

Keywords: Active Inference; computational narratology; interactive narrative; narrative control; Expected Free Energy; human–AI co-creation.

Citation: Anglani, Alessandro. Active Inference for Affective and Narrative Interaction: SEPHIROT® as a Computational Framework for Human-AI Co-Creation. Computer Science Master's Degree, academic year 2025–2026.

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Article / Interactive performance

SEPHIROT - IL GIOCO: Transition between Representation and Simulation

Alessandro Anglani · English version · 23 PDF pages · Approximately 370 KB
Italian publication: Connessioni Remote. Artivismo_Teatro_Tecnologia, n. 3, pp. 200–221

Starting from Huizinga's Homo Ludens, the article presents SEPHIROT as a method for creating interactive performances. It examines audience co-creation, hypertextual narrative structures and the relationship between theatre and play.

It provides a theoretical and practical reference for the development of hyperdramaturgies: performative texts that audiences and performers can traverse through choices, rules and consequences.

Read the English abstract

Based on Huizinga's theory of Homo Ludens, the case study I propose is SEPHIROT - IL GIOCO©, a method of creation for interactive performances I created in 2018, after a careful study of hypertextual narrative structures. The project is born to enhance the role of the audience as a “co-creator” of the show, making the use of recent technologies such as VR and AR on algorithmic textual structures possible, even through online streaming. My goal is to overturn the traditional composition of a performance, giving the audience a chance to actively change its form. The connection between theatre and games is not new, but there is still some reticence. The necessity to create interactive performances based on interactivity, hypermediality, hypertextuality and procedurality was born from these premises.

Keywords: Game; interactivity; hypermediality; hypertextuality; procedurality.

The downloadable file is the English version. Read and cite the published Italian article on the journal's website: DOI: 10.54103/connessioni/16829. The original publication and its license are documented there.

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Alessandro Anglani

Hyperdramaturgy & SEPHIROT®. Research, lectures and collaborations.
amministrazione[at]alessandroanglani.com