Filippo Lollato

Artificial Intelligence Developer
SeniorFrontend Developer
7/10State Management & Data Flow
2years in tech
5repositories checked by code analysis

Overview

C++ and Rust systems engineer (senior-level) focused on type-safe numeric systems and gameplay/robotics simulation with a strong emphasis on compile-time invariants. The strongest proven skill is metaprogramming for tensor shape and dtype invariants as implemented in include/incin/tensor.hpp together with the compile-fail tests and CMake packaging that validate the installed package. There is little to no public evidence of custom rendering shaders, networked multiplayer/netcode, or profiler-driven performance tuning in these human-authored files.

Timeline

Teaching Assistant / Academic Tutor · Middle
University of Trento · Full-Time
Trento In office
Serves as a tutor for undergraduate students, focusing on Rust and advanced programming topics including compilers and related subjects. Supports learning through guidance on coursework and assignment work. Has been tutoring since the 2024/25 academic year.
Rust

Projects

evolcpp
In progress, porting core abstractions from the incin framework to C++20. Implementing compile-time tensor shape checking using C++ templates to bring similar structural safety ideas into the C++ type system. Aims to extend the same invariants-oriented approach beyond Rust.
NLU
Developed a natural language understanding model for joint intent classification and slot filling on the ATIS dataset. Implemented the training pipeline and evaluation workflow to assess model quality on the benchmark. Achieved a reported intent classification accuracy of 0.9765.
ASA Autobots
Co-led a team project creating a multi-agent delivery system that combines BDI agents, an LLM coordinator, and symbolic planning via PDDL. Worked on system architecture and the integration of agent components and service interfaces. Focused on coordinating delivery workflows using both language and symbolic reasoning.
incin
Built a Rust machine-learning framework focused on compile-time safety checks for tensor shapes and invariants. Designed the code so model structure can be validated earlier, improving correctness and maintainability. The longer-term goal is to help research agents generate valid ML code with compiler feedback.
MOT Benchmark
Developed an academic multi-object tracking benchmark to compare tracking-by-detection approaches using reinforcement-learning-based tracking. Implemented a shared evaluation pipeline to run and compare multiple trackers across common MOT datasets. Analyzed outcomes with standard metrics and investigated evaluation/data issues to improve reproducibility.

Technical skills

Languages
7
C++
Rust
Lua
JavaScript
Node JS
Python
C
C++
4
STL
OpenGL
PyTorch C++
CMake
Frontend
3
Tailwind CSS
Astro
Three.JS
AI/ML
9
LLM
PyTorch
AWQ
ONNX Runtime
CUDA
Hugging Face
Ollama
vLLM
NLTK
Other
21
Axum
Tokio
GitHub
Docker
Git
Linux
Rest API
AI Agents
GGUF
ONNX
Machine Learning
CI/CD
RAG
WebSockets
Function Calling
Multi-Agent Systems
Quantization
Reinforcement Learning
Computer Vision
NLP
PPO
Senior Frontend Developer Confidence: High App Engineer
Senior-level frontend and application engineer focusing on interactive visualizations and complex client-side application logic. The single strongest proven skill is architecting complex state machines and asynchronous agent workflows, demonstrated by the generator-based BDI IntentionEngine and its preemption/resume model in ale-bena/asa-autobots/src/agent/Intentions.js. Public code does not show evidence of large-scale backend or cloud infrastructure ownership, formal a11y CI, or server-side rendering architectures.
UI Component Architecture
6/10
How interface parts are built
Component composition and slots used sensibly; bespoke tokens and CSS variables instead of an off-the-shelf design system, showing deliberate component design for a portfolio UI.
Responsive & Cross-browser
6/10
Works on all screens and browsers
Responsive behaviors and graceful degradation are present (ResizeObserver, prefers-reduced-motion, fluid canvas sizing); explicit handling of different breakpoints and devicePixelRatio.
Accessibility & Semantics
4/10
Usable for everyone
Basic a11y and semantics present (aria-hidden, focus-visible styling, keyboard shortcuts) but no evidence of automated a11y CI or advanced ARIA on custom widgets.
State Management & Data Flow
7/10
Managing data in the app
Strong state discipline and dataflow design: generator-based plan engine, preemption/suspension stack, undo/redo and two-way JSON syncing in the map builder, and typed optimizer flows demonstrate deliberate state architecture.
UX & Visual Polish
7/10
Look and feel quality
UX polish and perceived-performance care: interactive demos with live metrics, clear play/pause semantics, honesty notes and motion-safe fallbacks show product-minded UX work.
Expertise
Modern Web Frameworks· Middle
Frontend Architecture & Build Tools· Middle
Industries
Artificial Intelligence· Middle
Gaming· Middle
Robotics· Middle
Technologies
JavaScript· Senior
Node JS· Senior
Tailwind CSS
Three.JS
Astro
Recommendations
  • Build interactive product experiences and marketing pages that require performant canvas/three.js visuals and low-JS shipping (OG generation, image capture pipelines).
  • Lead frontend features that need non-trivial client-side state machines or real-time loops, such as simulations, editors, and UX-critical dashboards.
  • Design and implement single-page apps that require careful async discipline, cancellation/throttling, and predictable state transitions (maps, planners, or telemetry UIs).
  • Own feature work that bridges UX and algorithmic logic, e.g., multi-agent demos, visualizations of ML/robotics systems, and in-browser prototyping of system behaviors.
Repositories
The developer's experience in this domain has been verified based on AI analysis of the following repositories:
Senior Game Developer Confidence: High Gameplay Engineer
C++ and Rust systems engineer (senior-level) focused on type-safe numeric systems and gameplay/robotics simulation with a strong emphasis on compile-time invariants. The strongest proven skill is metaprogramming for tensor shape and dtype invariants as implemented in include/incin/tensor.hpp together with the compile-fail tests and CMake packaging that validate the installed package. There is little to no public evidence of custom rendering shaders, networked multiplayer/netcode, or profiler-driven performance tuning in these human-authored files.
Gameplay Systems & Mechanics
3/10
How game logic works
Gameplay systems and agent logic present: a deterministic gym/robot loop, RL training loop and replay buffer, but the systems are single-repo, single-process and lack large-scale simulation determinism or advanced tooling.
Evidence
ai_robot/src/gym/robot.rs: GymRobot process_tick/step/manual_action/update_dir logic
ai_robot/src/robot/train.rs: train and train_while_discovering loops and episode management
ai_robot/src/model/agent.rs: Actor-Critic training steps and replay memory integration
Graphics & Rendering
Drawing game visuals
Not evidenced in public code
Physics & Math
3/10
Game physics and math
Strong compile-time numeric and shape reasoning in C++ templates and runtime numeric verification tests, but no custom physics integrators or deterministic simulation scaffolding.
Evidence
incin-cpp/include/incin/tensor.hpp: extensive template meta-programming for Shape, MatmulShape, reshape/transpose/slice semantics and static_asserts
incin-cpp/tests/tensor_test.cpp: numeric equivalence tests, CUDA roundtrip checks and shape assertions
Engine Proficiency
4/10
Skill with the game engine
Clear engine/tooling proficiency shown by CMake packaging, relocatable Find/Package usage and install/export targets plus compile-fail test harness integration.
Evidence
incin-cpp/CMakeLists.txt: find_package(Torch REQUIRED), target_link_libraries with torch target, install/export and configure_package_config_file usage
incin-cpp/tests/consumer/CMakeLists.txt: consumer project to validate installed package relocatability and find_package(incin-cpp) behavior
Performance & Frame Budget
2/10
Keeping the game smooth
Some attention to low-level performance (zero-cost templates, reserve() in hot paths, CUDA-target checks) but no profiler numbers, documented frame-budget optimization or zero-alloc hot-path instrumentation.
Evidence
incin-cpp/include/incin/tensor.hpp: use of std::vector::reserve in stack/cat implementations and careful from_torch validation
incin-cpp/tests/tensor_test.cpp: CUDA availability checks and device roundtrip tests
Content Pipeline & Tooling
3/10
Tools for game content
Basic content and packaging pipeline is present: packaging, install targets and consumer verification plus test fixtures; higher-level CI and asset pipelines are outside the scored files.
Evidence
incin-cpp/CMakeLists.txt: install(DIRECTORY include/...), install(EXPORT ...), configure_package_config_file
incin-cpp/tests/consumer/CMakeLists.txt: consumer test project used by CI to validate package relocatability
Verified artifacts
Expertise
Gameplay & Mechanics Development· Middle
Game AI & Pathfinding· Middle
Industries
Gaming· Middle
Technologies
Rust· since 2024 · Senior
Lua· since 2024 · Senior
OpenGL
Recommendations
  • Author low-level engine subsystems that require strong type guarantees and correctness proofs, such as mathematically-correct physics/math libraries or tensor-backed inference bindings in C++.
  • Develop gameplay AI systems and simulation loops that benefit from the existing Gym/Agent code; expand deterministic simulation, seed control and reproducible episode tooling.
  • Package and validate C++ libraries for downstream consumers, including relocatable CMake packages and compile-fail/installation test harnesses.
  • Extend performance work with profiler-driven optimizations and zero-alloc hot-path instrumentation around tensor conversions and device transfers.
Repositories
The developer's experience in this domain has been verified based on AI analysis of the following repositories:
Senior Embedded Engineer Confidence: High Generalist
C++ library engineer (Senior) focused on compile-time tensor invariants and host-side PyTorch integration. The strongest proven skill is advanced compile-time metaprogramming and type-level shape reasoning as implemented in include/incin/tensor.hpp together with compile-fail tests under tests/compile_fail. There is little to no evidence of embedded firmware, low-level hardware drivers, RTOS or power-management work in the public human-authored code.
Embedded & Firmware
Low-level device code
Not evidenced in public code
Hardware-Software Interface
Connecting code to hardware
Not evidenced in public code
Resource Constraints
Working with limited resources
Not evidenced in public code
Real-time & Timing
Precise timing control
Not evidenced in public code
HDL & Circuit Logic
Designing digital circuits
Not evidenced in public code
Reliability & On-device Testing
2/10
Testing on real hardware
Basic reliability and integration testing is present (unit-style runtime tests, compile-fail fixtures, and a relocatable-package consumer test) but there are no hardware-in-the-loop, on-device, power-loss or OTA/rollback strategies.
Expertise
Low-level Development & Tooling· Senior
Industries
Artificial Intelligence· Middle
Technologies
C++· since 2024 · Senior
CMake
PyTorch C++
STL
Recommendations
  • Develop core C++ ML infrastructure and domain-specific compile-time DSLs (tensor invariants, safe bindings) using the existing include/incin/tensor.hpp as the foundation.
  • Own cross-language integration work that bridges libtorch/PyTorch C++ APIs with higher-level language bindings and packaging (CMake packaging and relocatable find_package consumer tests are present).
  • Design and maintain compile-time test suites and compile-fail fixtures for API evolution and semver guarantees.
  • Implement performance-sensitive kernel adapters or backend connectors (CUDA/XLA paths) where compile-time contracts map to optimized runtime kernels.
Repositories
The developer's experience in this domain has been verified based on AI analysis of the following repositories:

Job preferences

Work permits
Italy
Citizenship
Italy
Employment type
Full-Time
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