Michal Cervenka

dblp:415/6545 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Software engineering, system software, and programming languages
1 paper
Software testing · 100%
Artificial intelligence
1 paper

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Software testing › test generation
automated test generation
0.912025
Using Planning for Automated Testing of Video Games · IJCAI 2025
Software testing
regression testing
0.912025
Using Planning for Automated Testing of Video Games · IJCAI 2025
Software testing
game testing
0.312025
Using Planning for Automated Testing of Video Games · IJCAI 2025

Methods — techniques the papers use, named apart from their topics

automated planning · 1.7PDDL · 1.7
YearPublicationVenuePosition
2025 Using Planning for Automated Testing of Video Games
abstract
In this demonstration, we present a system that automates regression testing for video games using automated planning techniques. Traditional test scripts are a common method for testing both video games and software in general. While effective, they require manual creation and frequent updates throughout development, making the process labor-intensive. Our system eliminates this burden by automatically generating and maintaining test scripts. The test engineer only needs to define the game’s rules using the Planning Domain Definition Language (PDDL) and specify initial states and goals for individual test cases. This significantly reduces human effort while ensuring test scripts remain up to date. Additionally, our system integrates with game engine editors—supporting both Unity and Unreal to execute and evaluate test cases directly within the game. It collects detailed logs, telemetry data, and video recordings, allowing users to review test results efficiently.
Tomás Balyo, Roman Barták, Lukás Chrpa, Michal Cervenka, Filip Dvorák, Stephan Gocht, Lukás Lipcák, Viktor Macek, Dominik Rohácek, Josef Ryzí, Martin Suda 0001, Dominik Safránek, Slavomír Svancár, G. Michael Youngblood
IJCAI4