This page contains selected highlights of my professional life which are easy to tell. If you search for a more structured information, check Who is Mácha or Achievements pages.
Retrospectives, product refinements, hackathon sessions, team-building, beer – all hands all in-person. Prototypes examples: Vehicle & Squad Voice Commanding, Clear Area Platoon Behavior, Live debugging widgets and new Script debugger, Trains, Video Recognition of Entities in scene rendered by VBS, 3D Terrain View in Browser
One of the potential future product portfolio extensions produced rapidly, hitting the following milestones:
- T+2 days – working prototype
- T+14 days – trade-show demo-able prototype
- T+30 days – base-lined into the product portfolio under new licensing
- T+45 days – first potential customer user-testing
- T+60 days – delivery and setup of a training classroom bellow 2 hours (= time to market + time to training)
- T+90 days – MVP hitting first customer driven use-cases user-paths, releasable in 3-9 months window.
Together with GameDev, Virtuos, volunteers – showcase of the games and party. Games of 2024:
Unification of all AI systems in VBS within 16 months (out of 24 estimated ones) while maintaining use-case defined parity.
Prototype inspired by war in Ukraine use-cases. Drones giving unprecedented intel advantage to infantry which is advancing against the entrenched force. Is AI mature enough to be a role-player in such training or mission rehearsal? Answer is yes, we are almost there.
How to absorb all benefits of hackathon style of development while still maintaining sanity of developers and deliver the high-quality outcomes? That’s what we tried with the The Darkshift project with so far 185 finished sprints. Each sprint contains design, planning, coding, artwork, testing, commit to baseline and presentation of our delivery to public. Exhausting sometimes, yes, but fun!
Together with GameDev, BISim, volunteers – showcase of the games and party. Games of 2023:
Establishing new AI department,
- ~15 people, 2 developers teams initially January 2023
- ~30 people, 5 developers teams, 1 management team in 2024
The best leadership duty and fun I ever experienced.
Together with GameDev & volunteers – showcase of the games and party. Games of 2022:
Showcase of the VBS in Czech television magazine Gejzír. I explain the relation of the live and virtual training and describe the skills which you can acquire by conducting the training before the deployment.
Interview and article in Denik.cz where I explain BISim products in context of the Russian invasion to Ukraine.
Starting 2020 “developer teams” and since 2022 also “managers teams” sharing between each other what they work on. Goals are SMART and backlog (almost 🙂 ) one.
I was interviewed by a local mutation of Forbes about what is our company doing in context of the Taiwan 2020 visit.
Visual easy-to-access board for collaborative complexity estimation and planning allowing roadmap forecasting for ~2 years ahead. Real cost/Estimate
- from extremes like 120-600 % in 2019
- to 80-140 % in 2023
I joined the Czech Senate delegation to Taiwan, supporting Czech Repbulic and Taiwan while under unprecedented pressure of the Mainland China. Details & background in the dedicated article.
Leading joint effort of the internal mapping of 45 product use-cases “families” covering almost ~300 explicit use-cases. Examples can be seen on the company page. Reducing product QA, maintenance, training and development costs. Based on the assumption that the least changing knowledge which is actually most impacting the daily development decisions is stored in “What are the training goals of our customers and how they use the software and hardware to make it happen”. Part of the broader Product understanding and QA effort.
Battalion VS Brigade battle simulated on 6 PCs showing the scalability of the VBS4 and also maturity of the platoon level behaviors driving the decision making of all entities.
One of the payed interviews in Studenta I did as part of BISim intensive growth in 2019.
Interview in YouTube vidcast Vortex about BISim military simulation Virtual Battle Space (VBS).
First run of the summer semester AI labs course. Behavior trees, robots and easy to craft AI using toolkit developed by students
Set of Civilian Pattern of Life and Military behaviors supporting various use-cases.
2016-2019: Together with team of developers designing and delivering multiple consecutive projects for the French customer focused on the soft targets protection, resulting in base-lining Civilian Pattern of Life modules for any users of VBS.
The behavior tree editor project developed by team of MFF UK Students as their Software project. Later I use the tool for teaching Human Like Artificial Agents course.
2015-2016: Together with automation team and product development team designing new summary dashboards and setting up new automation test runs. Overviews started to be used at teams stand-ups (now “daily”) and results were displayed on the office screens. Part of the broader automation effort.
2014-2018: As part of the preparation for the Steam releases of NOTA, Steam Spring 1944 and other projects, we learned that the small community of the mulitplayer game needs always someone to play with. We are not robots to be up 24/7, we admitted… Robots. Ok. Passing the Turing test of “playing RTS game with humans and chatting about random topics in between”? Actually expectations bar was lower than we expected. Video is showing the late 2017-2018 system based on AWS.
Procedurally created map for nota and other SpringRTS games.
More details in the SpringRTS dev forum thread.
2011-2015: Series of the SpringRTS community strip-comic. Bad, acidic humor. Bonus content of the game. This is notAjoke!
Bachelors thesis [edited]: Goal: Identify main ethical challenges for journalists participating in social networks. Focus on dynamics which affect journalist’s reputation and effects and dynamics of the virtual environment based on the technological solutions (web data mining, automatic language processing, unclear identity). Ethical baseline defined mainly by Editorial guidelines of Czech and World media and journalist associations (259 references). Accompanied by a survey on ~750 Czech journalists. Available online.
2009-2010: Automatically produced SVG replays out of existing matches. More nota-related achievements.