

However against 'perfect' AI I never win, becuase i'm just to prone to making mistakes, normally in out braking myself.

Forza), I understand 'good racing lines' and can even tweak a car half way decent.
RFACTOR 2 AI DRIVER
I'm not a bad driver in racing games (e.g. THIS - I still can't understand why most serious racing games still don't ensure their AI can make mistakes. Afterall there are generally only a few 'perfect' lines around a track, depending on your driving style and if you are currently trying to overtake (getting a better position).ģ. They are still very useful as a shortcut to getting your AI to learn tracks, but it doesn't mean they have to travel 'through' the waypoint. Avoiding waypoints for the sake of it is just making extra work for yourself, though it depends on what you mean by and use of waypoints. If you're making something that's arcadey to the point where the race line is of little relevance (eg: Burnout Paradise) then it won't really help a lot, as in those games having a bunch of cars driving a perfect (but irrelevant) line isn't actually any fun.Ĭlick to expand.1. This is of course assuming the kind of racing game where the line is important. An aggressive AI will happily drive through debris, get close to and possibly even bump or nudge other cars, where a less aggressive one will be more careful, and so on and so forth. A skilled AI is one which sticks very close to the optimal speed on the race line and is able to get back to the race line very quickly when it is forced away from it, where an unskilled one deviates from the optimal speed (going too slow, or losing control by going too fast) and takes longer to return to the line. The skill and personality of an agent is then built into the latter two parts of that. In addition to that, you want to take dynamic "obstructions" (ie: debris, or other racers) into account to modify any particular agent's version of the race line. Rather than waypoints I'd want to define the race-line for a track, which I'd think would be pretty easy to calculate in code.īased on the properties of the car you should then be able to calculate the optimal speed for any point on the race line. Got any ideas? Have any pet peeves about racing AI that you absolutely hate or would like to see fixed? Have you already seen this type of AI in a racing game? The player is racing against a specific driver that is somewhat predictable. In other words, the player isn't just racing against a bot with a script. AI cars have a "personality" that the player can factor into their racing strategy. The AI doesn't just pass anywhere on the track. Most AI systems already have mistakes factored into them, some better than others.Ĥ. The AI can be adjusted to match the player's skill level, so that the player has an even chance of winning a race.ģ.
RFACTOR 2 AI HOW TO
The AI cars can figure out how to get around the track in advance of a race without waypoints.Ģ. And in real life, people race against others in the same "class" - racing against people who are at the same skill level.ġ. Well that's no fun for the player who is just starting out, or who isn't or will never be perfect. The player would have to drive a perfect race AND beat the fastest AI car. Imagine that! The only problem is, the AI would always out perform the player. Then you would create AI cars that would run X number of laps around the track, and each AI car figured out how to drive around the track by itself! As the cars drove around the track, the AI would figure out how to best take each turn, when to brake, and when to accelerate. Quite a number of years ago, I played a racing game where you designed your own tracks, setup up a few checkpoints, and then drove a few laps to provide a basic path for the track. I'm sure some of you are scratching your head and saying the same thing to yourself as well. "Well Duh! Of course not! How is the AI suppose to know where the car is suppose to go? Do you think it figures these things out by itself? You need to tell the cars where to go." "You mean the AI can't figure out how to get around the track by itself?" "So your bots know where to go on your track." It seems like every racing AI system wants you to drop waypoints on the track, and. As I get closer to implementing the racing AI for my game, it stuck me that most racing AI systems are not really that intelligent all.
