Official General AI Comments & Discussion Topic

Discussion in 'Automobilista 2 - General Discussion' started by Renato Simioni, Feb 1, 2021.

  1. AllocDK

    AllocDK Active Member

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    0.41
     
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  2. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    Not really, he was gonna do the normal racing line, I was a bit overeager to get past.
     
  3. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    There was a very early safety car where the AI inexplicably decided to pit as soon as it ended (their strategies are lacking still) I hadn't pitted yet.
     
  4. DaveLew

    DaveLew Member

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    If we can get AI that, in F1 cars new and old, don't just use softs over and over and somehow manage to make them last as long as my mediums on full tanks of fuel, and not suffer much grip loss over time, it'd absolutely make my day.

    If Codemasters can make AI tyre strategies work in the F1 games, I'm sure Reiza can make it work in this sim :p
     
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  5. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    Codemasters have done a really good job with their AI from 2018 until this years game, its pretty awful. I am sure Reiza will fine tune the AI wear rates and performance loss. The AI using other compounds was scheduled to be implemented in 1.6 but unfortunately got delayed, still its closer than ever :)
     
  6. TomLehockySVK

    TomLehockySVK Well-Known Member

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    45 minute Suzuka GP test with GT4, GT3 Gen and LMDh, 120 difficulty, aggression MAX, mistakes at 2x. BLUE = driver finished where they started , RED = lost position(s) compared to start , GREEN = gained position(s) compared to start.
    421428200943_1.jpg
     
  7. JavierZumaeta

    JavierZumaeta Active Member

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    looks good to me.

    I on the other hand, so I tried a 2 hour LeMans race, x2 Fuel, Authentic tire. I haven't experienced this on other tracks, but the full course yellow seems to have screwed with the AI's pit strategies. Most, but not all, would pit under yellow (it was getting close to the pit windows). Sure enough, those that stayed out ran out of fuel after the green light, so that triggered another fcy.

    So again a few got all confused, next green light, some more ran out of fuel. Another fcy, Another set of one or two cars got confused. They stopped on track, another fcy. We couldn't get more than a lap in before the yellow flag. And so on and so forth. With 40 minutes left half the field a little over half the field was left, so I'd had enough.

    idk, maybe it's gonna have to be just x1 fuel and tires? sorry :( I'm sure it'll get sorted.
     
  8. DannyDB

    DannyDB Member

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    I hope Reiza manages to address the behavior of AI-controlled cars on the track to ensure they maintain more distance from each other, resulting in the same class of cars being more spread out in most cases. Currently, they race with minimal gaps and often finish in clusters, making it feel more like a cycling track race than a motorsport event. :D

    Yesterday, I did a 1h10min session at Sebring with GT3 Gen1, GTE, LMP2 Gen1, and DPi classes (I was driving the Audi GT3 Gen1) with x10 time acceleration. I ended up racing alone for most of the time because the faster classes overlapped me all within a single lap, as they were so closely bunched together. Meanwhile, vehicles in my category would slow down significantly well before the faster cars arrived to let them pass. This resulted in a huge advantage for the player, who could maintain their pace while the faster cars took care of overtaking.

    Another point I hope Reiza addresses is the performance of the GTE class. GTE cars are too slow and far too close to the GT3s in terms of performance. There should be at least a 4-5 second per lap gap between the two categories. In longer races, GTEs often end up finishing behind GT3s (even during qualifying on circuits like Laguna Seca), which is quite disappointing. :)
     
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  9. LostPatrol

    LostPatrol Active Member

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    I'm not a huge open wheel driver but one of the most unconvincing things that happens with the F1 cars, I tend to drive the Formula Classics, is they have the same habit as other classes of driving nose to tail for lap after lap.

    That would kill the tyres of the car behind but as they are on a different physics model they don't suffer from a loss of aero grip. Ideally the AI cars should have a "take a breather" factor, they've not got this move done for two laps drop back for a bit, then try again. At least it would look a bit more realistic.

    I was doing a 14 lap race with the Formula Classic Gen 4 yesterday afternoon at Barcelona 1991. AI at 103%, Aggression at Medium and the first and second place cars were barely a car length apart for the entire race. You end up in far too many situations for a Formula race where you are trying to overtake a car that is in the process (but more often than not, not actually) overtaking another car.

    Edit I had run a 15 minute qualifying session as well
     
    Last edited: Dec 9, 2024
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  10. AllocDK

    AllocDK Active Member

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    I had the same. FCY in the very first lap and every single AI pitted in all 3 classes i had - LMDh, LMP2, GT3 Gen2
     
  11. TomLehockySVK

    TomLehockySVK Well-Known Member

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    This is what i keep seeing for years now as a big problem - the AI does not know how to set up their opponend for an overtake, they are trying just as soon as possible to close the distance regardles of where or how and once they are at the rear of the driver ahead they are looking for a gap, without understanding that sometimes they should try to yield a bit and try a switcheroo or yield where they could make a gap to go for a boost of speed from a draft and overtake on the next straight.

    Instead they stay glued to the rear of the driver ahead in an attempt to overtake as soon as possible which they often times cannot because they do not have the speed increase from a draft. And on that point is the AI draft not extremely weak too ? And the AI does NOT follow the player draft at all.
     
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  12. DannyDB

    DannyDB Member

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    In this case, if the GTE cars could lap in the 1:59-2:00 range, they would be fine. Currently, this category is missing about 2-3 seconds per lap.
     

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  13. DaveLew

    DaveLew Member

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    Totally agree, what I'm thinking is if Reiza implement the whole 'following another car too close for too long will kill your tyres' thing for both the player and the AI, and it causes the AI to become slower if they do end up following too close for too long, then the problem may solve itself.

    But having an actual AI decision that says 'if distance to car ahead < X meters for > X time and not actively attacking, then drop back to recoup before mounting a new attack' as well as overheating tyres and whatnot would probably make things slightly more dynamic.

    That said, I don't know how the AI in AMS2 works, so that might be a larger ask that it seems, it's hard to know.
     
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  14. RmRx8

    RmRx8 New Member

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    Considering Reiza has the IMSA License and has put all this work into making AMS2 a great endurance racer, they have some work to do to complete it:

    1) AI cars should not attempt to immediately outbrake and go through a corner alongside you when you are a higher class car and you've cleared them by the time you get to the braking area. Once it's clear you're a higher class car, making a pass and not racing them, they should lift out and give way in that corner.

    2) AI cars in general, when you're inside of them on fast turns, should not cut into you and spin you out.

    3) Co-Driver AI should match your lap times, or the feature is all but useless

    4) Sessions need to be saveable...at a minimum when you're in the pits.

    5) "NIce to have" : saved highlights from hours-long endurance races...no one is going to scrub through 12-24 hours of footage.

    Hopefully Reiza reads these forums and sees this feedback. I don't know though.
     
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  15. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    The AI in the game get a speed/braking boost when within 1 seconds of the player or each other, that's one of the main reasons for the bumper kissing racing in the game. I think they get that boost to help them overtake,the issue is that they are still not great at it (better than before though).

    Also that boost makes for some artificial racing in some cases, because you have X driver who is faster on average by 1 second to Y driver, X catches Y and overtakes him, but then Y gets that speed boost and suddenly gains 1 second of speed and stays glued to X for the remainder of the race. It's the same against the player, they do also get a speed boost when behind you.

    If they manage to get the AI to overtake each other without the need of that boost, I think it would help to fix the race long pack racing.
     
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  16. SoloWingX

    SoloWingX Member

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    This is the Daytona lapping problem with LMDhs I mentioned earlier. Sorry for the quality, the AMD recording tool created a mess of a file I couldn't import anywhere so I snapped it with my phone quickly. What you see during those 3 seconds is a good case scenario, sometimes they spin. This time low aggression, the same thing happens with higher aggressions.

    It's not very visible but the LMDh in front of the camera car and its GT3 does the same thing.
     
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  17. Michael3

    Michael3 Active Member

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    I've just been trying a practise session, donington national, mini jcw 120% high aggression AI

    And the lap times of the AI seem the same on a green track as heavily rubbered (and both about a second faster than the current leaderboard TT for the same car and track)
     
  18. Cornflex

    Cornflex New Member

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    In my opinion, the AI is far too aggressive in 1.6. Even in training, they fight for every inch. They drive into your car from behind, push you off the track and remain unscathed. They don't even leave the racing line.
    And that regardless of the settings.
     
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  19. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Can you please make a video recording ? I still don't find them aggressive enough.
     
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  20. AllocDK

    AllocDK Active Member

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    I agree with this - I am starting to think that the aggression setting might be bugged and not work at all
     

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