Official General AI Comments & Discussion Topic

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

  1. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    Nice video, yeah the AI is not perfect, but I am still hopeful of the potential it has once Reiza are able to focus more on their behaviours and features than their overall pace in the dry/wet/damp. I had an excellent race with the F-VintageG1 yesterday at Kyalami and the overall results was pretty accurate with a real period race.

    I led most of it until it got soaked when the tires drop in temperature caught me by surprise on the first corner and dropped to third and then retired due to a mistake when downshifting to second on Sunset Bend. The cool thing was how Jim Clark climbed from 4 to win when it got really soaked, all the Model 1 cars were faster on the wet on the virtue of them being more nimble. The AI managed to overtake without issues and saw some very realistic crashes and mistakes with 7 cars retiring.

    Really the only fault I could find was the AI boost causing the pack racing, such as when Clark got by Rodriguez, he couldn't lose him despite being 1 second faster before, due to Rodriguez getting that artificial boost when behind Clark.

    Race results
    Automobilista 2 12_15_2024 11_16_24 PM-min(1).png Those gaps are bugged, not the real ones
    Automobilista 2 12_15_2024 11_05_44 PM-min.png
    Ended pretty much like this time gap wise.
     
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  2. PocketsRJ

    PocketsRJ Hi from UK!

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    A couple of small observations:

    1) Spa 1993, at least in Formula cars from a standing start, the AI are backing up so much they're actually just stopping still, and not always predictably.

    2) Interlagos, I never really see the AI use the space going into turn 8 (Laranja?), they nearly always just back up behind each other. I know it's maybe more of a 'player' overtaking zone, but there's space that they don't seem to move into.

    Only a couple of things I noticed, I could be wrong :)
     
  3. Cholton82

    Cholton82 Active Member

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    Ai that have spun out or had an accident still not covered under a yellow flag which at this point in development makes me think they either can’t or aren’t bothered about it .
    So frustrating that once again a race at Bathurst ruined by not knowing a car is stopped on track.
     
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  4. Sammo

    Sammo Member

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    Raceroom is pretty good with yellows, although they tend to be triggered non-stop with a large grid for any off track / AI losing control etc "Sector 3 is yellow...sector 3 is green / sector 2 is yellow.. sector 2 is green"

    Tricky balance TBH - if you have FCY on in AMS2 I find it 'works' but then you are stuck doing 1.5 crawl laps with incidents.
     
  5. DannyDB

    DannyDB Member

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    I noticed that with fixed parameters in the Custom Driver files, the AI behavior is significantly better and more consistent. I'm currently working on some of these files for myself, based on the real performances of the 2024 IMSA season, as well as generic ones for GTE, GT3 Gen1, LMP2, and DPi. Once I've fine-tuned and balanced everything, I might share them with you.
     
  6. Cholton82

    Cholton82 Active Member

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    I have FCY turned on , it’s just frustrating especially when you look back at a replay and see they was stuck there 5-10 seconds before you come across the accident and then have an hours worth of racing ruined. There’s a few sims that do it well AMS2 unfortunately doesn’t at the moment. Maybe they will eventually but who knows
     
  7. JavierZumaeta

    JavierZumaeta Active Member

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    Something just occurred to me, and it's only relevant at LeMans, I think, but if a FCY comes out, if the timing is bad, at x2 fuel rate, it might make some cars run out of fuel on the next lap when the green comes back.

    Maybe it has to do with the custom AI file fuel management rating... 'cuz some AIs were more mindful of their fuel and did pit as one would expect... I'm gonna do a test with rating 1 for fuel management and see what happens...
     
  8. SoloWingX

    SoloWingX Member

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    New update, same bad behaviour in Daytona. Slightly better video than before, gotta find better settings but after Alt+Tab I couldn't get back to rerecord.

    Some other notes:
    • LMDhs are even more crash prone into the bus stop battling each other. (High aggression tested)
    • Damaged and lapped (probably repaired) LMDh refused to overtake a GT3 and take back its lap. Just sitting behind on the straights riding the back of the GT3...
    • Weird white smokes all around Daytona, often without a source.
     
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  9. JavierZumaeta

    JavierZumaeta Active Member

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    that's just mistakes by the AI. it adds flavor, and it's own version of realism. More realistic than your average multiplayer lobby. bigger fish to fry, imo
     
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  10. Madatek

    Madatek Member

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    So after the update I think they raced harder against me or with me present, but if I retire and go to monitor they seem they still like to bunch in small 2/3 car trains. Max aggression and 100 strength too.
     
  11. SoloWingX

    SoloWingX Member

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    If those were one off interactions, I wouldn't report them.

    I don't want the realism of a multiplayer lobby, I want something that imitates real racing.

    With AI like this there's no point running a serious, longer race with this combination.
     
  12. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    The AI has trouble dealing with fast chicanes, Hockenheim 88 Bremskurve is another one were it's mayhem. Seems to be an issue with the AI paths/corridor and confusion of where to go/what to do when behind and trying to overtake another AI.
     
  13. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    The AI behaves much more natural and assertive when racing against the player, one of the best in the business. AI vs. AI it's different, Renato mentioned why in a post a while ago in the beta forum, but unfortunately I don't remember the reason.
     
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  14. TomLehockySVK

    TomLehockySVK Well-Known Member

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    As in "currently" or an "always will be" ? Because i would hope eventually it will be the same in AI vs AI as is AI vs player.
     
  15. PeterV

    PeterV New Member

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    I was just running Formula Junior in the WET.....
    The AI were lapping almost like in the dry (as we know) and I had to turn them down to 55% to be sensible lap times for the wet - this was during PRACTICE!!
    But then in the RACE they ran the same super fast lap times as if they were back at "100% in the wet"!!! But it was still set at 55%....

    If you are ONLY going to do the race - well I guess you could just alter the AI strength main value after checking them running the race. Just so you can tune it to be suitable. But the "in the wet" slider was supposed to be a fix for the AI. It seems there needs to be an (in the wet) slider for ALL race session types. Practice, Qualify, Race....

    And.... there should be an AI racing line EDITOR available, so people who choose to make the effort could produce track/car specific GOOD AI sets!
     
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  16. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    Currently when the post was made and it was a while ago, there were some improvements to come, but I dunno how many have been already implemented. AI's got to be one of the if not the most difficult and time consuming aspect of videogame development, so there's definitely more improvements to come.
     
  17. bobbie424242

    bobbie424242 Well-Known Member AMS2 Club Member

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    F-Junior AI is too fast (even in the dry), it has been reported.
     
  18. PeterV

    PeterV New Member

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    Yes, but even when the WET skill multiplier is turned down and you get them to sensible speeds in PRACTICE, they are back at full speed in the Race. As if the Wet Skill reduction did nothing then.
     
    Last edited: Dec 20, 2024 at 2:55 PM
  19. yndoril

    yndoril New Member

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    This... I think this is the best approach for AI as it allows dedicated people with more time to create and test AI lines if they find the ones shipped with the game dissatisfying
     
  20. Mr. WeaZel

    Mr. WeaZel New Member

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    I've just noticed a major discrepancy in AI skill between qualifying and the race.
    I was very surprised, started the whole session again and took notes:

    Car: Formula Junior
    Track: Circuit de Barcelona-Catalunya GP (without Chicane)

    AI:
    Same Class
    19 opponents
    AI-Strength: 100
    Wet-Skill: 1.00x
    AI-Agression: Medium
    AI-Mistakes: x5

    Qualifying:
    Session length: 10 min
    Date/Time: 22.05.2022 13:00
    Weather: 1 Slot | Cloudy
    Livetrack: Standard
    Privat: True

    Race:
    Session length: 20 min
    Date/Time: 22.05.2022 16:00 - Realtime
    Weather: 2 Slots | Cloudy, Light Rain - Sync to Race
    Livetrack: True

    No Mods, no custom AI

    Qualifying:
    My best time: 2:13.288
    AI best times: 2:14.680 - 2:18.982

    Race:
    My best time: 2:13.201
    AI best times: 2:08.963 - 2:11.234

    In comparison between qualifying and race the AI is several seconds faster in race. It's like the AI-Skill is increased by 10 in race.
    Unfortunately, I have currently no time to test it a bit more to see if this issue only appears for this class, the track, or a combination in some way. It was the first time I drove Formula Junior btw.
    Am I the only one who noticed this?
     

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