Official General AI Comments & Discussion Topic

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

  1. morpwr

    morpwr Active Member AMS2 Club Member

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    Im sure if you gave at least a small amount of information it would be more helpful than that post. Like track,car,ai settings,weather.
     
  2. deadly

    deadly Well-Known Member

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    Any car, any setting, any track. It is the worst with open wheelers, because there they go for your tyres and make you spin. With tin top cars, it is easier to keep the car on track after contact.

    All those issues have been reported over and over again since the days of early access.

    They only thing that improved significantly since update 1.6: They do not fight player like crazy anymore on straights when they are about to be lapped. :)
     
  3. Gabriel "Pai" Legnini

    Gabriel "Pai" Legnini Well-Known Member AMS2 Club Member

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    Last night I threw an AI race with Formula Classic Gen 4 at Interlagos 93. After the inmense frustration of being destroyed on a LFM race at T1 by 5 succesive contacts, most of them being due to severe lack of situational awareness and lack of car control by the perpetrators, I decided to replicate the same race against the full field, AI at 120%, aggression at medium, normal mistakes and authentic failures for a 30 min race. Qualified 3rd behind the Williams pair, beating Senna with the other McLaren by 0.003s on my very last lap (what a feeling!).

    All in all a good race against them, trying in vain to chase the leading Williams pair, and trying to hold off the pack behind me. I was passed by a fast-starting De Cesaris and slotted in 4th. Here I was lucky with a recurrent problem: the cars were a bit slidey in some places, and it seemed to cause them problems with snap oversteer at T6, many of them spinning out and disrupting the pack. This caused a FCY on Lap 3 when Hakkinen spun there and others collected him, leaving his car stranded on the inside. Then at the restart I repassed De Cesaris into T1, and he spun at T6. No FCY, but the slowing down of the pack trying to avoid him created a big buffer behind me which I held there more or less fine, extending it to 6s on Schumacher. Until Senna got back in 4th that is, and started setting way faster laps than myself thanks to their usually better tyre wear (could have been better on my end though, setup required extra tweaks for it). A surprising understeer moment in the second to last lap at T3 erased all the gap I still had, but held the position it thanks to better straightline speed.

    Other problems stemmed from lapped cars not doing a better effort to acknowledge their situation, while leaders failed to get around them quickly, making things worse. But the extra problem is the speed an AI car gains by being closer to another car: De Cesaris had to pit after his spin, and was caught by the leaders. Once they overtook him, he latched on their backs and started setting 1s faster laptimes than before, and took them a couple more laps to shake him off. Similarly, when Senna passed Schumacher, the latter got faster and followed him closely, and when the former catched me, he was carrying Michael towards the fight too.

    Besides this, the field was realistically spread out, with most cars some seconds in between besides some packs of two or maybe three cars at most following each other in a battle for position. And for an extra story point: Mansell's car failed meters from the checkered, still crossing the line first but completely dying on the cooldown lap, his car a stranded smoking piece exiting T2.
     
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  4. morpwr

    morpwr Active Member AMS2 Club Member

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    I dont know but i havent had these issues with tin tops at all. I dont race open wheels much so cant comment there. The couple times ive had contact its usually my fault because i forced a move.
     
  5. deadly

    deadly Well-Known Member

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    In general, it seems to me that the AI can handle Interlagos quite well compared to other tracks. Maybe it is the track where the devs try out the AI quite often. (?)

    But with some cars like F_Classics and HiTechs, I saw that they tend to spin out because of going through corners too optimistically. Happens with vanilla AI and with customized AI files. Haven't observed that with other car classes that often.
     
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  6. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    The boost when behind a faster car is my main complaint with the AI ( them only using the softs and tire wear advantage also, but that's going to be addressed soon hopefully). It creates artificial racing and is definitely one of the culprits for the bumper to bumper pack racing.

    Really immersion breaking when you see a very fast AI drop because of a mistake and see him charging through the pack until all of a sudden the car in 7 place who was 1 second a lap slower, laps as fast as the recovering car by virtue of the boost they get when they enter that "duel" mode so to say. They both then catch the car in 6 place and the duo becomes a triplet.

    It doesn't always happens, but it happens too much.
     
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  7. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    The Hitech "Williams" AI have issues dealing with fast sweeping corners since they were released, it gets progressively worse the higher their fuel load. That's why you don't see them spinning on qualy or short races.
     
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  8. Matheus Pucci

    Matheus Pucci New Member

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    Some Issues that i have with Aí are:
    - Practice and Quali AI lose too much time behind slower cars, they dont overtake even when there is plenty of space. It’s the same problem with rFactor that AI gets stuck on slipstream.

    - Race AI still cant overtake like quali and practice and agression seems useless. Also their strategy is “dumb” and would be nice an option of mandatory compound change.

    It’s better than 1.5 but stil far from a nice race in offline championships for example.

    Glad to know that Reiza is working on improvements
     
  9. yndoril

    yndoril New Member

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    After some more testing I found avoidance_of_mistakes at 0.4 and avoidance_of_forced_mistakes at 0 (yes, 0), and consistency between 0.3-0.5 create moments where car behind can overtake without the car in front making too much fatal mistakes (like going off the variante villeneuve every few laps). I even saw overtakes on la source twice in one race! Seeing positive results using LMDh on imola, spa, interlagos, watkins glen, though might be a bit too much for tracks with decent AI lines like most imsa tracks. Luckily reiza gives us options to make track specific custom AIs :)
     
  10. yndoril

    yndoril New Member

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    This also creates a problem where the faster overtaking car cannot take off into the distance and just in perpetual overtaking and re-overtaking with the same cars.

    Also idk if this is me just seeing stuff or not, but I was in a position where in the imola main straight I was chasing a car with similar pace, and in front of that car there were cars trying to overtake lower class cars. Because the cars overtaking lower class cars got slown down, the car I was chasing suddenly got much faster on the straight and got into "duel mode" with the cars in front of it. I was like wtf??
     
  11. mr cheese

    mr cheese New Member

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    Happy New Years everyone! So I’ve been running a Ginetta G40 cup championship. Firstly, I want to say I’ve witnessed some of the best AI behavior I’ve ever observed in AMS2. Cars taking different lines, locking up a bit here and there, etc. But unfortunately they only seem to act like this when near the player car. If I retire from the race and watch the rest from the monitor, the AI bunches right up and there is very little passing.

    I’ve also observed some of the worst behavior I’ve ever seen in a madness engine game. Specifically, the AI don’t seem to recover well or at all even from larger mistakes. Spins and such. They seem to just stop in the middle of the track until they get hit, and no effort is made to avoid a spun car. I’ve also witnessed several times, an AI will just drive straight through a corner and into the barriers. Like their controller disconnected. I’ve been a fan since PC1 and I’ve never seen anything this bad. Difficulty throughout the championship was 100-115. Medium aggression. Default mistake rate. Some highlights in my OneDrive: Microsoft OneDrive
     
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  12. nunamakerz

    nunamakerz New Member

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    I tried to search this but no luck. So now I have 86 pages to dig through.

    On a dedicated server is there any way to have it start with AI added, but have the AI drop out as the server fills? Or is it possible to kick the AI out (haven't actually tried this yet)

    I usually start the server with 4 or 5 AI to keep it sort of fun until people start to join in. But then they complain about AI being in. The last few days I offer to restart the server without the AI, players all say yes, but then dont come back after restart. Just looking for options.

    Thanks in advance
     
  13. Cholton82

    Cholton82 Active Member

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    where are these files located ?
     
  14. yndoril

    yndoril New Member

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    Everything about making custom AIs can be found in this thread
     
  15. Odd Socks

    Odd Socks Active Member AMS2 Club Member

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    This is not possible at the moment.
    You could request this in the feature request thread.
     
  16. JavierZumaeta

    JavierZumaeta Active Member

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    for how imperfect it can be, in a lot of ways, racing against the AI sure does beat racing against real people a lot of the time, isn't it? AMS2 is one of the few games where that claim can be made. In my time, with the F1 games, AC, pCARS1 and 2, AMS2 is the only one where AI racing gives better immersion that most instances than racing against real people.
     
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  17. John Seyerle

    John Seyerle New Member AMS2 Club Member

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    • Car / Track used: Porsche Cup / Sebring
    • AI Strength setting: 105
    • Corner (if issue is corner specific): Apex of T14-T15
    • AI Aggression setting: Medium
    • Session Distance: Race 30 mins
    • Weather when the issue was observed: Clear
    • Player Tyre: Hard Slick
    • AI Tyre (if known to be different from player):
    • Type of session when the issue was observed (practice / quali / race): Race
    Issue: AI braking when not needed
     
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  18. deadly

    deadly Well-Known Member

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    Don't know if it is a bug or a feature :whistle::

    Cart 98 and 00:
    Track: Fontana Oval

    The AI at 100% strenght is faster in race than the fastest guys in TT.
    Edit: Even at 80%, they drive as fast as people in TT.
     
    Last edited: Jan 2, 2025 at 8:54 PM
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  19. Samster

    Samster New Member

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    I'm running AI races with the IMSA cars and wondered if there is a way to select which AI skins/ cars will be in the race? ie not have the Alpine in the race etc. Is there a work around here as I am looking to create realistic looking grids using only the IMSA content?
     
  20. Seb02

    Seb02 Active Member

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    You can exclude certain cars with a custom AI file.
    Information for Customizing AI drivers in AMS2
     
    Last edited: Jan 3, 2025 at 2:02 PM
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