AMS2 AI Developer Q&A - Physics & AI

Discussion in 'Automobilista 2 - General Discussion' started by Renato Simioni, Mar 23, 2025.

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  1. BrockBuster29

    BrockBuster29 Member

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    a couple of quick ones.
    A) Will/When will there be an option to reduce the Ai Aggro in a dedicated server
    or can you at HQ level just make them Default to Low or something instead of Bathsalts aggression.

    B)Will we ever be able to use custom Ai files for online races

    C) Personally i think the Ai is pretty good all in all but for one flaw that happens 50% of the time when I have passed an ai to the point it should surrender the corner it turns down hard into my rear quarter and just escorts us both off the road. you cant steer out of it cos they just keep turning down
     
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  2. alphazex

    alphazex New Member

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    I remember somewhere saying that in 1.6 we were going to get seperate sliders for Ai acceleration, and braking? Is that going to be a thing still?There are many times where the ai is just much faster on a straight away even when you have better corner exit speed they just walk you, and then brake way too early. It would be nice to refine those limits to be more in sync with actual players. We do a lot of online + ai races with friends and I noticed this happening a lot. I want to race ai and have to fight for places instead of waiting for the obvious 1 spot where they are way too weak and pass them everytime.
     
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  3. SpaceYam

    SpaceYam Active Member AMS2 Club Member

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    I've noticed this seems to be happening a lot to me, usually in hairpins and such (the ones at Imola and Silverstone are good examples) when I'm able to get a better line and speed where the AI falls back, but then they just railroad us both off the road. I'm not too worried about where I place in single-player championships as my focus is just on getting better at everything, but it would be great to see it addressed in a minor patch some time soon as it does spoil the race a bit
     
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  4. Erik G

    Erik G Member

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    How much of a strain on the game engine (CPU usage) would it be to have the AI run by the same physics rules as the player uses (tyre physics), if at all possible with the current engine?
     
  5. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Not possible using any hardware available to the general public. If it was, Reiza would have already done this instead of struggling with the various calibrations required. Any sim claiming to use this approach is either lying, or has very simplified physics and tire modelling (e.g., typical video game console racers).
     
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  6. PeterV

    PeterV New Member

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    I think it would be good to add an "AI Spread" slider, so that a player can adjust the AI 'differential' to be greater (or smaller) and thus creater a much more spaced out field - after some laps go by - if the player wants that.
    This would basically tie in with the normal AI Abilities but just either alters Power/Braking.... or maybe X amount of abilities that would be of use for this aim to be achieved. eg maybe aggression, skill, consistency etc - all scaled across the field according to the slider. (100% meaning zero alteration.... or 50% being zero?, with 0% being slower and 100% being faster. Or a scale of 1 to 10.... normal being 5? Whatever...).
     
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  7. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Assuming late is indeed better than never, I´ll finally be following up on the above and should have the remaining replies up over the next 24h or so :)

    If anyone has a well substantiated physics or AI enquiry they might want to throw into the mix, this would be the time to do it.
     
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  8. Dicra

    Dicra Local Gamepad Ambassador AMS2 Club Member

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    AI on Indianapolis GP are always too fast out of the left-right-left-right-complex (3-4 tenths) through the backstraight, why is that?

    I reported that a couple months back with a report using F USA23 assuming it was a speed boost, but it seems to have never been picked up, so I'm curious what the reason could be
     
    Last edited: May 30, 2025
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  9. andy_east123

    andy_east123 Active Member

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    Hello Renato,
    I appreciate you answering these questions for us.

    1) Does the model for the AI simulate ABS?
    Ref Incident 1 and 3 timestamped in video description: Need. More. Videos! C'mon guys!

    also incident 4 timstamped in description of video: Need. More. Videos! C'mon guys!

    also incident 1 timestamped in description of video: Need. More. Videos! C'mon guys!

    2) Is the AI subject to the same track limits warnings and penalties as the player?
    (There is no specific moment, but the question was raised off the back of this video and the oddly timed stop for Holmes, timestamp: 01:36:54 Holmes' Offset Pit Strategy)
    Need. More. Videos! C'mon guys!


    3) Does/can the AI terminal top speed vary with AI strength? No video showing this yet. But have noticed while testing race configs at the Nordschleife 24hr layout with the VTC2 mini that the AI top speeds seem marginally faster if I increase the AI strength. Example at 100 AI strength on the last straight I can tow and just about pass them, but at 102 they pull away from me just enough that an overtake is simply not possible, even if I started off tucked up right under their boot lid. Circuit conditions and fuel mix and engine damage points are the same at these stages, though I may have been following a different car from one race to the next, the bunch of 5 cars I was with I couldn’t match any of them. No custom AI involved.

    All the best
    Andy
     
    Last edited: May 31, 2025
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  10. XTRMNTR2K

    XTRMNTR2K I WANNA GO FAST! AMS2 Club Member

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    Thanks for checking this thread again! Your timing couldn't be any more perfect IMHO as I just noticed I hadn't even posted in this topic before and there is one burning question that has been eating me up inside for a while now. :D


    A couple of weeks ago I did a single player race weekend in the Ginetta G40 Junior on Oulton Park. Weather was set to random for all sessions if I remember correctly, which gave me rain in one and fog in another session - that was quite atmospheric, and more immersive than I had seen before.

    During the race I got a harsh reminder of what frustrates me the most about the AI (inconsistent performance aside, but that is constantly being addressed and a matter of chiseling away at the mountain that is car/track/weather combos in this sim): Player-on-AI contact.

    Based on my perspective - and I am not a professional, nor a real-life racer or even a particularly good sim racer but merely your Average Joe - the issues with human to AI contact in AMS2 are two-fold:
    1. While the AI has been seeing constant improvements to their ability to avoid contact from occurring in the first place (within reason of course), once contact between the player and an AI car occurs, the AI is unlikely to pull away to try and minimize adverse results on both cars such as damage, missing their racing line or even loss of control. In real life, a driver would in most circumstances (with some differences depending on series and vehicle type) try to minimize the damage and risk of control loss, making this an obvious immersion breaker (not to mention very frustrating).
    2. When contact between the player and an AI car occurs, the physics seem to favor the AI most of the time, irrespective of the individual situation. I do realize that even GT3 cars are surprisingly easy to spin on contact (have seen this countless times in various GT3 series), but generally speaking if one or more cars spin or not is dependent on various factors such as track conditions, rotational forces, engine layout, hit angle, speed, etc.
      The way energy is dissipated on impact often seems to treat the AI car like a solid, stationary object, causing the player to spin while the AI drives on as if nothing happened (often not even struggling to retain control). Whether it is going side by side, getting hit from behind or bumping into a car in front, the player is almost always more likely to spin out, with the AI rarely being noticeably affected by the impact if at all.
    So my question is this: Is this something that has been looked into? And if so, does it look like something can be done about it, at least to some degree? (If so, that would be HUGE for me - as an exclusive offline player it's probably my biggest remaining gripe with AMS2 by far.)

    Many thanks in advance, Renato, and thank you for doing this Q&A in the first place!
     
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  11. Sone Angel

    Sone Angel New Member

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    I want to keep it simple, so some direct questions:
    - Will you be reworking/improving nordschleife (modern) AI? It seems very cheaty especially at 120%.
    - Will we be able to select each AI car one by one in future for multiplayer mode?
    - Are you looking into snow/blizzards which was present in PC2? (I know its not exactly physics, but bringing it would create a new physics case for us)
    - Are you planning on adding AI configuration in game? (or expanding current one which is weird to use at the start)
    - Are you planning to create AI such as Sophy in GT7?

    Sorry if it was already asked, yes or no is good enough.
     
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  12. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Locked for further questions folks, replies incoming - thanks again everyone for participating and especially those who held patiently for an answer all these past weeks :)
     
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  13. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Alright folks so to wrap this up at last - working my way back from the last post for convenience, if I end up missing anything from older posts please feel free to give me a nudge on PM about it.

    1- By "cheaty" I´m assuming you mean it´s too fast in parts of the track? In any case yes, in fact there is way more than the AI lines currently being overhauled for the Nordschleife so there is going to be a complete redo in upcoming updates.

    2- This is not planned nor easily achieved in the foreseeable future.

    3- Not currently, there is enough work to do with existing weather & track dynamics for it to be worth throwing a more niche variable that doesn´t really have much of a context within AMS2; with that said on a long enough timeframe anything is possible.

    4- No
     
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  14. Renato Simioni

    Renato Simioni Administrator Staff Member

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    1- There is in fact some existing logic to reduce the AI´s "gravitational pull" towards their predetermined paths during an incident but it´s fairly basic and there are indeed cases when the AI driver´s urge to get back in line while still tangled up with another car will make the incident worse and / or harder for the player to untangle from it; certainly an area we can and intend to make improvements on still.

    2- This is trickier to address because AI physics is simplified in several areas and in many classes these simplified physics require stabilizing forces in order for the AI cars to remain stable and competitive vs the player; as touched upon in previous replies the problem can be the opposite in some classes where AI cars still can suffer from instability particularly at higher speeds and in sections involving agressive changes of direction where they can lose control on their own; without these stabilizing forces those issues would be far more widespread and that is a bigger problem than the AI being a bit too robust in retaining control when tagging or being tagged by a human car.

    While I´d agree this is still neverthless a con in AI racing of AMS2 with some classes I´m not sure the magnitude is what some users might believe it is; I´ve seen many such video reports supposedly caused by this in which AI tagging player or vice versa which just the dynamics of the contact would have been enough to see the player coming worse off even with everything else being equal.
     
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  15. Renato Simioni

    Renato Simioni Administrator Staff Member

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    1- I´m fairly sure AI has ABS when it´s meant to but the particulars of which version of ABS it uses (the legacy pMotor version or the Madness system used by the player) and what sort of simplifcations apply is not something I can answer from top of head.

    2- Yes to track limit violations, but not as in-depth as it applies to the player (it won´t be forced to slow down and / or give the position

    3- AI Skill and Aggression settings have no impact on AI power output or car setup; there is actually an error in one of the UI helping texts that contradicts this information but that is due to that text still being legacy from SMS we have missed out on correcting, in terms of game mechanics we have since very early on development disabled all effects of AI Skill on anything that isn´t strictly related to driving ability and a a driver cannot make a car go faster on a straight irrespective of how skilled he / she might be (assuming of course the car is stable on said straightline); the exception of course would be if said driver came out faster of the previous corner leading into the straight, which might be what you observed in your AI tests at different configurations.
     
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  16. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Would need to verify whether it is indeed something particular to the track (ie every class is consistently faster in those corners than what user can manage at his / her standard AI Skill setting), the car (in which case the F-USA 2023 AI physics in speedway configuration might need a calibration pass) or a bit of both; either way as with most performance discrepancies it shouldn´t be especially hard to at least mitigate it so we´ll take a stab at that for the next update :)
     
  17. Renato Simioni

    Renato Simioni Administrator Staff Member

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    To add to Marc´s reply above, even if developers didn´t have to contend with this system performance consideration we still need to realise that AI in AMS2 (and in all major sims AFAIK) does not simply drive the car the way a human player does; it is subject to a number of predefined variables, calculations and predictions, the car physics is just part of that equation and while removing that variable completely could help the balancing process in some ways it could also hurt it in others where those remaining AI resources might not be enough for them to handle the cars we have competently.

    Ultimately the goal to deliver on with AI bots is for them to a) be able to go around the track safely (whether on their own or surrounded by other cars) and b) with a window of performance that is tangible to what human players can achieve; how one delivers on that is less critical than delivering on it. Our process is time consuming to be sure not least because the range of car / track combos as well as the settings and conditions users can run them under is so vast in AMS2 but the fact progress is constantly being made not only ironing out persisting discrepancies but also creating more paths to address the smaller nuances of driving performance should be evidence we´re not at the ceiling yet.
     
    Last edited: Jun 11, 2025 at 1:47 PM
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  18. Renato Simioni

    Renato Simioni Administrator Staff Member

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    a) Yes this will be introduced eventually; there is in fact a number of valuable developments around AI for MP scenarios we intend to tackle still.

    b) This is very unlikely to happen; simply put it would require a lot of development effort for relatively minor value.

    c) These sort of behavior dynamics are constantly being adjusted not only at the macro level but also class to class over the course of development; one thing to try if you find that to be a constant problem is to reduce Aggression setting one level as higher aggression settings certainly can make AI less willing both to back down when attemping an overtake as well as concede when being overtaken.
     
    Last edited: Jun 11, 2025 at 4:33 PM
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  19. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Creating new tires for STM unfortunately isn´t something someone without knowledge and in-depth access into all areas of the physics engine could do and it´s even more complex if AI is thrown into the mix.

    With that said we´re not against creating value by throwing together some alternative versions of existing cars (or tracks for that matter) when that might make sense - we have done that with oval variants of Brazilian Stock Cars and Super V8s to mention an example and I´m sure we´ll do more in the latter stages of AMS2´s shelf life..

    1- Similarly to previous replies on the matter, the AI´s "raceability" is not a constant from class to class and from track to track and generally speaking faster classes still err on the conservative side for the sake of minimizing incidents. There is quite a bit of content-specific fine tuning we can and do perform from update to update to improve their ability to race each other; sometimes these adjustments make a big difference, sometimes not too much but there´s a lot of such tuning still to be done all around; likewise there are also code-side developments constantly being introduced to try eliminate or at least mitigate some of these behavioral "vices", we just need to be careful with those because when it comes to AI it´s far easier to break things than it is to make them better.

    2- It´s a valid suggestion, although my first thought is that it might prove tricky to implement in practice as minor driving mistakes can also have grave consequences and vice versa depending on the circunstnaces around the driver making the mistake.

    Wind is simulated but is capped to very low speeds so the effect in vehicle performance is generally pretty negligible; that cap might be removed at a latter development stage when aero physics development has settled down.
     
    Last edited: Jun 12, 2025 at 10:26 PM
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  20. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Alright this is a big one so let´s try synthetize replies a bit:
    • STT Ai having no visual body roll or limitations with the front end on left-hand corners. There's moments where the player vehicle has significantly less grip than the Ai.
    The lack of visible body roll from AI STTs is a bummer and one I hope we can find a solution for over time, but there isn´t one up for grabs atm; the performance discrepancy issues are always viable to resolve or at least mitigate so long as we´re aware of where they persist.
    • Kartcross often being unable to cleanly finish a lap.
    As with all kart vehicles they are extremely tricky things to get going around the track safely and within a window of performance that is tangible for the player. but this is certainly one problem we can and must fix in the coming updates.
    • RX Ai occasionally having formula car levels of downforce and taking "traditional tarmac racing lines" through hairpins and other corners that would require using more slip angle/sliding.
    The performance discrepancy around certain corners can certainly be addressed or at least mitigated; as cool as it would be to see them handling the track with a more human-like "body language" and taking more human-like lines that would be both a less tangible and less critical goal.
    • All RX classes often fail to take joker laps at certain tracks.
    We´re aware of these and still pushing to fix them.

    There are several factors contributing to this performance discrepancy but I believe the thick of it would be down to dirt paths across all RX layouts currently sharing the same material with the same properties (grip, resistance, softness etc); this means the dirt sections in tracks like Hockenheim RX are set with the same properties of a track like Ascurra, which is a fairly hardened surface with far less actual dirt as you can see in the video below:



    This isn´t a inherent limitation; we could create custom dirt materials for each track and the main reason we didn´t for the dirt content as it stands now is because of some the AI troubles that arise from more intrinsic terrain modelling - things like the AI sinking into the terrain and then "exploding" for ex are aggravated with softer terrain properties.

    Other compromises with dirt content include how the tires are impacted by all these surface variables and are likewise mandated by the need to minimise discrepancies in performance vs the AI; these aren´t unsumountable issues but they would require considerable more development input then we could justify at the time of their original release.

    We do plan to have another go at dirt / off-road content on the longer term however which should hopefully allow us to solve or at least mitigate some of these design compromises; it might take more time than one would prefer but there is not bit of content in the game that is ever left behind, they are all constantly being revisited and improved as best we can in regular waves of development, take the karting classes for ex. which were in pretty messy shape for a while there and became much better following the updates earlier on this year. It´s only a matter of time until the dirt content gets some love again ;)
     
    Last edited: Jun 13, 2025 at 1:08 PM
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