Official General AI Comments & Discussion Topic

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

  1. WAYNE SIMONDS

    WAYNE SIMONDS New Member

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    The damage model and the aerodynamics of the LPM2 cars at Daytona seem not to affect them.
    I ran a 47 car mixed field of GT and LMP cars, (20 LMP's). After the hour-long race (105% AI), over half the LMP cars finished without a rear wing, and 5 of those, including the car that won the race, were missing the 'front wing.'
     
  2. kingkoenig

    kingkoenig Active Member

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    The AI needs a lot of work, still. I wonder if it is a limitation of the Madness engine? Because it is the most annoying aspect of the sim.
     
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  3. ChasteWand

    ChasteWand Active Member

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    I don't think it's a limitation of the game engine as such, more a case of the AI having very limited physics compared to the player. Arguably there are many corners at many tracks where the AI are well calibrated. There are just a few corners on each track that need attention and sadly this has been the case for a long time. I hope, seeing as the player physics and tyre model are now reaching maturity, the problematic corners/sectors can be addressed. The trouble is that as more content is added Reiza's work load is ever increased.
     
  4. mmertens

    mmertens Old school racer

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    Paradoxally, one of ams2 main strengths, which is the incredibly variety of car / track combo makes it much harder for Reiza to fine tune the AI. I can barely imagine the Herculean task of having to fine tune so much variables and get the ai right for so many possible combinations. The current state is really good and credit to Reiza for that, but most of the criticisms on previous post are also valid and we all face it in single player more than occasionally. I feel it’s just that solving and tweaking the ai must be a challenge if we also add the variables of physics updates which still occurs regularly on AMS2. The more stable the physics, the easier should be to tackle AI behaviour.
     
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  5. Kongweihao

    Kongweihao New Member

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    In Sebring, both the LMDh and P2 prototypes as well as the GT3 AI cars drive very slowly. Even at 120% difficulty, they're consistently four seconds slower than human drivers, and they keep spinning out and hitting walls.
     
  6. SoloWingX

    SoloWingX Member

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    1. Why did AMS2 leave early access if such a fundamental aspect of the sim is constantly WIP?
    2. I feel like the general AI logic is lacking, especially AI-AI interactions. This isn't about fine tuning, adding a bit of grip here, reducing a little bit of braking there kind of thing.

    It's a big task and I sincerely hope Reiza does give it a lot of effort once the physics are finalized.
     
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  7. scotch lafaro

    scotch lafaro Active Member

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    With gt3 gen2 and or with hypercars after eau rouge in spa, the AI are very very fast in all difficulties. Is this a possibility for your team to reduce their speed in this section in the futur ?
    Thank you. really love your game and your team hard worker
     
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  8. wegreenall

    wegreenall Active Member

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    I second this, with added commentary that the Super Trofeo has the same behaviour.
     
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  9. herakles

    herakles Active Member

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    @Renato Simioni : as you seem to be quite eager to clear out issues mentioned by users espcially with regard to AI speed in corners, may I please remind you of this post of yours:

    AMS2 AI Developer Q&A - Physics & AI

    You wrote, that I may poke you every once in a while to get this fixed. To be clear: personally, my most important issue would be AI cornering speed on the Indy 500 (first video in post mentioned below) and overall speed in Monza2k (second video in post mentioned below):

    AMS2 AI Developer Q&A - Physics & AI

    Thank you oh so much, I would LOVE to see these issues corrected in order to do some fun races with this awesome game.

    PLEEEEEEEEEEAAAAAAAASSSEEEEEEEEEEEEEE!!!!! :rolleyes:

    All the best,
    herakles
     
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  10. deadly

    deadly Well-Known Member

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    Overtaking behaviour of AI towards each others:

    Faster cars are still trapped behind slower ones.

    They come much too close and touch the rear of car in front and then slow down.It's like if they would "scan" their way by ramming other car.
    Would be nice if they would leave the slipstream later and then go for a decisive overtake and leave enough space for the opponent.
     
    Last edited: Jul 23, 2025 at 1:09 PM
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  11. SoloWingX

    SoloWingX Member

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    I saw this during my Daytona testing... a Prototype got damage early on and had to pit for repairs, and afterwards stayed on the bumper of the first GT it met unable to unlap itself. For laps and laps.
     

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