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 Well-Known 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
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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.
     
  12. Matted1485

    Matted1485 New Member

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    Hi everyone,
    Car: Ligier JS P217 / Oreca 07 (LMP2 Gen 2 Class)
    Track: Virginia International Raceway (Full track layout)
    AI Skill: 105
    AI Aggression: High
    AI Mistakes: Standard
    Track conditions: dry
    Report: AI lose time fighting everyone each other and makes and unreal gap regardless of slower laptime.

    ams2.png

    I'll increase AI skill and set AI Aggression to Normal in order to reduce time gap.

    Was it normal to have this kind of behaviour with these settings?
     

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  13. NedimMehmedovic

    NedimMehmedovic Member

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    I normally enjoy Road America in this game, but the AIs sadly still have the annoyance to do late braking on the approach to corner 3 with also having better handling. I tend to even get beaten in the first sector by 0,6 seconds!
     
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  14. Marius H

    Marius H Forum moderator Staff Member AMS2 Club Member

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    Please extend your post with screenshots, settings, etc. Thank you.
     
  15. NedimMehmedovic

    NedimMehmedovic Member

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    Sorry for missing it out but here it is.
    Skill level used: 110 %
     

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  16. rmagid1010

    rmagid1010 Well-Known Member AMS2 Club Member

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    I tried racing the GTE at long beach and rolling starts are completely broken, all of the cars just park at the final corner and it's gridlock
     
  17. pr07

    pr07 Active Member

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    The recent updates for the AI's fuel logic were interesting, but they definitely still need some work. Just had a 1h race with the GT1s at Silverstone specifically to test it, with 3x fuel usage and tyre wear. Before the update, what would happen is: Most cars would go 1 or 2 laps shorter than they could if they used their whole tank of fuel (for example, if I, as the player, could go for 12 laps, most of the AI in the same car would come in every 10 laps). Due to the Porsche having way less fuel consumption than every other car in the class, it could usually go for 1 or 2 more laps than the AI in the other cars, and by the end of the race, this meant that they could do one stop less than everyone else, and so they always won by miles.

    This time, everyone did an 11 lap stint, which was as far as I could go (I drove the McLaren), except the Porsches and a few Nissans, who did 12 laps. When I came in, I was just under 20 minutes into the race, and I thought that, considering pitstops take almost a minute, I could do only two and just about make it to the end. Every single one of the AI did the same strategy as me, of doing three stints of 11 laps. The problem was, it turned out I needed one more lap of fuel to finish the race. On the penultimate lap, I pitted for a splash and go for only one lap of fuel, all of the AI stayed out.

    I came out of the pits, on the final lap, in P15. I crossed the line P7, because almost every single McLaren and Mercedes ran out of fuel on the final lap. Only one other McLaren and 3 Mercs crossed the line, 13 cars retired on the final lap, all McLarens and Mercs. A few Nissans also ran out of fuel during the cooldown lap (and so did I). The 36 car field ended up with only 22 crossing the line (one Porsche had already retired mid-race, unrelated).

    So, maybe they should be a little more sure of making it to the end. I mean, there were improvements for sure, the Nissans for example could always make two stops in these races and never used to, now they did. I used to think it was possible for the Mercs and McLarens too, but apparently it isn't, at least on normal race pace, with fuel saving it was definitely possible, but the AI doesn't know how to do that (yet, I hope). The only thing I really did not like as I was going through the race (before the final lap) was that every AI does the same strategy now. Only the Nissans had any variation, when before, all cars used to have. Of course, it makes sense if it's the only competitive strategy, but not if it's a strategy that makes you retire, which was the case here. Other solutions could be maybe introduce fuel saving behavior to the AI? Because simply making them not pit when they can't finish doesn't really fix the problem of them being uncompetitive.

    Obviously, the biggest problem here was simply the massive difference in fuel consumption between the cars, that's a BOP problem, not an AI behavior problem, but still. If it was a McLaren spec series, the whole field would have retired on the final lap. I feel like at least some AI should play it safe and make sure they at least cross the line.
     
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  18. Greenario

    Greenario New Member

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    Hi,
    unfortunately, the latest update removed the option to raise the AI limit to 47 for each track.
    Previously, you could simply edit the "Max Participants AI" line in the file located in the Tracks folder, and then you were able to set 47 opponents on the selected track. That made it a lot more fun and gave many more possibilities for multi-class races.

    For example: an IMSA race in Spielberg or Brands Hatch is incredibly cool.

    I even tried to somehow downgrade the game on Steam or install an older version, but unfortunately, I wasn’t able to. No idea whether that’s due to Steam or your side – doesn’t really matter. Since the update, I’ve been trying every day to find a way to get back to the version before the update, because that simple modification was still possible back then.
     
  19. Khalid

    Khalid Member

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    Not all tracks allow for the maximum (48) amount of car. Spielberg is still at the 32 limit if i remember correctly
     
  20. DaveLew

    DaveLew Member

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    Are we still expecting at some point AI using different tyre strategies?
    I'm tired of doing races in F1 cars from whatever era and the AI just using the softest available tyre, and switching to a new set of the softest available tyre at every pitstop. Even if the track is 40°C and the soft tyres are dead by the end of the second lap.

    I'd just love to see any kind of strategy at all from the AI other than full fuel and soft tyres over and over and over again.
     

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