Official General AI Comments & Discussion Topic

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

  1. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Anyobe else finding a few AI issues at Le Mans, using GT3/LMDH/LMP3, namely;
    • Turn 1; they tend to run a bit wide then gain magical traction and sort of "snap" back onto the racing line.
    • Second Mulsanne chicane, they are able to brake much later than me.
    • The first fast Right hand turn into 'Indianapolis' they seem to have far too much traction and get round that corner far quicker than me.
     
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  2. N2J

    N2J New Member

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    Is it just me or do the Formula V10 G1 cars have significantly worse starts than the McLaren MP4/12?
     
  3. Dark Demise

    Dark Demise New Member

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    LMDH ERS modes don't affect power output, they change fuel efficiency.
     
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  4. Mike Shelton

    Mike Shelton New Member

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    Will racing AI ever actually consist of AI, so it can solve All of these issues? I'm very surprised that a console sim (gt7) is beginning to utilize true AI. We need it on the hardcore, pc sim side.
     
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  5. BobbyB

    BobbyB Active Member

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    In Daytona, AI still are getting stuck and crashing constantly in T1 and the Bus stop.
     
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  6. Marius H

    Marius H Forum moderator Staff Member AMS2 Club Member

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    Hello,
    Do you have video or picture-evidence? That would help a lot.
    Thank you.
     
  7. SoloWingX

    SoloWingX Member

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    Seriously? There have been so many reports with videos and screenshots, including myself...
     
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  8. stealthradek

    stealthradek Driving character: Chaotic good AMS2 Club Member

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    I'm pretty sure the evidence is asked not to prove the issue's existence but to give a bit more detailed insights/evidence to try to debug why it may be happening. No need to be stroppy.
     
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  9. Marius H

    Marius H Forum moderator Staff Member AMS2 Club Member

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    Yes, what @stealthradek replied. You can discuss and report Ai here, but it's also very welcome to upload screenshots and/or video's as well. ps. Even better to report them in the bugreporting topic.

    When I am going to the doctor and say: 'Doctor. My finger hurts.' Without showing my finger then he's has no clue why it hurts. He will likely give me some painkillers while I am in agony for years because of a deformed finger.
     
    Last edited: Jun 6, 2025
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  10. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Screenshot of T1
    20250131134155_1.jpg
    Videos of the bus stop chicane.

     
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  11. Alwin Papegaaij

    Alwin Papegaaij Active Member

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    - Car: Copa Classic B And GT classics
    - Track: Velopark 2017
    - AI strength: 106
    - Track conditions: both wet and dry
    - Report: the AI is very slow through corners 5, 6 and 7. I easily overtake both the Chevrolet and the Porsche of the GT classics and I gain about 2 seconds on the Copa Classic B cars.
    Then they brake quite late into turn 8. I brake at the 100m sign, they (Copa) can brake about 20 meters later.
     
  12. jota.191

    jota.191 (I'm Lando in AMS2 lobbies) AMS2 Club Member

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    - Car: FClassic Gen 2
    - Track: Watkins Glen Short
    - AI strength: 110
    - Track conditions: dry
    - Report:The AI is very slow on sector 1, specially the esses. I am almost 8 tenths faster with the model 2 than the next car (McLarens), while I am barely on the pace through the lap (so they could be actually losing more than a second wrt a reasonable pace there)
     
  13. muzarati

    muzarati Active Member

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    - Car: Gen1 GT3 but others as well
    - Track: Silverstone National
    - AI strength: 100
    - Track conditions: dry
    - Report: AI struggle at T2 & T3, they seem to take a very wide entry into T2 and lock up and spin. This happens nearly every lap, I did gain places as a result but still not ideal :)
    From memory this has been like this for a long time?
     
  14. Skidmark33

    Skidmark33 Active Member AMS2 Club Member

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    - Car: Gen2 GT3s AND LMP2s (didn't try LMDh's)
    - Track: Le Mans
    - AI strength: 110
    - AI aggression: Medium
    - Track conditions: dry
    - Report:
    I have been doing a couple of races a day at Le Mans this week but have been struggling with the AI whenever it gets close to me - to the point they now sometimes scare me off the road completely!

    It seems at this circuit (more than others) they

    (i) have 'magical' acceleration out of corners even if you brake check them and get an initially better exit; and

    (ii) thus AI in your own class seem to have a speed advantage down the straights and going into corners which they try to exploit with moves that really aren't on.

    I've ended up off the road a dozen times this week and kept blaming myself although I thought the AI might have been the cause. I finally took the time to look at a replay and I have documented this one example of "moves that aren't on" in this unlisted video:



    I'm in the Audi and the Porsche behind me goes for a move which involves cutting the chicane, making contact and keeping his foot in it - which turns me around and puts me in the wall.

    Maybe I left the door open?? I don't think I could have avoided that. What do you think?

    EDIT: I've run a couple of GT3 races on low AI aggression and it seemed to help alot. They still passed me if I made and error but seemed to back out of dangerous lunges. Normally I prefer medium aggression but for whatever reason at Le Mans, low feels more realistic. Feeling a bit 'safer' I drove much better too. Win win.
     
    Last edited: Jun 14, 2025
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  15. Brett Nagle

    Brett Nagle Well-Known Member AMS2 Club Member

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    I can second these findings. The second chicane on the mulsanne is very difficult to navigate safely when they brake like 50m of more after you need to. It also doesn't help that when starting a race the AI are basically at 100% race pace immediately where it takes 1-2 laps for our tires to come up to temp so you get absolutely mugged by the AI at the start of races while you're waiting for the tires to come up to temp and gain traction.
     
    Last edited: Jun 17, 2025 at 4:26 PM
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  16. Kongweihao

    Kongweihao New Member

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    Regarding Daytona, there are two track layouts - one for sports cars and another for NASCAR. The only difference in layout is an additional bus stop chicane.

    In the sports car configuration, drivers hit the tire wall at Turn 1 every single lap, whereas the NASCAR layout runs smoothly throughout but can only start with rolling starts. As for the bus stop chicane, even when I drive formula cars there, I end up spinning out. The curb design makes it clear this track isn't suited for formula racing - you can tell just from its name.
     
  17. ChasteWand

    ChasteWand Active Member

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    Most tracks in the game (perhaps Interlagos is the only exception) have at least one corner/section where the AI exceed player physical limitations in this way. Braking and/or acceleration/corner speed are simply impossible to match, then equally there is a corner, section or straight where they are slow and the overall laptime balances out. I understand the incredible amount of content in the game makes this a daunting and difficult problem to solve, and that the work is only increased with every physics revision. With the scale of the problem I find it astounding that, as stated in the developer physics thread, Reiza will not leverage the power of current AI LLMs to attempt to solve these problems. Given the large dataset that must be available from time trial ghosts, this is a problem where the solution is potentially in reach, yet the attitude of the developer's is closed minded. More content recently teased is fantastic but the issues with the AI drivers will only ever be multiplied, and leaves me concerned that there is very little chance they will ever be solved... :(
     
  18. wegreenall

    wegreenall Active Member

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    Whilst I have long been curious whether an appropriately designed machine learning approach could leverage the time trial data to get better AI lines (if the lads are interested I'd certainly be up for sending in my CV!), your implicit claim that Reiza should use the 'power of current AI LLMs' shows that you might have a somewhat incorrect idea of how they work or how someone might go about solving one of those problems.

    I am 100% sure, however, that the reason it hasn't been used is not 'the attitude of the developer's is closed minded'. I think there has been a misunderstanding of what it would mean to use 'AI (like a generative model we think of as AI now)' to make AI (as the rules for the non-player characters/entities in a game. Making Sophy (an extremely expensive and highly complex endeavour) is a completely different kettle of fish to using time trial data to inform AI lines/behaviours (which itself requires certain expertise at a cost that may not justify the effort). It is possible the expertise is already available in the company, but that there are other more pressing and valuable ways to expend such efforts. I think we can all agree at least that the AI in AMS2 is some of the best in the business - and I very regularly have extremely enjoyable races against many cars and on many tracks that I just could not set up a multiplayer lobby for and get anywhere near as enjoyable a result.
     
  19. Tomatosoup

    Tomatosoup New Member

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    Regardless of the class and strength, they always avoid it and brake very early on the straight instead of straigthtlining it. The curb is very forgiving due to the high speed, so I don't think that adjusting the ai line to go over them would cause them to crash
     
  20. ChasteWand

    ChasteWand Active Member

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    True, I have no idea how they work, but does anyone? Machine learning is indeed a far better term when applied to my perspective.

    I'm not expecting a Sophie style AI. As you rightly point out the existing computer drivers using 'old school logic' are pretty good. However they, I believe, could potentially be optimised by leveraging the power of machine learning to "fill the gaps" in it's flaws at certain sections of the many tracks, in the many cars that AMS2 offers. The braking, acceleration, steering, speed, track conditions ect are datasets and, the ghost replays from humans are also datasets. This is what AI is good at, analysis of large datasets and pattern finding. This is my point, how this is done I can't answer, maybe you can! Current AI is already coding fast and efficiently, all I (and others) are saying is a more open minded attitude to the possibilities of leveraging machine learning to optimise the computer drivers code and pathing could result in a better experience. :)

    Sorry for being a grumpy and somewhat intransigent old sod, all I'd like (and others no doubt) is a more balanced experience against the computer drivers in single player...
     

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