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Information for Customizing AI drivers in AMS2

Discussion in 'Automobilista 2 - General Discussion' started by gian, Nov 19, 2021.

  1. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    I just uploaded at RD revised versions of my custom-AI files for all the mod cars out there (e.g., Thunderflash, PCARs Modding Team, & VRC). All files have a fresh array of AI values, and I think they may actually be--finally--worth mentioning. If any one here likes either the 488 Challenge or 992 GT3 Carrera Cup mods, please have a race against the AI at Imola and let me know what you think. In my test races, the AI passed me in various places thoughout the cicuit in ways I hadn't seen before. And they would bump either me or other AI in quite believable ways in corners (100% Difficulty, medium aggression)
     
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  2. Tornado

    Tornado New Member

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    hmm... I don't like when AI bumps me... I prefer clean racing without bumping and ramming from AI
     
  3. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    While the behaviors are related, “bumping” and “ramming” aren’t synonymous; the former is quite common in motorsport while the latter is not (e.g., Suzuka 1990 or Adelaide 1994). Moreover, I wasn’t aware of any AI settings in AMS2 that do not involve some level of compromise … but as the Mystic of Monaco once said, you cannot know the limit without first touching it.
     
    Last edited: May 28, 2023
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  4. djskit

    djskit New Member

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    Hello everyone! does anyone know how you can make the AI change tire compounds? For me it seems like they all run the same tire compound all the time. Is there a way I can change this? I have mainly been racing with Formula Ultimate Gen 2 Thank you in advance!
     
  5. Scar666

    Scar666 Zum Glück bin ich verrückt

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    The AI is very limited in what it will do strategy wise... Even the fuel management line is bugged causing them to be far too slow in the races at the tracks where it works...
     
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  6. RockettSally

    RockettSally The Average AMS2 enjoyer

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    I believe the F-USA 2023 file is F-USA_2023.xml ?
     
  7. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    I put these over in the release candidate thread; but others might find them more easily here. Juniors are 100% name-matched to late 50s/early 60s historic equivalents; F-USA 2023 is an initial attempt to place real drivers in the best default livery. Better than nothing.
     

    Attached Files:

  8. RockettSally

    RockettSally The Average AMS2 enjoyer

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    Thanks!

    I'm going to build a Fantasy Roster based on the fictional liveries with some interesting takes:
    - Reduced "avoidance_of_mistakes" and "avoidance_of_forced_mistakes" values to make the AI more prone to errors, just like how pro drivers are.
     
  9. jusk

    jusk Well-Known Member AMS2 Club Member

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    Do we know yet what the two Barcelona layouts are called for AI overrides? Maybe the list in the OP could be updated in due course :)
     
  10. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    So I know it's RC and it might be fixed by the official release, but it seems the custom skill values are not working with the Formula Junior, the names are appearing fine, but they seem to have the stock values, anybody else having the same issue?
     
  11. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    As for the files I posted for F-junior, they only contain driver names and nationalities.., seemed a bit premature to worry about generating new attributes given the RC status. For my part, I was more interested in evaluating default AI behavior to help provide more valid feedback regarding recent updates.
     
  12. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    I will check again when the update releases officialy, but right now the custom skills are not working, although the stock behavior is not bad actually.
     
  13. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    LOL, I get what you’re saying: the values you inputted aren’t active when you start racing. Pure conjecture, but maybe Reiza deactivates them for the RC? Regardless, we ought to mention this issue in the RC thread.
     
  14. Romeo Foxtrot

    Romeo Foxtrot Active Member AMS2 Club Member

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    This is not my experience.

    I usually start with five drivers with all values set to 1, 0.75, 0.5, 0.25 and 0 respectively. In the F-Juniors Lindgren and Dryver, usually near the front of the grid, are way behind my top driver.

    The default drivers in most series are typically high nineties down to fifties. These Juniors seem to be set at seventies down to twenties.
     
  15. jusk

    jusk Well-Known Member AMS2 Club Member

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    One change I'd suggest to those values I suggested quite a while ago is re: fuel_management. I'd maybe move this closer to the middle of the range as a default - e.g. something like 0.35 - 0.65 or maybe even lower. We've noticed that at very high values the fuel saving behaviour (on ovals) does not seem particularly helpful/desirable.

    As an aside - a random thought on custom AI in general is that race and quali skill values seem to basically govern the AI's cornering speeds (happy to be corrected if this is wrong or an over-simplification). It does not affect the car's top speed at all - which is a significant limitation and probably a factor in why overtaking is so difficult even when there is a huge laptime discrepancy between two AI drivers.

    For example with F-Classic Gen4 at Spa '93, my latest file creates a laptime spread of around 5.5ish seconds, but all the cars top out at around 290kmh (except the Model 3, which is a little slower I believe). In that era in reality, I think top speed discrepancies of 15kmh or more would not be unusual at the extremes of the grid. So Senna/Mansell will often get stuck behind Suzuki or Caffi (or whoever) for multiple laps because the faster car just can't get enough of a run on them on the straights. And then because the fast AI carry so much more speed around the corners, they end up nudging and ramming the slower ones more than they should - which may eventually lead to getting past, but is not really what we want to see.

    If anyone has a solution to this I'd love to hear it. AI car performance modifier attributes have been suggested/requested elsewhere here (by me and others), but I don't know if that's likely/possible. Obviously top speed is not the only relevant car performance value, but some others can at least be approximated/factored into the AI 'skill' values and reflected in cornering speeds. A way of scaling top speed/power/drag/torque via xml would facilitate far better approximations of historical seasons and maybe help improve some of the less-than-ideal AI behaviour.
     
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  16. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    Thanks, must be an issue on my side then, my .95 skill drivers are languishing in the back in my case. I am using the AI editor from RD(not too versed in XML myself) and haven't a had any issues with it before, will keep checking.
     
  17. Romeo Foxtrot

    Romeo Foxtrot Active Member AMS2 Club Member

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    I agree with your findings, jusk.

    The best solution for me so far is to set the Aggression values between 0.5 and 1.0 and the defending values between 0 and 0.5. It does alleviate the problem somewhat but not as much as circuit choice.

    The final corner at Cascavel, for example, where the overtaking car uses the inside line and various points at Buenos Aires No. 7 with similar traits make the pack more spread out but Donington Nat has no such relief.

    One of the issues for me is that the faster car gets stuck behind the slower one at corner entry where a smarter driver would leave enough space on entry to allow a higher corner exit speed and capitalise on the following straight. My suggestion, then, would be limiting the top speed of slower vehicles or, better still, delaying their throttle application point that would have a similar effect with the latter being less artificial.
     
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  18. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    I think the fuel management only affects the F-usa in the ovals.

    Regarding the rest, yes the single most important issue holding the AI back in the game is their hesitation to overtake, specially on the inside of corners, they give up sometimes even when in control of the corner.

    I also suggested a way to control the top speed of cars because it's as you say, the skill values only affects the cornering speed of the cars, I think not even their braking ability, only the speed they carry through corners. That coupled with the faster cars hesitation to overtake is one of the main culprits of the pack racing in the game.

    I think if the skill value also affected their braking ability it would help a lot to make the AI out brake each other. But ultimately only Reiza can fix the main issue in the AI ability to overtake, the last update helped a bit with the ultra close glued together issue, but the hesitation still persist.
     
    Last edited: Jun 5, 2023
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  19. Romeo Foxtrot

    Romeo Foxtrot Active Member AMS2 Club Member

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    Mazdaspeed, if you want to post a copy of your custom .xml file I or someone else may be able to spot any issues.
     
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  20. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    Thanks, will do when I get to my PC, the biggest issue from the update to me is that it spoiled me :D, had to put my F1 1967 season on hold waiting for 1.5 to see how they drive then. So I want to do a quasi F2 season in the meantime with the Juniors.
     

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