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Official AI Report Topic

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

  1. Deuce

    Deuce New Member

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    Hours of AI Testing...

    AI Settings Expectation:

    Adjustment Result
    Race Skill Clean/smooth racing lines during dry practice and race +/- Speed
    Quali Skill Clean/smooth racing lines during qualifying +/- Speed
    Wet Skill Virtual Adjustment to Race Skill and Quali Skill related to degree of track wetness +/-
    Aggression Likely hood of initiating and completing clean pass +/-
    Defending Likely hood of maintaining side-by-side when being passed +/-
    Stamina Duration until Virtual Change in Race Skill/Quali Skill/Aggression/Defending +/-
    Tyre Mngmnt Adjustment to speed of Tyre Degradation +/-
    Blue Flag Con Reduction in Defending and/or moving to secondary racing line
    Start Reaction Delay in acceleration on start/restart +/-
    Avoid Mistakes Attempt to not run off track, etc. without influence +/-
    Avoid Forced Attempt to not run off track, etc. with influence +/-
    Weather Tyre Delay in changing to Wet tyre compounds +/-
    Consistency Frequency of Temporary Variable Virtual Decrease in above +/-

    Test 1 (Focus on Passing):

    Formula Ultimate Gen2
    Silverstone
    Overcast
    11am start
    30 min Durration
    Skill - 85
    Aggression - Medium

    5 cars
    {All set to .99 for stamina, consistency, start reaction, tyre management, blue flag conceding, weather tyre changes, avoidance of mistakes, and avoidance of force mistakes}

    (Below assumes that .5 is neutral setting)
    Car 1 - High Race Skill/Poorest Quali Skill/Highest Aggression
    Race Skill - .52
    Quali Skill - .10
    Agression - .99
    Defending - .52

    Car 2 - High Race Skill/2nd Poorest Quali Skill/Lowest Aggression
    Race Skill - .52
    Quali Skill - .30
    Agression - .10
    Defending - .52

    Car 3 - Neutral Race Skill/Neutral Skill/Neutral Aggression
    Race Skill - .50
    Quali Skill - .50
    Agression - .50
    Defending - .50

    Car 4 - Low Race Skill/2nd Best Quali Skill/Highest Aggression
    Race Skill - .48
    Quali Skill - .60
    Agression - .99
    Defending - .48

    Car 5 - Low Race Skill/Best Quali Skill/Lowest Aggression
    Race Skill - .48
    Quali Skill - .99
    Agression - .10
    Defending - .48

    Intended Result: ("should" meaning should be very likely)
    Quali Skill should result in an inverted field at start as it pertains to Race Skill
    Car 1 (highest race skill-highest aggression) should work toward the lead
    Car 2 (highest race skill-lowest aggression) should work toward 2nd place
    Car 3 (neutral) should overtake Car 4 and 5 and be overtaken by Car 1 and 2
    Car 4 (lowest race skill-highest aggression) should fall to 4th place
    Car 5 (lowest race Skill-lowest aggression) should fall to last place

    Actual Results:

    Qualifying - Almost every test resulted in intended result {expected}

    Race - Car 4 passes Car 5 {expected}; Car 1, 3, and 5 battle lap after lap (Car 5 has the lowest race skill and lowest aggression yet the best car (1) and neutral car (3) can't separate from it; all three cars seem to keep swapping positions) {unexpected}; Car 2 (second best car) falls way behind all other cars {unexpected}

    Race results appear as if the 2nd worst car is the best car, the best and worst car are equal to the neutral car, and the 2nd best car is the worst... DRS is ruled out as cause for general results... so in other words... not sure what the settings are controlling... settings rendered worthless in this passing test...

    Test 2 (separation):

    Formula Ultimate Gen2
    Silverstone
    Overcast
    11am start
    30 min Durration
    Skill - 85
    Aggression - Medium

    5 cars
    {All set to .99 for stamina, consistency, start reaction, tyre management, blue flag conceding, weather tyre changes, avoidance of mistakes, and avoidance of force mistakes}

    (Below assumes that .5 is neutral setting)
    Car 1 - High Race Skill/Poorest Quali Skill/Highest Aggression
    Race Skill - .52
    Quali Skill - .99
    Agression - .99
    Defending - .52

    Car 2 - High Race Skill/2nd Poorest Quali Skill/Lowest Aggression
    Race Skill - .52
    Quali Skill - .60
    Agression - .10
    Defending - .52

    Car 3 - Neutral Race Skill/Neutral Skill/Neutral Aggression
    Race Skill - .50
    Quali Skill - .50
    Agression - .50
    Defending - .50

    Car 4 - Low Race Skill/2nd Best Quali Skill/Highest Aggression
    Race Skill - .48
    Quali Skill - .30
    Agression - .99
    Defending - .48

    Car 5 - Low Race Skill/Best Quali Skill/Lowest Aggression
    Race Skill - .48
    Quali Skill - .10
    Agression - .10
    Defending - .48

    Intended Result: ("should" meaning should be very likely)
    Quali Skill should result in best race skill cars in the front of field with most aggressive ahead of least aggressive when race skills are equal
    Car 1 (highest race skill-highest aggression) should maintain lead
    Car 2 (highest race skill-lowest aggression) should maintain 2nd
    Car 3 (neutral) should maintain 3rd
    Car 4 (lowest race skill-highest aggression) should maintain 4th
    Car 5 (lowest race Skill-lowest aggression) should maintain 5th

    Actual Results:

    Qualifying - Almost every test resulted in intended result {expected}

    Race - Cars 1, 2, and 3 maintained position as expected while increasing separation each lap {expected}; Car 5 raced aggressively against car 4 lap after lap occasionally exchanging positions {unexpected... Car 5 (lowest aggression setting) acted outside of expectations as it seemed as aggressive as Car 4 (highest aggression setting)
     
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  2. Don Hunter

    Don Hunter Member

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    Wow, that’s a lot of work, great job!!
     
  3. Mazdaspeed

    Mazdaspeed Member

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    Those race skills are too close, those cars are all basically equal, try a bigger variance. Also lowering the defend value should help with the back and forth. I agree the aggression skill doesn't really make much difference, that's why I believe max aggression is the best option.
     
  4. SaxOhare

    SaxOhare Well-Known Member Reiza Backer

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    I thought the settings are relative to a base setting, first give them all the same values. See what is the "natural" order. Then go adjusting the cars to your liking
    (this discussion better fits the Custom AI-thread Information for Customizing AI drivers in AMS2 V1.3)
     
  5. Mario Moretti

    Mario Moretti Member Reiza Backer

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  6. Mario Moretti

    Mario Moretti Member Reiza Backer

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  7. rmagid1010

    rmagid1010 Well-Known Member

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    Some issues I have with the AI in the present game (V1.4.1.3)

    • AI drive in qualifying like its a race. Instead of backing off before the last corner, they will attempt to race eachother. This means that occasionally you get large packs of ai racing eachother in quali, which means that quali times are artificially lower.[​IMG]
    • AI are still not adept at reading blue flags. In multiclass races, one would expect the ai to keep to the racing line and not defend, but the ai will still attempt to defend the racing line, even if they are in a lower class.
    • The faster-class AI are also sometimes slowed down during multiclass racing as they are a touch hesitant to make the clean divebomb to get past a slower car ahead. Their behaviour in this regard has improved a lot over the years though.
    • The ai unnecessarily defend at the end of straights. They will stay towards the middle of the track towards a braking zone, and move under braking to the outside. This means that the ai take corners slower than they should, which messes up the whole ai difficulty/calibration. The ai need to stick more to the outside of the entry of corners, and brake in a straight line. upload_2022-9-4_19-13-53.png
    • The ai appear to not be impacted from the effects of dirty air. This means that single seaters race in large packs at many tracks (especially high speed ovals like fontana) in an unrealistic way. To be that close would cause oversteer on the CART cars with their large rear wings, and understeer in formula one cars.
    • The AI react late to weather changes. An idea i had is that custom ai could have the ability to forecast future weather, anctipate it and react early. If i was to set a race to have two weather presets (dry -> rain) and synced to race, I could pit mid-way and undercut the entire ai field as they struggle on a wet track in slicks.
    • The AI clearly dont have the same handling characteristics as the player. When you slide an oversteery c3 corvette through radillion, its frustrating to see the entire rest of the field taking it cleanly. It could be nice to see AI cars struggling with and controlling oversteer when they are driving a car which naturally does this, like the historic cars.
    • The ai do make mistakes like a slip of oversteer, but these tend to be mid-corner rather than corner exit so it is a bit odd to see.
    • The AI tend to drive onto the grass and dirt a lot. Sometimes they stray wide on the straights, or hug the inside kerb and a bit beyond. The livetrack updates have proven this; [​IMG]
    • The AI are really dangerous at Silverstone GP. I tried a formula ultimate gen2 race there, and the ai will completely cut corners like Abbey (T1). I noticed an ai on its own hit the inside barrier at copse. Ive seen huge ai pileups at maggots-beckets.
    • The ai will sometimes attempt to cut the corners at tracks with high kerbs or tyre walls. The Vale chicane at silverstone, The chicane before knickerbrook at oulton park, and the large tyre barriers at galeao airport and Fontana roval are notorious in this regard.
    There are some very good parts to the ai as it stands, like the ability to have close side-by-side races with minimal contatcs if you drive clean yourself. The AI also drive with tenacity, and will make a move if you leave the door open.
     
    Last edited: Sep 6, 2022
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  8. Troodon

    Troodon Active Member

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    I agree with the post above, especially about braking zone behaviour. I consider this a pretty important thing to fix, since failing to hold a line in a braking zone can ruin races from damage.

    Linking three examples of braking zone behaviour from a single DPI + P1 race weekend in Monza. 105 skill, max aggression.


    You'd think I would've learned after the first two. :p

    (I'm aware that I need to learn patience as the faster class. All of these potential overtakes would've been awkward 2-wides in a slow corner unless one of the drivers lifts.)
     
    Last edited: Sep 5, 2022
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  9. br1x92

    br1x92 Active Member

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    Version: 1.4.1.3
    Car: GT1
    Track: Kansai, Laguna Seca, Spielberg, Donington GP
    Report: The AI when actually driving qualifies 2-3 seconds quicker compared to skipping the session on every track I tested.
    They also almost never make improvements later on, their first lap is almost always the fastest.
     
  10. Anthony 123

    Anthony 123 Active Member

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    Version: 1.4.1.3
    Car: any
    Track: any oval
    Report: ai speed is very erratic under full course Yellow. If you accidentally pass one, you will get warned to give the position back but the ai you passed will not pass you. They need to regain position and have a more consistent speed under Yellow. They are hard to follow right now
     
  11. BrassYeti

    BrassYeti New Member

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    Just started my first championship - been playing online in a league since the launch of ams2 - gt3 at Bathurst. I went from 9th to 3rd and had a great battle, swapping positions with 2nd and 4th for the second half of the race.... then the rain came with 4 laps to go. By the last lap my tires were cold, impossible to keep pace, but it seemed as if the AI all swapped over to wet tires without actually pitting. They were just blowing by me. I did notice as the conditions were starting to get worse, they would take some turns a lot slower, but by the time the track was soaking wet, they were all blowing past me.
     
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  12. sampopel

    sampopel Active Member

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    Version: V.1.4.1.3
    Car: Porsche Cup 3.8
    Track: Londrina short
    Corner: T2 / chicane
    Type of session: race

    The AI are noticeably slow through this turn/chicane, it's too easy to gain a couple of places or 1+ seconds on them here.
     
  13. jota.191

    jota.191 Member

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    Version: V.1.4.1.3
    Car: Copa Classic (Multiclass, B and FL)
    Track: Oulton Park (long)
    Corner: Hislop chicane
    Strength: 97
    Aggression: medium
    session length: 10 laps
    weather: clear, night
    Type of session: race

    Multiple accidents in chicanes, specially Hislop's. Every lap some AI car hits the tyres (those that delimit the chicane), which leads to aglomerations of cars and many times someone overturns. I got 4 full course cautions in a 10 lap race.
     
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  14. Silvano

    Silvano Active Member Reiza Backer

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  15. s0cks

    s0cks New Member

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    1. AI pit strats are all over the place making long races with AI not really viable.

    2. If weather goes from dry to wet quickly, the AI have way more grip on the slicks than the player. Player has to limp back to pits and lose so much time that it's just not worth finishing the race. This makes using random weather not an option. Either the player needs more grip, or AI needs less. I suspect the balance is somewhere in the middle.

    3. If AI is slow through certain corners they are all slow through the same corners (sometimes really slow). This breaks immersion because you know you can always catch up through certain corners regardless of the AI driver ahead. I would prefer if the AI took faster lines through these corners which may mean tweaking the driving lines for AI per track (if possible).
     
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  16. Don Hunter

    Don Hunter Member

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    They're a little better if you put the aggression on high and also 100 Ai
     
  17. s0cks

    s0cks New Member

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    I already run aggression on high. Usually have skill @ 95%, but sometimes 100% depending on track/car.
     
  18. Don Hunter

    Don Hunter Member

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    So much for that theory lol
    IRacing’s Ai is a pita but you can adjust each Ai to exactly what you’re looking
     
  19. s0cks

    s0cks New Member

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    I haven't done much AI racing in iRacing, mostly because I don't own a whole lot of content on that sim yet, and I usually don't want to be racing the same car and track as I already did online, but also AMS2 just looks so much better :D

    I did F1 V12's at Silverstone 1991, and in one of the last turns I would easily gain half a second on the AI, often even more if two were fighting. It breaks the immersion for me quite a lot. It's not like online where each driver will be faster/slower through different sections. I know it's hard to achieve that sort of variety with AI without having multiple driving lines configured, but at the very least it would be good if they could at least all keep pace through every corner.
     
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  20. Marg

    Marg Member

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    I've changed a few parameters in F-USA Gen 1 - low vehicle reliability, bad(low) mistake avoidance parameters for drivers to see maybe "mayhem"\chaotic race, but nothing... I do not see anything. Every time there is only 1 yellow in 30 minutes race (in Fontana). 1 car retires, and that's all. I do not see those parameters affecting anything.
     
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