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Official AI Report Topic

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

  1. deadly

    deadly Well-Known Member

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    This odd issue is as old as the game itself: AI brake to late before corners, but because of their magic physics, they somehow manage to stay on track. And then, on the apex, where they should already accelerate again, they almost stand still and player has to brake hard in order to avoid car in front.
    Although they have this poor behaviour in slow corners, they can rush out like rockets.
    So, their method to drive through slow curves is not "slow in, fast out", but "fast in, stand still, rocket out".
     
    • Agree Agree x 4
  2. deadly

    deadly Well-Known Member

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    Montreal 1988:
    When player is in front, AI enters last fast chicane way too aggressive, tending to ram human driver out of track. If there is already a gap between human and AI, it enters the corner in a more civilised manner.
     
  3. Scar666

    Scar666 Active Member

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    100% agree...

    When AI is racing AI it thinks far too much and often almost gets the job done and then backs out... Then there's some obvious AI paths not being found like you did at Elkhart Lake...

    But when AI is racing the player it doesn't think anywhere near as much, therefore makes decisive moves and actively avoids the player car whilst also trying to do far cleaner moves than when they are just around other AI...
     
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  4. Mhad

    Mhad Member

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    This is why I think it comes down to their mechanical grip.

    They can trail brake much later than you and never loose the rear like the player would. Then mid apex they have no front mechanical grip so take it much slower than the player. Then under acceleration their excessive rear grip gives them great traction.
     
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  5. Mazdaspeed

    Mazdaspeed Member

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    I think more than their grip and whatnot, the main issue is the calibration in their logic when racing against each other and the braking and racing lines they take. I assume they have to calibrate this on a track by track and car by car basis, hence the inconsistencies.

    This problem is much more apparent in the high speed open wheelers on high corner speed tracks like imola( they are pretty bad there).
    Try Adelaide historic in the wet (FV12)and they spin on the last right hander with the puddles, so in their more simple physics they still lose grip on the wet, it's all just inconsistent and in need of some fine tuning. Lets hope they can spend the time and resources on the AI to make them more consistent across al classes and tracks. I love the AI when it works though, so there is huge potential.
     
  6. neal

    neal Active Member Reiza Backer

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    I hope the AI can be tuned to tone down how much they weave from side to side, especially on high speed tracks like 70's Spa. In modern machines with a high level of control it is not such a big problem, but with the vintage formula cars it is a nightmare. I still can't have a decent race against them in these cars due to this constant weaving from side to side. It's instant death (virtual).
     
  7. deadly

    deadly Well-Known Member

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    AI on Indy Road Course is extremely quick compared to it's performance on other tracks.

    Did a few races in several open wheel classes. AI is very aggressive in the slow parts of track, trying to overtake in those narrow esses and does not have any problems with traction, even when driving high powered turbo cars. They can drive like on rails there.
     
  8. sampopel

    sampopel Active Member

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    • Car: Opala 86
    • Track: Donington National
    • AI Strength setting: 100
    • AI Aggression setting: Medium (custom AI)
    • Session Distance: 15 laps
    • Weather when the issue was observed: Rain (weather slot 3 of 4)
    • Session: Race
    This is quite a specific one but I'll report it anyway.

    The race started dry (all cars on slicks) but the rain began during weather slot 3 (about lap 8). Over the next two laps, all AI cars pitted to change to wets. However, one AI car finished the race having been lapped by some of the field, so I watched the replay to find out what happened.

    When it had started raining, this AI car had entered the pits along with the other AI, but it looked like it was going to stop at a pit stall where another AI car was already stopped, so it swerved away and exited the pits without having changing tyres. The next 2 laps it did the same thing - entered the pits, looked like it was going to enter its now vacant pit stall but swerved away and drove out of the pits without having stopped or changed tyres. The rain stopped so I think it eventually decided to stay out on slicks but it made 3 aborted pit stops, so something went wrong with its logic.
     
  9. Apex

    Apex Active Member

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    A general observation: To me it seems the AI behaviour is very track-specific, and I suspect this has perhaps as much to do with the lines as with whatever aggression level and other parameters set in a custom AI file. On some tracks I see some weaving and going side-by-side, while on others they form a line that looks a lot more realistic.

    I've been driving the F-Vintage G2s a lot since Spa came out, and I recognise what you're describing with that track, Monza 71 as well, but then I've had some terrific races on Bathurst, Brands, Watkins, Laguna and Silverstone 75, even on Oulton and Cadwell too, using the exact same settings.
     
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  10. deadly

    deadly Well-Known Member

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    In Bathurst, I observed that the AI is very aggressive in the esses down the hill. They try to overtake in this narrow section where there is no room for two cars going side by side, forcing me into the wall very often. They also ram each others there like crazy.
    They might have too much grip within there physics, what allows them to race that way.
     
  11. deadly

    deadly Well-Known Member

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    Indianapolis Speedway:
    FCY all the time, because the AI causes carnage every 5 or 6 laps.

    Did two short 25 lap races. One with F_V 12, the other with F_USA Gen 2.
    4 FCYs in each race.
     
    Last edited: Nov 25, 2022
  12. Apex

    Apex Active Member

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    Try lowering the aggression to like in the 0.3-0.5 range in the custom file and set it no higher than medium in-game. I've lowered defending a bit too for that class, but I don't remember the exact values, and I'm not at my rig atm. Will post later.
     
  13. sampopel

    sampopel Active Member

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    I've generally just kept damage off as the AI are largely unaffected by it but just tried a race with it set to Max to see if things have improved (Opala 86s at 70s Spa). Several AI cars had major crashes, leaving them visibly hugely damaged but all continued at full speed for the rest of the race (about 10-12 more laps), none making a pitstop. Yet I made a slight side-on glancing blow against a barrier and my suspension is completely broken. It's great that we have the option of such realistic damage levels for slight contact in the game but for now, I'll be keeping it off as it's essentially only the player's car that is affected (at least in tin-tops).

    Hopefully the ongoing implementation of the Advanced Mechanical Damage Model across all car classes will eventually pick this us, otherwise it's a bit of a wasted feature (except in online races).

    For a long time, I only raced against the AI in dry conditions because there were big discrepancies between player's versus AI's grip level and speed in the wet, but that gradually seems to have been addressed and wet racing against the AI is now pretty good, so fingers crossed for damage.
     
    Last edited: Nov 25, 2022
    • Agree Agree x 2
    • Optimistic Optimistic x 1
  14. HalcyonWays

    HalcyonWays New Member

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    I can confirm it seems like AI don't consider Blue flags at all. They will defend very aggressively and even try to re-overtake instantly.

    Also echoing that ai are way to slow mid corner and have too much grip on exit
     
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  15. deadly

    deadly Well-Known Member

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    Unfortunately, this has nothing to do with values of the AI file, but with the way they drive in general. You can set aggression to 0 and they will still drive like idiots in this part of the track. They are not that aggressive overall with lower values, but still think that this narrow sector is the place for an attack.
     
    Last edited: Nov 26, 2022
  16. Alwin Papegaaij

    Alwin Papegaaij Active Member

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    • Car: Mini JWC
    • Track: Cascavel
    • AI Strength setting: 114
    • AI Aggression setting: Medium
    • Session Distance: 30minutes + 1 lap
    • Weather when the issue was observed: Dry (Real weather)
    • Session: Race, training and qualifying
    AI is generally quite slow around this track, I was easily on pole with a 1.07:high or so. Especially the last corner is taken poorly by the AI, losing maybe up to 0.5 sec. The player is able to leave the track and use the runoff without lap invalidation, the AI however never do this.
     
    Last edited: Nov 28, 2022 at 8:05 PM
  17. bobbie424242

    bobbie424242 Well-Known Member Reiza Backer

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    • Car: Copa Classic B
    • Track: Brazilia Full
    • AI Strength setting: 120
    • AI Aggression setting: Max
    • Session Distance: 20minutes
    • Weather when the issue was observed: Dry
    • Session: Race
    • Version: 1.4.3.3
    Race with 21 AI cars of the Copa Classic B class.
    AI at 120/Max will drive aggressively on the kerbs and sometimes roll, causing pile ups

    EDIT: It also happens at 100/High, although seemingly more rarely.

    ss211106.jpg ss211610.jpg
     
    Last edited: Nov 29, 2022 at 9:37 PM

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