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Official General AI Comments & Discussion Topic

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

  1. Enthony

    Enthony from Far East

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    Hello mate! Thank you for reply. I will try my best to record a video with things I mention above. (Just usually done make any video) . As soon as, I will upload to dedicated thread and tag you, ok? Thank you!
     
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  2. deadly

    deadly Well-Known Member

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    After latest update, AI still simply cuts corners when being overtaken before curve instead of breaking for the corner.
    And of course, still no penalties for AI.
     
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  3. Nightingale978

    Nightingale978 Member

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    Thank you for taking the time to help.
    Well the difficulty level is always gonna be dependant on the skill level of the user otherwise what's the point??

    And i do qualifying starting at 4th just 2 tenths of first. So I would fairly assume the difficulty level is more or less on point to skill rather than it being far too easy/difficult. And as for the mistake level, it's a sweet spot between a couple of cars logically making mistakes and too many cars making mistakes or bringing out FCY too often. But I wouldn't imagine it makes any difference in how the car just basically softly rear ends you in long beach.

    And as for aggression, I do appreciate your time to suggest alternatives and solutions, but the aggression is set to what the game itself suggests for high downforce/open wheel cars.

    As I love the game I feel it's worth the time to point out these issues on a rather popular track when it comes to emulating IndyCar.
     
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  4. YOUNG IL YOON

    YOUNG IL YOON crossfieldz_ROK AMS2 Club Member

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    Which vehicle class, track, and corner did this happen at?
    Based on the changelogs, AI behavior changes a lot depending on the vehicle class, track, weather, and time, so having those specific conditions can make a big difference. Without those details, it's really hard for the devs to reproduce the issue, and it might get buried under other tasks. If you could share those conditions (or even a replay video), it would help a lot in getting this properly discussed and fixed! :D
     
  5. BrockBuster29

    BrockBuster29 Active Member

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    Is there some back end rubber banding in this game? spending Hours building custom Ai files only for the top 2 to be separated by less than a second after 60 minutes of racing every race. Mansell in a williams at 99skill should be killing Patrese in a williams at 89 skill but they end up glued together more often than not.
     
  6. Nick McElyea

    Nick McElyea New Member

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    I’ve been a big critic of the AI over the years, but I genuinely think it’s taken big steps in the right direction. I mostly race modern multiclass endurance, and the AI is picking up the draft better, fighting harder without cutting corners, and generally taking realistic risks. I typically have the AI strength set 110+ and medium aggression. Yes there are times where they’ll slide up the inside and punt you, but more often than not, I share the blame because I left a hole open and closed the apex when they made it along side. Don’t know what it’s like with the new 2000’s endurance cars, or formula cars, but for me I’m enjoying the racing more and more and it’s getting harder and harder to understand the criticisms. Kudos reiza
     
  7. deadly

    deadly Well-Known Member

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    Every car, every track with chicanes. When you are in front on the inside before the chicane, they won't break to get get the corner properly, but try to hold position by just cutting the corner.
    Player would get a warning/penalty for such behaviour, but there are no rules for AI.

    Edit: And if there is a barrier or tyre wall in the corner, AI rather crashes into it than to break and try to pass the curve properly.

    When leaving pits in training/qualifying, AI immediately goes full blast to the racing line, no matter if a car on it's fast lap is approaching. Then, they start blocking the fast car.
     
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  8. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Folks it is fine if you just want to use this thread to rant and complain about the AI - at least you are doing it in the right place :) Just please be aware that if you are not being specific about what car / track / settings you were running when whatever you are commenting on happened, it is just going to be that - a complaint that will evaporate like hot air. There is nothing that can be done with it that is of value for anyone - you, us or the other users.

    Here is an idea then for us to experiment with over the next few days for those of you who truly want to be constructive in making your experience racing the AI in AMS2 more engaging:

    Share a video of a issue you are having with the AI as of v1.6.9.91
    - can be a capture from live play, a replay or even recorded from your phone so long as it showcases the issue you mean to raise clearly enough; if it´s an incident where you believe the AI screwed up you could show us the chase camera from both you and the AI; if it´s a performance discrepancy issue, the onboard shots showing speeds, gears and steering angles of player vs AI might be more informative; if it´s an issue of any other nature just use whatever you believe will help it illustrate it better, along with a screenshot from the session summary screen that shows the settings it was run under, and a brief explanation of the issue and whatever other info you may find is relevant (for ex maybe its something that wasn´t happening before and has been happening since version X, or that doesn´t happen with class A but does happen with class B).

    If you keep it civil, concise and well illustrated like that, no walls of text or five other unrelated questions I assure you I´ll follow it up - if not with a fix that will satisfy you, at least with some feedback that might help inform what´s going on :)

    This is the session summary screen to be clear - from it a lot of the info needed to reproduce issues can be seen or at least inferred:
    20260709162127_1.jpg
     
    Last edited: Jul 9, 2026
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  9. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    It was common for the races not having many overtakes, specially in the 00's. It was not common having 3-4 car packs racing within a second of each other for 20+ laps. Apart from the Trulli trains on some tracks.

    Also one of the main issues for me is how unnatural the pack racing looks on the formula cars most of the time. Not necessarily the gap, you can have pack racing in the mid 00's F1 cars as it could happen due to the difficulty in overtaking, but have them realistically spaced, not taking the corners glued to each other which is the case most of the time. I think it happens due to the AI super brakes when behind another car entering corners.

    But it doesn't always happen, I did a race at Hungary with the F-V10G3 and the AI where properly spaced and it looked more natural, not perfect but much better.
     
    Last edited: Jul 10, 2026 at 4:33 PM
  10. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Since all the series are being updated, at various times to various extents, it would be helpful to keep detailed comments about AI in the AI thread and to note, as happened here, exactly what series is commented upon. That way, we can figure out what elements of the "train" behaviour might be series-specific versus general to all series. For every comment of a boring train, we have an example of good AI behaviour. And, F1 in real life has been mostly boring trains with mostly predetermined results for decades, so do we want that accurately simulated or not? ;)

    On a serious note, it is useful to try to dissect what precisely is causing any train behaviour (AI braking, AI reluctance to pass, AI not being affected by aero enough, etc., etc.). Because some series will be affected more or less or not at all by some of the factors.
     
    Last edited: Jul 12, 2026 at 2:07 PM
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  11. Dolph

    Dolph Racing is in my blood AMS2 Club Member

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    Well, usually overtakes start when someone makes an error in the previous corner.

    Maybe thats the key - to have AI make minor errors.

    And then the AI that is behind cant be stuck centimeters from the bumber, because then they cant take advantage of the first AI error on acceleration.
     
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  12. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Even when AI makes errors (or the player) the AI basically always slams their brakes instead of going for a clear overtake move.
     
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  13. Renato Simioni

    Renato Simioni Administrator Staff Member

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    I´m still looking forward to those videos folks.. if you are ramping up hundreds of posts in this thread I´d figure this would be a golden opportunity to make something out of it; don´t miss out.

    As I wait, here are some general points that might be worth covering regarding two of the common complaints about the AI in AMS2:

    1- AI still struggles to overtake other AI cars - generally speakingt he AI´s ability to vary their lines, acceleration and braking points are still fairly limited, and their behavior inherently conservative, as a result they will not be very creative in trying to set up a pass, and will even back out of some legitimate passing positions; this inherent conservatism is to some degree needed to prevent them for causing mayhem in other less marginal circumstances. As has been aknowledged before elsewhere, even though this area has received constant incremental improvements, the bigger more impactful developments are still to arrive in the coming months;

    2- The AI can get unrealistic close to another car while chasing - they are A bots, as such not subject to same reaction time limitations and same degree of dirty air effects as human players; it can look aesthetically odd and also an area we expect to improve on. A group of AI cars bunched up nose-to-tail is often a sign of a slower car holding up a group of faster cars which it somehow ended up in front of - be it as a result of a skipped qualifying session, an eventful race start, some on-track melee or a different pitstrop strategy. So indeed not dissimilar to the aforementioned "Trulli trains" which can happen with any type of race; fundamentally they are made more noticeable because of the two issues we just described, and should thus get better as these issues are further atoned.

    With the above said and aknowleged, it should perhaps also be said that these are hardly AMS2-exclusive issues; most if not all racing sims of the simulation genre will either have them to one degree or another or they´ll just have compromised by switching them for another issue; this of course isn´t to say we shouldn´t expect these issues to be solved or improved on - I expect so myself - but it´s worth keeping perspective of the reality, not least so we don´t miss the forest of what the AI in AMS2 offers for the trees (annoyingly obstructive as these trees may be).

    More importantly, there needs to be some consensus on what real racing is actually like; as is known from physics discussions, perception of reality can vary and if you´re expecting something we aren´t aiming to deliver you are always going to be disappointed.

    Reading some of the posts here and in other threads one could get the impression some of you expect GT and even F1 races to be some sort of action packed, constant wheel-to-wheel thrillers in which the sight of cars following the racing line single file is the exception rather than the norm, but that unfortunately is not how most professional races at this level actually are:









    I´d go as far as suggesting that if you race the classes featuring on these videos on these same tracks in AMS2 with v1.6.6.91, you are going to end up looking at a race that looks fairly similar to what can be seen in those videos (allowing some leeway from the AI issues we´ve just covered).

    If that is what you are looking for, then there is good reason to be confident we´ll get even closer to what can be seen on those videos, give or take some inevitable less human quirks you will always inevitably encounter when racing AI bots; if you are looking for high end GTs, prototypes and formula cars to be constantly passing and re-passing each other though I´m not sure we are ever going to satisfy that :)
     
    Last edited: Jul 10, 2026 at 8:01 PM
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  14. TomLehockySVK

    TomLehockySVK Well-Known Member

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    The AI still ignores the draft of the player. It is unfortunate that this feature was implemented for a very brief moment back around the time the modern Le Mans track was added and just as quickly it got removed.

    Videos showing AI point of view, i am the car ahead, the AI drives as if i was not even there and follows it's idea of an ideal line instead of using the possible slipstream from me.

     
  15. Renato Simioni

    Renato Simioni Administrator Staff Member

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    You can´t draw that conclusion from those videos; in the first video the car ahead looks to be 40-50m in front, too far ahead to offer any draft worth chasing at that speed with that car; in the second, the chasing AI car has another AI chasing it; noticed how it starts veering to the left at first and then moves to the outside again as the car behind it sets up a pass.

    That in turn doesn´t mean the feature is working exactly as it should either, but it´s important to isolate the behavior you are trying to demonstrate so it´s not affected by other circumstances - a one-on-one race vs the AI would make that easier.

    A couple of incremental developments that got introduced to this behavior in recent years (very possibly since or around Le Mans release) is a bespoke distance at which the AI car starts chasing the draft of the car in front, and a track scalar to adjust that bespoke distance at track layout level - reason for these being that with a single value all around you could get a fairly slow class in a train snaking around the leading car even tho it was too far ahead to actually provide much if any valuable draft at all, which served little purpose and looked silly; Take the F-Trainer for ex - it now probably has that bespoke value at around 10 meters as in most tracks it is not going to be worth moving around and potentially getting out of place for the next corner for the sake of the draft of another F-Trainer ahead until it´s at least within 10 meters of it; if you are racing the F-Trainer at Monza though (where that distance gets scaled up by 50%), the F-Trainer AI should start chasing the car ahead from 15 meters back because the longer straights and higher speeds will be producing more worthwhile drafts from longer distances.

    Now is it possible some classes or tracks have these bespoke values and scalars set to less than ideal values? Very possible, which again is why it´s so important that reports are specific on these details :)

    You did succesfully trigger my curiosity here though as it has been a while since I last actually worked on this specifically; I´ll do some experiments and report back ;)
     
    Last edited: Jul 10, 2026 at 9:31 PM
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  16. Gabriel "Pai" Legnini

    Gabriel "Pai" Legnini Well-Known Member AMS2 Club Member

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    Just wanted to take a small bit of Renato's post and ask a question...

    Even to a lesser degree, are AI cars impacted by dirty air then? Are they impacted by wind changes? Specially the later; I got the impression before that they were nearly inmune to wind, which meant certain racing conditions delivered unfair racing vs them.
     
  17. Renato Simioni

    Renato Simioni Administrator Staff Member

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    They are but in a very different way to the player because it´s a much simpler formula acting on what is already simplified aero physics relative to the player; the tires also play a bigger role in their performance envelope so the aero loss isn´t as harmful to the AI as it is to the player in most circumstances. That could be improved on so the performance impact is more balanced but given a lot of the AI performance & behavior rides on the grip it expects to have going into corners, it would be a can of worms that most likely would not be worth the trouble.
     
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  18. ijac

    ijac Member

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    v1.6.9.9
    AI strength 112
    Aggression Medium
    AI mistakes 2x

    Practice Session
    Watkins Glen
    GT3 Gen 1
    Turn 5

    On page 123 I posted about this. I managed to capture a video. In that post the Aggression was High. The AI was cleaning me out at Turn 5 consistently. Lowering Aggression to Medium prevented them from cleaning me out but the behavior is still there. In the video you can see on the radar that the AI suddenly changes course and dives into the corner even though I'm right there.

     
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  19. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Did it hit you? A view from outside the cars would be more useful. Should it have backed off as soon as you nosed ahead of it going into the corner? No, because then you could muscle your way past them at every corner, which was the old AI standard behaviour.

    Not sure what this is showing other than an AI remaining committed to try to pass on the outside until it became apparent that would not be possible and it backed off trying to get back on the preferred racing line.

    The issue of the AI ignoring our presence when alongside has been (and may still be) real, but this is not a good example of it IMO. I think if the bus stop chicane is utilized, a lot more instances may make themselves known ;)
     
  20. F_B

    F_B Well-Known Member AMS2 Club Member

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    v 1.6.9.91.3398.AVX
    Maserati GranSport Trofeo @ Interlagos Historic 1976
    AI strength: 105
    Aggression: Medium
    AI mistakes: Standard
    20 min qualifying
    20 min race
    Default Date, 16:00 start

    First of all, I would like to say that Interlagos Historic 1976 is an absolutely fantastic track in Automobilista 2. It has a great flow, a very unique character, and is simply a lot of fun to drive. Because of that, I would really love to see the AI improved on this layout, as I think it could make racing there even better.

    I tested the track with the Maserati GranSport Trofeo and noticed a few areas where the AI line / AI behavior seems to be weaker than expected. In my opinion, there are two sections in particular that stand out, and I feel these issues may have existed on this track for quite some time already.

    The most obvious one for me is Curva do Sol, especially the second and final part of the corner. The AI seems to lose quite a lot of momentum there, which allows the player to gain a significant amount of time. In some situations, it is even possible to overtake several AI cars at once through this section. (look for example at 16:50-17:05 where I can gain so much time or 19:47-20:00)

    Another section where the AI appears to be too cautious is the fast left-hand kink after Subida dos Boxes, shortly before the start/finish straight. As a player, you can carry noticeably more speed through this part of the track, which again makes it relatively easy to gain time on the AI. (timestamp 21:06-21:20 or 06:14-06:24)

    There are also a few other corners where the AI behavior might be worth reviewing. At Curva 4, for example, the AI does not always seem to follow a very precise or consistent line, which can lead to a noticeable loss of speed. (timestamp 07:00-07:09)

    Subida do Lago
    also feels like a corner where the AI struggles, especially in the second part of the long right-hander. It often does not get a strong exit there, making the cars quite vulnerable on the following section.

    I also often had the impression that I could carry more speed than the AI through Laranja.

    Overall, Interlagos Historic 1976 is a brilliant track, and I would be very happy to see the AI refined for it. With stronger AI behavior in these specific sections, racing there could become even more enjoyable and competitive.


    [​IMG]
     
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