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Official General AI Comments & Discussion Topic

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

  1. Jrh

    Jrh New Member

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    The other video shows it better he had no room to pass me and when he hit my rear it pushed me over to the left. I did not try to cut him off.
     
  2. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Of course he had no room to pass when he was pushed into the grass. I would have done the same in the AI's place because i already made overlap before getting to the corner. You should have closed the door sooner. At 0:05 of this clip why take that risk when your spotter would already tell you "car left" ?
     
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  3. TomLehockySVK

    TomLehockySVK Well-Known Member

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    AI is now drafting behind the player although changing directions way too slowly compared to what would be expected. But also the AI does not seem to be gaining any speed at all from the draft ?

    I am the Red McLaren, AI is the Blue Audi. This was 110 difficulty. GT3 Gen 2 at Le Mans.

     
    Last edited: Sep 18, 2026 at 6:48 PM
  4. Jrh

    Jrh New Member

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    Well thank you for the input. I posted this because of a number of incidents where I've been knocked off the track and rear-ended or side-ended by the AI cars. They've been a lot of other people who have noted similar behavior. I knew this was kind of a borderline situation but I posted it anyway. I usually do not review the race through replay so I had no other examples when this occurred in the past. Anyway thank you for your input I know it was a borderline case and good racing
     
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  5. TomLehockySVK

    TomLehockySVK Well-Known Member

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    I posted a few months back that having Random Failures even at 5x results in zero AI retirements in a race, has anyone tested this setting and can also confirm it does not work ?
     
  6. Odd Socks

    Odd Socks Active Member AMS2 Club Member

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    Which class cars have you tried Tom? I believe that some cars are designed to be fore likely to fail than others.
     
  7. TomLehockySVK

    TomLehockySVK Well-Known Member

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    M1 Pro Car specifically.
    EDIT: Now tested Stock USA Gen 1 at 10x random failures, nobody retired.
    The random failures must be broken.
     
    Last edited: Sep 19, 2026 at 9:24 AM
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  8. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    The AI have a history of sticking their nose into tricky situations and the one you showed is a good example. It is debatable whether you should have known the AI was there and left room, or moved over earlier, as Tom suggested, or expected the AI to brake when it was clear you were moving fully on to the race line. This happens all the time in real racing, so will never be algorithmically perfect in an AI system, and we probably do not want it to be if trying to simulate real racing. We should get a variety of responses depending on the "personality" of the AI.

    The related behaviour that I find unacceptable is when one of these situations occurs and AFTER contact the AI still behave as if the car they have hit is not there. Judgement will affect things; timing will affect things, but once contact is made, other than in NASCAR, there should be an expectation that all parties do their best to extract themselves out of the situation while minimizing damage to themselves and the other vehicle. In some cases, the AI turns in on the player/other AI in an attempt to get back to the racing line as soon as possible. I am hoping and looking forward to the new AI behaviour alleviating this situation as they are now able to recognize a broader range of where they place themselves on the track based on context. It was not clear if the AI in your example braked to avoid further contact because of the grass edge. With two wheels off the track, speed retardation is compromised to such an extent it might seem like they didn't bother to brake. We'll see soon if this is improved by the structural changes to the AI, but squeezing another vehicle on a race track, even when you are on or proceeding to the main race line, will always be a fraught scenario (to be avoided if finishing the race is a priority).
     
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  9. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Daytona Sports Course AI is truly bad in the bus stop chicane.
    At 120 AI, medium aggression, mistakes off.
    In 6 out of the first 6 laps something crazy happened, here is a compilation.
    Each crossfade is another lap.
     
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  10. Jrh

    Jrh New Member

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    Thank you for your response Marc,
    As just a player and not a programmer it must be incredibly complex to get those cars to work right around the racetrack. I've been a ams2 fan for years and the biggest thing I noticed was the new build resulted in me being taken out multiple times which only rarely occurred in the previous build. It either occurred going into a corner or thru the corner. I simply wanted to bring it to attention of people and I see other people have experienced similar outcomes. I'm back to the old build and it's working very well. Has something been identified in the new build that would account for This change in Behavior?
     
  11. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    It's always possible. I didn't notice anything yet, but haven't tried that many combos. For example, the Daytona bus stop chicane is a well-known problem area even before the recent changes. Some series are harder to tame than others. Etc. It is good to report any obvious, repeatable issues.
     
  12. no_name_yet

    no_name_yet Member

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    I’m mostly satisfied with the AI, but there are still some issues that need to be fixed. For example, on bumpy tracks, especially the classic tracks, the AI can maintain cornering speeds that are impossible for the player because the bumps cause understeer and loss of downforce. The AI also seems to have an unrealistic amount of downforce at Eau Rouge–Raidillon. They can exit Raidillon at 255 km/h! in heavy rain with the F-Edge (107% AI).
     
    Last edited: Sep 19, 2026 at 9:16 AM
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  13. Stepy

    Stepy Active Member

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    I’m satisfied with the AI as well, for the most part, but the Traction and braking needs to be per corner not globaly. The problem is you can fix their braking for that one corner of the track where there really slow, but now their too quick at every other corner, same with their traction.
    Like mentioned above their speed through Eau Rouge–Raidillon is too much we need a corner grip level slider as well i guess, Also their speed on cold tyres out of the pits during the race is too much they able to match me on my 4-5 lap hot tyres.
    Please Reiza you fixed the long standing replay bug can you do something about them ghosting through you its unfair on the player.
     
    Last edited: Sep 19, 2026 at 1:28 PM
  14. Nick McElyea

    Nick McElyea New Member

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    Thank you! I've posted about this a few times in this thread. Anything over difficulty 100 and prototypes seem to carry too much speed on entry to the bus stop while attempting to converge back onto the same all at once very late. I am working on a temporary solution with a set of custom AI parameters that I will share in this thread soon.

    IMO the AI line needs to be adjusted leading up to and through the bus stop. Watch any IRL footage of that corner, and you will typically see cars backing off much earlier to fall back in line and setup a pass on exit, not through the entry.
     
  15. TomLehockySVK

    TomLehockySVK Well-Known Member

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    The problem is caused mainly by the AI wiggle bug that has been in the game for over 2 years as far as i remember, likely longer. AI that follows another AI too closely or the Player into a very sharp corner will become blind and then panic and start steering left right left right or whichever directions and spin out in an attempt to get through the corner quickly and also stay closely to the car ahead.
     
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  16. Alegunner68

    Alegunner68 Well-Known Member AMS2 Club Member

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    The ai are just so good to race now, but if I was to criticize, it would be that they still can't slipstream each other as fast as the player can, and they still have twitchy moments now and then.
    It really is great though, they're so unpredictable.
     
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  17. TomLehockySVK

    TomLehockySVK Well-Known Member

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    I agree with this, they follow a slipstream but they do not get any speed increase from it, like at all.
     
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  18. sgsfabiano

    sgsfabiano Well-Known Member AMS2 Club Member

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    My experience shows player slipstream from following AI is similar to AI slipstream following player. But AI slipstreaming another AI has no effect at all.

    AI not getting any speed boost from following other AI has been in the game since day 0. I've complained about it quite a lot in the past. It may be a sum of factors that nullify the slipstream effect. Either way, the end result is the incosistency in slipstream situations as described above.
     
  19. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Here is a clip of AI slipstreaming me. It has no effect.
    Official General AI Comments & Discussion Topic
     
    Last edited by a moderator: Sep 19, 2026 at 10:32 PM
  20. Dvm00

    Dvm00 New Member

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    Thanks for the advice, but I have to say that I humbly stick to the controller; for now, I can’t afford a steering wheel. That said, I doubt that’s the specific problem. I don’t know if this is relevant, but in most races I run against the AI, I always set the fastest lap; maybe it’s a glitch in the game, or maybe I really am a bit faster than the AI in several sections of Circuit X. I just finished a race not long ago on the historic 1977 Hockenheimring in the GT1 class, driving the Panoz Esperante GTR-1, and on the fast straightaways—especially on that track—the AI passes me as if I were a moving log, and even the same model I’m driving is still faster on the STRAIGHT AWAYS. I set the AI to Skill 90, Traction Skill 0.90x, and Braking Skill 0.90x, and I’ve kept the AI’s aggressiveness on Medium ever since I started playing ATM2. I insist that the problem lies in the AI’s ridiculous speed on straights, and I doubt it’s because I’m using a controller. On other tracks, I have intense battles, side-by-side racing, and moments of satisfaction, but on high-speed tracks, in most cases, there’s no satisfaction.
     

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