Official General AI Comments & Discussion Topic

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

  1. Roninho

    Roninho New Member

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    I felt that in some formula classes, but simply reduced the traction/accelaration slider and that worls nicely for me
     
  2. XTRMNTR2K

    XTRMNTR2K I WANNA GO FAST! AMS2 Club Member

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    Absolutely. I'm not saying that they have to be perfectly dialed in for every class and track combo, but I think it is fair to expect a margin that is +/- 1 second in terms of performance within a couple of points, i.e. you get the desired performance in a range of, say, 93-96. But at least to me having the AI easily be 5-7 seconds slower on a short track while it roughly performs as expected (or better) at the exact same setting on another combination is not acceptable, and I don't think this holds up to Reiza's own high standards either.

    The main problem here is of course the vast number of combinations that needs manual adjustment by the devs, so the best place to start would probably be the official presets the game offers (which is why all of the examples I gave directly come from those).
     
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  3. stealthradek

    stealthradek Driving character: Chaotic good AMS2 Club Member

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    100% agree. While I'd get that some cars will suit some drivers more and some less but there should be some sort of "base level" that's consistent across the various series and that "base level" should be roughly the same.

    Given that there are some sort of median lap times (and ghosts to see and calculate where lap time is gained/lost) I reckon that may be a decent target to get AI dialled in to a sensible 100% capability which could be then adjusted to suit driver skill.

    I'm not sure if it's possible to convert those "most common hotlaps" into AI's laptime baselines though. But it would have been nice! And probably is a waste of time anyway in case the physics get another significant planned update.
     
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  4. NedimMehmedovic

    NedimMehmedovic Active Member

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    Some other things I so hope you can iron out at certain tracks with the 1.7 update coming in.
    Important notice: I race with 110+ skill level with low aggression.

    Mosport
    Ever since update V1.6.9.95 I have finally been able to love racing against the AIs on this track, now that the pacing issues isnt much of a problem. There still are some parts that need to be fixed and please don't sweep these under the rug:
    Issue #1: AIs have better grip and pace through Clayton Corner(Turn 2). All you need to do is slowing down the AI pace at this corner.
    Issue #2: The AIs can take corner 8 without touching the brakes, only to then start slamming on at turn 9! I can easily get passed both on the inside and outside.
    image (1).png

    Silverstone GP
    Issue #1:
    AIs are slow through "Abbey"(T1) and "Farm Corner"(T2) as well as being off the racing line.
    Issue #2: At corner "Copse"(T9) AIs can dive during first halfway through the corner with excessive speed, hit brakes without slowing down but only then to back-off slightly at the second half of the corner! Even if I am ahead of an AI driver on the approach to the corner, they can still manage to dive and overtake on the outside. They need some slowing here.


    Silverstone 2001:
    Have a look at this video please where the issue is!


    A tip:
    The way the AIs behave at "Copse" corner on Silverstone 2001 is precisely how the AIs should behave at Silverstone GP. Then it is vice-versa with the "Becketts Complex"
     
    Last edited by a moderator: Oct 3, 2026
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  5. NedimMehmedovic

    NedimMehmedovic Active Member

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    You Reiza really need to also investigate the track Oulton Park! Both versions Oulton Park - International & Oulton Park Classic have identical issues at the exact same spots:

    The AIs are having way better grip through "Island Bend(T4)". It is very likely you will get nudged at this corner.

    They are also on edge and grippy through the entire sector 3, especially at Druids Corner.
    e4ca6e6c4e074879a61ea4492bac3585.jpg
     
    Last edited by a moderator: Oct 3, 2026
  6. andy_east123

    andy_east123 Active Member

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    Version: 1.6.9.96.3436.AVX
    Car: BMW E46 M3 GTR
    Circuit: Road Atlanta '05
    Full Race Setup:
    Code:
    https://youtu.be/OF38CHo1yE8?t=5832
    Issue: Collision box for this car appears to be over-size, allowing for contact to be made and effective when the cars are not visibly in contact. Live instance and subsequent replay/review in the link below.
    Code:
    https://www.youtube.com/watch?v=OF38CHo1yE8&t=7520s
    Cheers
    Andy

     
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  7. Micha-RSK

    Micha-RSK don´t mess with the rooster

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    Hi,
    After being annoyed by the “AI” in multiplayer sessions for quite some time now,
    I'd like to say a few words about it.
    what is “intelligent” about it???
    I don't race against the “AI” in single-player races because they're too slow for me—at least when I'm
    driving my favorite cars!
    I don't know how the servers are configured (speed, aggressiveness).
    For example:
    The Nordschleife (any one) with different classes like GT3, GT1, LMP, etc.
    Slow “AI” drivers wouldn't even dream of letting fast cars pass!
    Where human drivers (there are a few) don't get in the way of fast drivers and pull over to the side,
    “AI” drivers simply stay on the ideal line; and if an even faster “AI” car joins them,
    they continue driving in single file, like a string of pearls!
    There's a Fiat Uno (AI) stubbornly sticking to the ideal line, and a GT1 Lambo (AI) is right on its tail.
    Isn't there a “blue flag” or a radar warning for “AI”?
    A 24-hour race with all its classes just isn't possible like that!!!
    It's OK when “cars in the same class” are battling for position in the race, but not when slow
    drivers/cars/classes block the ideal line.
     
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  8. wakingupat12

    wakingupat12 New Member

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    Version 1.6.9.96.3436
    Spa 2022 | 20 mins | default date; 1400 |
    Aggression: Medium
    Skill: 120
    Traction Scalar: 0.9
    Brake Scalar: 1.05
    Mistakes: Standard
    Custom AI File

    Had the same thing happen to me (I'm the red car) twice today at separate circuits (Hockenheim Turn 8). AI attempts an absolute send from the inside when no chance of making the corner, with predictable consequences.

     
    Last edited: Oct 14, 2026
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  9. Wedsley Dias

    Wedsley Dias Active Member

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    From what I can see in the video, you had plenty of time to defend your position but waited until the very last moment—just as the AI was diving in—to do so (making contact inevitable).

    I understand it’s frustrating to an extent, but given the recent AI updates, you need to focus on taking more defensive lines; they will attack the moment they spot any gap (which isn't much different from how human players race online).
     
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  10. wakingupat12

    wakingupat12 New Member

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    I never actually attempted to defend my position, because they were so far back - That's just me turning in to take the corner. If look at the point where I start to turn in, the AI isn't anywhere near being alongside (half to a full car length behind). I never got a call from crew chief until I was fully committed.

    However, I do take your point and will assume all AI are 400 or lower iRating at all times :D
     
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  11. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    If this was real, you would be aware of an opponent offline coming up from behind. Why would anyone (human or AI) be over on the "wrong side" of the track? Only one reason--to attempt a late braking manoeuvre. Your choice is to leave room by taking a wider line or shut the door well before the opponent would be braking so they can see that you are blocking their trickery idea and force them to brake earlier. You can't just occupy the race line as if you own it when there are other cars around who are racing. I agree with @Wedsley Dias assessment that you turned in too late to claim the inside line of that corner. The car in front of you was also taking a defensive line to prevent you from trying any last minute trickery (passing them on the inside or outside). They compromised their own line into the corner to provide that defence. That's what you can do next time :)

    No personal judgement here...we just comment on these posts to help everyone in the community see the grey areas and learn more about how and why some things happen the way they do. And there is very rarely a black and white case, so opinions can vary.
     
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  12. stealthradek

    stealthradek Driving character: Chaotic good AMS2 Club Member

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    Well put. I was considering adding a similar observation to one of the many "AI is pit manoeuvring me" threads (here and on outer interwebs) but didn't want to sound like a "skill issue" pointing expert. The bottom line is if you don't want AI divebombing, defend the corner early enough. Or don't close the door if it's way too late.

    I have always found AI reasonable (not perfect!) and probably a large part of that is that I treat them in the same way I'd treat a professional, real racing driver, not some dumb computer entity that will always give way.

    One thing though that's ruining this picture is the fact that once a contact is made AI proceeds like we're not there and continue to maintain. their original trajectory without acknowledging others. Once that's tidied I reckon we have a very human-like behaviour with fairly aggressive attitude. Like playing with other humans online.
     
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  13. wakingupat12

    wakingupat12 New Member

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    Appreciate the advice guys. I will work on my awareness.
     
  14. Nev

    Nev Member

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    The one thing that bothers me most about the current ai is the way they fight back unrealistically after you've outbraked them into a corner. They suddenly accelerate hard to get alongside you again but have no hope of retaking the corner.
     
  15. Periophtalmus Spintirus

    Periophtalmus Spintirus [3DP]BumbleBee AMS2 Club Member

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    Well, that's humanlike :D
     
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  16. F_B

    F_B Well-Known Member AMS2 Club Member

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    That's a Zanardi divebomb. :D
     
  17. LostPatrol

    LostPatrol Active Member

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    What are we looking for the AI to be like? I don't want them to replicate a human online player. I want them to drive like they have a responsibility to the team to keep the car in one piece.

    I think AMS2 has decent AI especially relative to the other sims out there. But it does suffer from an inability to back off once committed as in wakingupat12's recent video, a human driver in the real world would know that was going to end in tears.

    The second, as has been mentioned many times, is the AI cars seem to have far more mass and stay committed well after contact is made spinning the player out and suffer far lesser consequences as a result.
     
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  18. muzarati

    muzarati Active Member

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    What's with the AI now, they constantly turning away from the corner if another gets too close, looks like they are trying to find another line maybe? AI is worse after the update IMO
     
  19. sgsfabiano

    sgsfabiano Well-Known Member AMS2 Club Member

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    Agreed. Not sure if Reiza acknowledges this mass issue at all... seems something that has been reported and ignored for a long time.
     
  20. Tiger_Feet

    Tiger_Feet Member

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    Im getting this type of behaviour lap after lap. You dont even have to be that far wide.

    You only have to be a few CM's from the curb and they'll try to squeeze a car in the tinest of gap.

    Im having to brake super deep, run wide on purpose to try an avoid the contact.

    It really is a party pooper, and takes the enjoyment away.

    If it happened now and gain, great the AI made a human type error - but its a constant thing.
     
    Last edited: Oct 15, 2026
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