rec.autos.simulators

How does AI work in racing games?

Nigel Nichol

How does AI work in racing games?

by Nigel Nichol » Sat, 15 May 2004 01:13:31

And ultimately is it worth while at all going to the lengths to get an AI to
ack like a human when our technology is improving all the time for "online"
human vs human racing.

Take care
Nigel
--
Redline Race Controls
http://www.racesimcentral.net/~lakewood/Redline2.htm

Peter Ive

How does AI work in racing games?

by Peter Ive » Fri, 14 May 2004 06:22:23



>On Wed, 12 May 2004 01:40:50 +0100, Peter Ives


>DiFool

>...
>>>Would it be more advantageous to make it so that the AI
>>>can "tell" what the best line is through a corner without
>>>someone (human) having to draw a line on the track for it
>>>to follow?
>...
>>In my view, AI won't come of age until you can give it
>>a track and it can learn how to drive around it just like us humans,
>>whilst at the same time, having various weightings which allow some AI
>>to learn and drive better than others.

>I'm not that sure; the point of AI is give nice gameplay, not be the
>smartest driver ever. That's another area of research which doesn't
>intersect that much with racing sims, I think.

But the trouble is with most sims that I've played, after a while you
realise that the variation in AI lines into a corner is absolutely zero.
This makes them very predictable and nothing like human drivers which
destroys the illusion of racing against other real drivers.

I'm not sure I agree with the point of AI is to give nice gameplay
either, unless of course you mean by gameplay the feeling that you are
racing against other 'intelligent' and 'unpredictable' drivers of
course.  :)
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01

Peter Ive

How does AI work in racing games?

by Peter Ive » Fri, 14 May 2004 06:45:54



<snip>

But are the AI cars braking as efficiently as a human driver?  Also, how
do you create a little variety in their braking ability to avoid them
all braking at exactly the same point and at the same rate of
deceleration?

- Show quoted text -

Is that because the cars are slower through the corner or into the
corner?  You already have a way of measuring whether they are drifting
away from the ideal line under braking.  Did you use method 1 to
determine the optimum speed through the corner as well?  If so, then
perhaps the algorithm used is too slow in that it allows the AI driver
to lift/brake for too long before getting back on the ideal line or
waits too long before determining whether the car has drifted too far
off the line?

Mind you , I just noticed that you stated later that your AI cars just
understeer at the moment.  I'm sure that goes a long way to preventing
decent laps.  A  human driver probably makes 10 or 20 minor adjustments
from understeer to oversteer whilst taking any one corner.  If all we
could do as drivers was to turn in and hope the car wasn't going to
understeer away from the corner then I'm sure our laps would be pretty
shabby as well.

<snip>
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01

Eldre

How does AI work in racing games?

by Eldre » Fri, 14 May 2004 07:45:48

Sure, it's worthwhile.  Some people don't have a fast enough internet
connection.  Others tire of getting beat everytime they go online.  Having AI
in the game means they can run in a fairly competitive race occasionally.

Eldred
--
http://www.umich.edu/~epickett
Screamers League
IICC League
GPLRank -6.0    MoGPL rank +267.80
Ch.Rank +52.58   MoC +741.71
Hist. +82.34  MoH:na
N2k3 rank:in progress
Slayer Spektera lvl 72 assassin
Slayer Spectral_K lvl 38 Necro
US East

Eldre

How does AI work in racing games?

by Eldre » Fri, 14 May 2004 07:48:08

You've been spying on me, haven't you?

Eldred
--
http://www.umich.edu/~epickett
Screamers League
IICC League
GPLRank -6.0    MoGPL rank +267.80
Ch.Rank +52.58   MoC +741.71
Hist. +82.34  MoH:na
N2k3 rank:in progress
Slayer Spektera lvl 72 assassin
Slayer Spectral_K lvl 38 Necro
US East

Todd Gibb

How does AI work in racing games?

by Todd Gibb » Fri, 14 May 2004 17:27:00

Its a nice idea... how about if we strap a radar and some Hellfires to a Mustang 68' instead ? :)

Todd.




> > From a Game-Development perspective

> Oi! Stop working on driving games and get back to a sequel to EECH!
> Please?

> Pretty please?

> <pregnant pause>

> No?

> ***. What's wrong, you guys want to make a profit? ;-)

> Andrew McP... living in a dreamworld :-)

Andrew MacPhers

How does AI work in racing games?

by Andrew MacPhers » Fri, 14 May 2004 18:34:00



> Its a nice idea... how about if we strap a radar and some Hellfires to
> a Mustang 68' instead ? :)

Stop it, you're playing with my dreams ;-)

On a serious note, EECH really was only a few major tweaks away from being
the perfect combination of simulation and game. The gameplay side of thing
has been ignored by far too many developers. So thanks for that and good
luck in your current/future projects. As long as you guys are still
working there's always hope you'll get *** rich and return to your
flight sim roots as a hobby to stop you getting bored ;-)

Andrew McP

Todd Gibb

How does AI work in racing games?

by Todd Gibb » Fri, 14 May 2004 20:30:09

Thanks Andrew :)

Are you involved in the open-source EECH development project ? If you are interested I can provide a link/email address. Perhaps
email me personally for more info.

Kind Regards,

Todd.




> > Its a nice idea... how about if we strap a radar and some Hellfires to
> > a Mustang 68' instead ? :)

> Stop it, you're playing with my dreams ;-)

> On a serious note, EECH really was only a few major tweaks away from being
> the perfect combination of simulation and game. The gameplay side of thing
> has been ignored by far too many developers. So thanks for that and good
> luck in your current/future projects. As long as you guys are still
> working there's always hope you'll get *** rich and return to your
> flight sim roots as a hobby to stop you getting bored ;-)

> Andrew McP

Andrew MacPhers

How does AI work in racing games?

by Andrew MacPhers » Fri, 14 May 2004 21:00:00



> Are you involved in the open-source EECH development project ?

Only as an interested onlooker. I got as far as looking at the source
code, then remembered it's ten years since I did any programming, and then
it was pure ARM assembler. Curly brackets still scare the sh*t out of me
:-)

There's obviously a limit to how far the EECH code can be tweaked by
enthusiasts, but I admire their efforts greatly. What I was looking for in
the imaginary sequel was something that would allow complete (or at
least more advanced) planning of the battlefield... tasking ground forces
and creating missions (including establishing supply lines) to support
them rather than having the campaign engine in full control.

Still, at least it has a campaign engine, that's better than most! And I
still think the virtual***pit of the Hokum is *the* most immersive
flight sim***pit ever. Amazing detail, great sim.

Anyway, I'm wildly off topic for the group. I'll stop leading you astray
down memory lane. ;-)

Andrew McP

Ruud van Ga

How does AI work in racing games?

by Ruud van Ga » Fri, 14 May 2004 21:01:37

On Wed, 12 May 2004 22:22:23 +0100, Peter Ives




>>I'm not that sure; the point of AI is give nice gameplay, not be the
>>smartest driver ever. That's another area of research which doesn't
>>intersect that much with racing sims, I think.

>But the trouble is with most sims that I've played, after a while you
>realise that the variation in AI lines into a corner is absolutely zero.

That can be resolved in software.

I do mean that indeed. :) The point I'm trying to make is that just
because we humans use a sophisticated neural network to drive, your
goal is not to come to a point where you use a similar neural network
in the computer to do the same thing. Your goal is still to fake the
human into thinking the drivers are as human as online players.

The methods too achieve that are irrelevant to the user; they just
want to see it work. From an engineering perspective though, it is
ofcourse relevant. And you can take a lot of shortcuts that make it a
lot simpler to simulate a basic AI driver. Then you start to add
varying behavior, based on the things you miss.
Realise that to do it the Wests' way takes ages and doesn't
necessarily provide a better result. Simple principles are more easily
adapted to include tiny things. Some basic principles even allow for a
whole lot of complex behavior, see the laws of physics for example.

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Ruud van Ga

How does AI work in racing games?

by Ruud van Ga » Fri, 14 May 2004 21:04:19

On Wed, 12 May 2004 22:45:54 +0100, Peter Ives




...
>But are the AI cars braking as efficiently as a human driver?

Would be nothing wrong in just modifying the grip a little for AI to
get them at the same level of braking ability compared to humans (who
can perhaps more intelligently process the brake). Instead of going
through lengths to learn AI to trailbrake. ;-)

That's easy, just add a random number to the brake point distance...

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Bernhard Wyman

How does AI work in racing games?

by Bernhard Wyman » Fri, 14 May 2004 21:17:21

Hi all

There are two AI racing simulation projects (freely) available:
- TORCS, www.torcs.org
- RARS, rars.sf.net

TORCS is a very sophisticated simulation, it supports also input
devices, so you can drive a car yourself. There is a tutorial about how
to implement a basic AI-driver at www.berniw.org in the TORCS section.

In commercial games the AI-drivers follow more or less a given (by the
developers) trajectory. In some games I have the impression that the AI
   physics is not simulated the same way like the players car.

In TORCS and RARS you can find various implementations:
- Searching a trajectory in a pre-process on- or offline (optimization
problem -> least squares, A*, neural networks, other machine learning
approaches, etc.).
- Reactive behaviour without preprocess.

bye, Bernhard.

--

visit my homepage http://www.berniw.org

Jeff Shear

How does AI work in racing games?

by Jeff Shear » Fri, 14 May 2004 22:30:13

I found TORCS and RARS useful when I was researching racing AI, it's a good
place to start. There were some pretty clever methods in there.

There's no reason not to cross the offline and online elements, you get the
best of both worlds - intelligent basic behaviour with individual reactive
elements that players hopefully notice.

What's nice is when you get quasi-emergent behaviour from AI drivers, it's
just that in reality, players rarely notice. One of my main aims (kind of
ongoing research and application) is to look at what players do and try to
emulate that as an extra dimension to the AI. You get much more noticable
reactions from players racing the AI.

We currently use the same physics for AI as the player, even the same car
model, so the AI has the same interface as the player, i.e. via steering,
throttle, brake and gears. In the past we've used simpler models for the AI,
because you can't have 20 cars racing with a full physics and car model. If
we went back to that number of cars I'd look at some kind of LOD'ing scheme.
It's easier with one model though, you don't have to match the performance
across the two, which is a nightmare job.

When (if) we make another sim fitting for this forum, I'll be sure to let
you all know what sort of techniques we use, hell, you'll probably be able
to test the thing!

Jeff.

Peter Ive

How does AI work in racing games?

by Peter Ive » Sat, 15 May 2004 08:44:48



>On Wed, 12 May 2004 22:45:54 +0100, Peter Ives


>Todd

>...
>>But are the AI cars braking as efficiently as a human driver?

>Would be nothing wrong in just modifying the grip a little for AI to
>get them at the same level of braking ability compared to humans (who
>can perhaps more intelligently process the brake). Instead of going
>through lengths to learn AI to trailbrake. ;-)

>>  Also, how
>>do you create a little variety in their braking ability to avoid them
>>all braking at exactly the same point and at the same rate of
>>deceleration?

>That's easy, just add a random number to the brake point distance...

But won't that just even out the braking ability for all AI drivers?
What I want is for some AI drivers to be harder to outbrake into the
corner than others.  Just like human opponents.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01
Jason Moy

How does AI work in racing games?

by Jason Moy » Sat, 15 May 2004 11:06:28

On Tue, 11 May 2004 17:48:20 GMT, Joe62


>Does anyone have pointers to articles or resources on the web where I
>can research this topic? I want to learn about the various approaches
>that have been tried, and understand their benefits and drawbacks.

I can't answer your question, but I would recommend ignoring this
entire thread and trying to see if you can find contact information
for Geoff Crammond.  He's the only person in the history of driving
games who has made believable AI.

Jason


rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.