I've noticed the CC's in F1RS making mistakes when under pressure, but they rarely come from behind. When they do it's usually catastrophic. Let's say we were to try to implement some of the behavior that you've suggested. How do we get the computer to act like that, and how much processor power does it take?
I'm no programmer by a long shot. I'm pretty much lucky that my wheel is hooked up to the computer, but who's to say that together we might not come up with a workable idea or two.
Wurz is chasing you down at the end of Suzuka. How about three separate driving lines that are each connected to a technique? Regular, Defensive, and Aggressive. Regular is the normal "quick" racing line. Defensive blocks, goes deeper, and makes x% more mistakes. Aggressive fakes off line, goes deeper, and makes x% more mistakes. What would it take to implement this kind of behavior? How hard is it to make the AI decide when to use each technique?
Pit strategy seems like it should be pretty easy. If the CC is being held up by traffic 1 or 2 laps before scheduled pit...
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mark
"If you get to the point where you truly understand what the term 'controlled looseness' means, then, and only then, do you know what the term 'fast' means."
F1RS - http://www.nmia.com/~chaser/car/results.htm
Remove us here and there to mail me.
>>So please can we have a driving sim, which for the first time ever
>>provides a revolution in the genre - AI.
>
>Yes!
I believe this is the next major step for simracing. Forget fancy
graphics and animated pitstops for the moment, and imagine F1RS if the
AI cars were really clever (or stupid in some cases). Can you imagine
racing at Suzuka, and it's coming to the end of the race and right
behind you is Wurz or someone. Every lap at the chicane he shows you a
wheel to let you know he's behind, he locks up once or twice. Then, two
laps from the end he decides to slip inside where's there's really no
chance and blazes past with his tyres smoking. He gets sideways for a
moment but recovers, though not before slumping into the gravel. His
wheels spin, but he can't get back out and the race is yours, but it
wasn't without a fight.
What about cars that sell you a dummy a la Mansell on the straights, or
ones that try and overtake on the outside in the wet? Ones that can't
handle the pressure in front of you and lock up, run wide, whatever?
Backmarkers that get the hell outta your way? Team-mates working
together? Drivers changing pit strategy to cope with traffic?
I appreciate that the AI is the hardest part of a sim to get right, but
it's time we had some real competition.
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Spudgun