OK, I am not sure what's going on here...
Here are the original WG values from the track.ini
ai_drafting_distance = 1.15 ; car lengths behind while
racing
ai_panic_decel = 4.5 ; G's of extra deceleration
inducing panic
ai_dlongpad_scale = 1.8 ; scales padding in braking
zones (smaller = more scaling)
ai_dlat_pad = 0.8
You have increased the distance between cars while racing from 1.15 to
1.6--that makes sense given the problem we are trying to address.
You have changed the dlongpad_sclae from 1.8 to 1000, which dramatically
lessens the scaling re: padding in braking zones. OK, what the hell does
that mean? What is "scale padding"? I know what a braking zone is. I
think I know what padding would refer to. But what exactly this value does
if you go up or down from the default is a mystery to me at this point. The
fact that you have changed the value by a factor of 500 and it hasn't "blown
up" the AI suggests it doesn't do much.
Lastly, you have increased dlat_pad from .8 to 1.4. Presumably the pad part
refers to padding again, but what is the dlat referring to here? I may be
mistaken, but dlong and dlat are distance latitude and distance longitude.
So would this value be attempting to pad more distance between the sides of
the cars so the AI don't turn into the human so carelessly in corners?
This may be a hopeless venture, but if the AI can finally have some "I," the
game will be worth playing offline. I actually doubt it is possible for two
reasons: i) it hasn't happened in the previous ump*** versions and ii) Papy
and the testers would have figured it out by now--this isn't a first-time
out rush job.
Marc
> They don't appear to know where the humans are, or more precisely how big
> the human cars are. The problem I have had, which sounds like it is the
> same one you guys are talking about, is that when they try to pass you in
> the braking zone they miscalculate the distance required, catch the corner
> of your bumper with the corner of their bumper, and spin you. If they hit
> you straight on it usually isn't that big a deal, it's when they try the
> dive bomb pass that the trouble starts. I have had some success fixing
this
> by changing parameters in the track.ini file. Again, this assumes that
you
> are talking about the same AI problem that I am, which occurs primarily at
> road courses and short tracks. So far the best results I get are by
> changing the following parameters as shown (in the [ ai_track ] section):
> ai_drafting_distance = 1.6
> ai_dlongpad_scale = 1000
> ai_dlat_pad = 1.4
> These values are for Watkins Glen and may still need tweaking for other
> tracks. Basically the idea is to force them to keep a little bit more
> distance from you (ai_drafting_distance and ai_dlat_pad) and to force them
> to decide earlier in the braking zone whether or not they want to try a
> passing move (ai_dlongpad_scale). This is all trial-and-error of course,
so
> your mileage may vary. I would really like to hear from other people
> whether these values work for them or not.
> > >Umm the problem is that the AI are a bunch of wreckers... to the
> > >human. They will stick their nose under you and then drive right
> > >through you and spin you around at just about every track. They don't
> > >seem to do it to each other though...
> > Which means that the AI routines aren't very forgiving. It seems as
> > though the algorithms, once they've given the green light for an
> > overtaking move, don't applying any recalculations to temper that move.
> > I think imho that the reason the AI don't seem to have problems with
> > each other is because of 3 things:
> > 1) the AI driving doesn't fluctuate as much as the human driver
> > resulting in fewer green light calculations for overtaking.
> > 2) When a green light calculation has happened for the AI car behind,
> > because all AI calculations are happening 40 to 50 times a second, the
> > AI car in front reacts to this overtaking move almost spontaneously, so
> > avoiding a collision.
> > 3) Not enough fuzzy logic is in there to make things variable enough
> > allowing for AI miscalculations.
> > >>On Wed, 14 May 2003 02:01:04 +0100, Peter Ives
> > >>>if you're not there, but I love it when they make a complete pants of
a
> > >>>corner or drive into each other whilst dicing, something I've hardly
> > >>>ever seen a PAPY NASCAR AI driver doing, except when there's a spin
> > >>>ahead and they drive into each other as if they're blind.
> > >>If Papy's AI started making contact with each other and the player
> > >>cars I could already imagine the horrible feedback. "WTF, Jeff Gordon
> > >>dove inside me at Turn 3 at Bristol and spun me around, what horrible
> > >>AI!!"
> > >>Jason
> > --
> > 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 -21.77