rec.autos.simulators

N2: Announcing Enhanced AI!!

Michael E. Carve

N2: Announcing Enhanced AI!!

by Michael E. Carve » Sun, 23 Nov 1997 04:00:00

        ANNOUNCEMENT!   ANNOUNCEMENT!   ANNOUNCEMENT!

We are proud to announce the availability of Artificial Intelligence
enhancements for Papyrus/Sierra's NASCAR Racing 2!  The CCG NASCAR2 AI
Project has 5 enhanced AI's for NASCAR2, with more coming.  Currently we
have produced enhanced AI for the following tracks:

        Talladega
        Martinsville
        Bristol
        Michigan
        Darlington
        C***te

Our goal is to reproduce as faithfully as possible the experience of
racing against and with Winston Cup drivers.  These enhanced AI's are
not just minor tweaks.  We have provided new racing grooves and
realistic speeds.  Our aim is to put "Intelligence" back into AI!

While a few of the tracks above still have their rough spots with the
AI, we are sure you will enjoy racing in NASCAR2 against our new AI.  

For full information and files, point your browser to the Official
CCG NASCAR2 AI Project site:  http://www.racesimcentral.net/

But, don't stop there!!!!   Throughout our testing we have discovered
that the Driver Skills numbers are VERY important.  We have tested our
enhanced AI against all of the driver skills numbers we could find.  If
you want to get the full experience of our enhanced AI, it is highly
suggested that you use our Driver Skills numbers.  While, Jon is still
working on "fine tuning" our numbers, we have found that without our
numbers you may only experience 30-40% of the enhanced AI experience.

You can download our Driver Skills numbers at
ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip
The file format requires the excellent program from IWCCCARS called N2
Starting Grid.  If you do not have this program, please read the
included README.TXT file for information on downloading this program.

[Special thanks to Jon Guest for designing The CCG NASCAR2 AI Project
web site!  We also wish to thank our beta testers (Andre, Joe, L.C., and
the Hawg).  This project would not have been possible except for the
many who have contributed to the Simulated Auto Racing community.  Many
thanks to all who have contributed to furthering our enjoyment of
simulated racting!]

Now go racing!!!!!!

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Michael E. Carve

N2: Announcing Enhanced AI!!

by Michael E. Carve » Sun, 23 Nov 1997 04:00:00

        ANNOUNCEMENT!   ANNOUNCEMENT!   ANNOUNCEMENT!

We are proud to announce the availability of Artificial Intelligence
enhancements for Papyrus/Sierra's NASCAR Racing 2!  The CCG NASCAR2 AI
Project has 6 enhanced AI's for NASCAR2, with more coming.  Currently we
have produced enhanced AI for the following tracks:

        Talladega
        Martinsville
        Bristol
        Michigan
        Darlington
        C***te

Our goal is to reproduce as faithfully as possible the experience of
racing against and with Winston Cup drivers.  These enhanced AI's are
not just minor tweaks.  We have provided new racing grooves and
realistic speeds.  Our aim is to put "Intelligence" back into AI!

While a few of the tracks above still have their rough spots with the
AI, we are sure you will enjoy racing in NASCAR2 against our new AI.  

For full information and files, point your browser to the Official
CCG NASCAR2 AI Project site:  http://www.racesimcentral.net/

But, don't stop there!!!!   Throughout our testing we have discovered
that the Driver Skills numbers are VERY important.  We have tested our
enhanced AI against all of the driver skills numbers we could find.  If
you want to get the full experience of our enhanced AI, it is highly
suggested that you use our Driver Skills numbers.  While, Jon is still
working on "fine tuning" our numbers, we have found that without our
numbers you may only experience 30-40% of the enhanced AI experience.

You can download our Driver Skills numbers at
ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip
The file format requires the excellent program from IWCCCARS called N2
Starting Grid.  If you do not have this program, please read the
included README.TXT file for information on downloading this program.

[Special thanks to Jon Guest for designing The CCG NASCAR2 AI Project
web site!  We also wish to thank our beta testers (Andre, Joe, L.C., and
the Hawg).  This project would not have been possible except for the
many who have contributed to the Simulated Auto Racing community.  Many
thanks to all who have contributed to furthering our enjoyment of
simulated racting!]

Now go racing!!!!!!

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Michael E. Carve

N2: Announcing Enhanced AI!!

by Michael E. Carve » Mon, 24 Nov 1997 04:00:00

The following is a CCG NASCAR2 AI Project beta tester's report on the
final version of AI for C***te Motor Speedway.  To see what he is
talking about point your browser to
http://www.racesimcentral.net/
Also he was running drivers' skills numbers which can be obtained at:
ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip

First off, Lap 1 Turn 1 is already vastly improved. Only one start of
several resulted in a significant slowdown, and that by the inside lane.
Other starts produced a *slight* slowdown, but nothing more than I feel
could be very typical of the first turn chaos that surely must exist in
full-sized Nascar racing. (Remember, when testing, I always start dead
last.)

Once underway, it was "every man for himself, and the devil's after 'em
all". Ol' Snowdog was right, these boys get after each other... you race
AMONG them! It was GREAT! At some tracks, with default AI, I would get
the feeling that the AI sort of played "follow the leader" around the
track, and did their best to move aside if I challenged them. Sort of
like they were out there for my entertainment and for me to use to
practice racing with. NOT HERE! Here, I got the feeling that the AI's
mentality is: "We came here to RACE! And who are YOU?" (You being me.)
Up ahead, I would see them racing two (on rare occassions three wide)
into the turns... would even see them crowd the low car almost onto the
apron... very realistic (to me) aggressive racing.

Once I adjusted the RELS to suit my abilities, the entries and exits
matched my driving style nicely, as were the doglegs. Thus, there was a
lot of smooth, close racing. Make a bobble, and I had a car fender stuck
under me. No sense in trying to pinch him out... he'd hold... might as
well back out and hold that outside groove and hope I wouldn't get
"freight trained" by a string of hot AI's.

Was able to watch the reaction of the AI during some cautions, and all
seemed okay. Even had a chance to see how they'd react after a horrific
front stretch wreck that involved about a dozen cars (in which I got
"collected"!). It was such a mess that after getting straight and
chasing for the yellow, we all came to a stop and waited for the crash
to be cleared up before going after the pace car. Sure enough, the AI
sorted themselves out, paced at the right speed, and away we went. No
funky behavior. I stayed with this race a bit to see how the AI would
react to all the damaged/slow cars on the track, and they seem to go on
the attack better. That's good too.

As far as I'm concerned, this one's a "keeper".

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Jerry Moreloc

N2: Announcing Enhanced AI!!

by Jerry Moreloc » Mon, 24 Nov 1997 04:00:00


>The following is a CCG NASCAR2 AI Project beta tester's report on the
>final version of AI for C***te Motor Speedway.  To see what he is
>talking about point your browser to
>http://www.racesimcentral.net/
>Also he was running drivers' skills numbers which can be obtained at:
>ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip

[snipped a very good summary of the AI]

>As far as I'm concerned, this one's a "keeper".

>--
>**************************** Michael E. Carver *************************
>     Upside out, or inside down...False alarm the only game in town.

>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-

Thanks for posting this site address.  I didn't know about it, and as far as
I'm concerned the entire site's a "keeper."

Jerry Morelock

Greg Hick

N2: Announcing Enhanced AI!!

by Greg Hick » Tue, 25 Nov 1997 04:00:00

Does this affect the "validity" of the track stats for racing in leagues?
Since my AI will react differently than the stock AI I would think the races
couldn't be rated together. Other than that this sounds like a upgrade I
want, I just want to make sure I can still race in leagues without having to
have the game installed twice.
Greg Hicks



>>The following is a CCG NASCAR2 AI Project beta tester's report on the
>>final version of AI for C***te Motor Speedway.  To see what he is
>>talking about point your browser to
>>http://www.racesimcentral.net/
>>Also he was running drivers' skills numbers which can be obtained at:
>>ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip

>[snipped a very good summary of the AI]

>>As far as I'm concerned, this one's a "keeper".

>>--
>>**************************** Michael E. Carver *************************
>>     Upside out, or inside down...False alarm the only game in town.

>>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-

>Thanks for posting this site address.  I didn't know about it, and as far
as
>I'm concerned the entire site's a "keeper."

>Jerry Morelock

Michael E. Carve

N2: Announcing Enhanced AI!!

by Michael E. Carve » Wed, 26 Nov 1997 04:00:00


% Does this affect the "validity" of the track stats for racing in leagues?
% Since my AI will react differently than the stock AI I would think the races
% couldn't be rated together. Other than that this sounds like a upgrade I
% want, I just want to make sure I can still race in leagues without having to
% have the game installed twice.

This is a very good question.  And one that only your league director
can tell you for sure.  I would like to think that they would actually
want you to race against a "stiffer" and more realistic AI, but then I
am biased (ain't I)?

Here's the solution that I use while testing our AI.  Make a
sub-directory in the track directory where you are installing the new
AI.  I like to call it ORIG.  Example for C***te:
..NASCAR2\TRACKS\CHRLTTE\ORIG
I then copy the original *.lp and CHRLTTE.TXT files into this directory.  
Make another directory called CCG (or whatever) and copy the new AI
files into this one.  Renaming the CHRLTTE.CCG file to CHRLTTE.TXT.
Then whenever you want to run against the original AI, just copy the
files from the ORIG directory to the CHRLTTE directory (overwriting the
files that are there).  Or when you want to run the CCG files, just copy
the contents of the CCG directory into CHRLTTE.

You can do this for all the enhanced AI tracks...

% >

% >>
% >>The following is a CCG NASCAR2 AI Project beta tester's report on the
% >>final version of AI for C***te Motor Speedway.  To see what he is
% >>talking about point your browser to
% >>http://www.racesimcentral.net/
% >>Also he was running drivers' skills numbers which can be obtained at:
% >>ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip
% >>

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

DRedick8

N2: Announcing Enhanced AI!!

by DRedick8 » Fri, 28 Nov 1997 04:00:00

Mike, I've found a BIG problem when the AI pit at Tally..  They seem to go
THROUGH the pit wall after passing it, and once several cars are in the pits,
they tend to turn sideways, as if avoiding a wreck, and the spotter says "wreck
in the pits".  Thus, once a yellow comes out, it stays out until the end of the
race.

I haven't tried the other enhanced AI's yet, but when I do I'll be sure to let
you know of any problems I see with it.

Redick's NASCAR2 Site: http://members.aol.com/dredick825/index.html
The #1 BGN source on the 'Net...100 cars, race logos, messages, and more
No Piracy Network Member; N2 Project Team Member

Jim Ekwal

N2: Announcing Enhanced AI!!

by Jim Ekwal » Sun, 30 Nov 1997 04:00:00


> can someone please tell me where to get these new enhanced AI's someone told me
> an address but it sent me to the wrong place.
> thanks
> chris

Here's what I saved:

Subject:
          N2: Announcing Enhanced AI!!
      Date:
          22 Nov 1997 22:24:54 GMT
      From:

  Reply-To:

Organization:
          Teleport - Portland's Public Access (503) 220-1016
 Newsgroups:
          rec.autos.simulators

        ANNOUNCEMENT!   ANNOUNCEMENT!   ANNOUNCEMENT!

We are proud to announce the availability of Artificial Intelligence
enhancements for Papyrus/Sierra's NASCAR Racing 2!  The CCG NASCAR2 AI
Project has 6 enhanced AI's for NASCAR2, with more coming.  Currently we
have produced enhanced AI for the following tracks:

        Talladega
        Martinsville
        Bristol
        Michigan
        Darlington
        C***te

Our goal is to reproduce as faithfully as possible the experience of
racing against and with Winston Cup drivers.  These enhanced AI's are
not just minor tweaks.  We have provided new racing grooves and
realistic speeds.  Our aim is to put "Intelligence" back into AI!

While a few of the tracks above still have their rough spots with the
AI, we are sure you will enjoy racing in NASCAR2 against our new AI.  

For full information and files, point your browser to the Official
CCG NASCAR2 AI Project site:  http://www.racesimcentral.net/

But, don't stop there!!!!   Throughout our testing we have discovered
that the Driver Skills numbers are VERY important.  We have tested our
enhanced AI against all of the driver skills numbers we could find.  If
you want to get the full experience of our enhanced AI, it is highly
suggested that you use our Driver Skills numbers.  While, Jon is still
working on "fine tuning" our numbers, we have found that without our
numbers you may only experience 30-40% of the enhanced AI experience.

You can download our Driver Skills numbers at
ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip
The file format requires the excellent program from IWCCCARS called N2
Starting Grid.  If you do not have this program, please read the
included README.TXT file for information on downloading this program.

[Special thanks to Jon Guest for designing The CCG NASCAR2 AI Project
web site!  We also wish to thank our beta testers (Andre, Joe, L.C., and
the Hawg).  This project would not have been possible except for the
many who have contributed to the Simulated Auto Racing community.  Many
thanks to all who have contributed to furthering our enjoyment of
simulated racting!]

Now go racing!!!!!!

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  <
]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

John D. Courtn

N2: Announcing Enhanced AI!!

by John D. Courtn » Sun, 30 Nov 1997 04:00:00

Hi!,
    Here is the site:

http://www.racesimcentral.net/

So far I have only tried the C***te AI, but I'am impressed,  It
adds a new challenge to the AI.  At 101% I used to have a top-5 car at
C***te.  With the new AI I was struggling to enter the top 20 when
I first tried it!

Later,
John

Mudcat10

N2: Announcing Enhanced AI!!

by Mudcat10 » Mon, 01 Dec 1997 04:00:00

can someone please tell me where to get these new enhanced AI's someone told me
an address but it sent me to the wrong place.
thanks
chris

Snowd

N2: Announcing Enhanced AI!!

by Snowd » Mon, 01 Dec 1997 04:00:00


%can someone please tell me where to get these new enhanced AI's
someone told me
%an address but it sent me to the wrong place.
%thanks
%chris

Here ya go.
http://www.geocities.com/MotorCity/6746/
-Rob

DRedick8

N2: Announcing Enhanced AI!!

by DRedick8 » Tue, 02 Dec 1997 04:00:00

Thanks for the info.  I'd juar never seen it before.

Redick's NASCAR2 Site: http://members.aol.com/dredick825/index.html
The #1 BGN source on the 'Net...100 cars, race logos, messages, and more
No Piracy Network Member; N2 Project Team Member

Steve Sarl

N2: Announcing Enhanced AI!!

by Steve Sarl » Thu, 04 Dec 1997 04:00:00


  What I did for the Marty AI patch was to, B4 applying the patch, zip up
the whole directory into a file called marty.zip.  Then I applied the
patch.  Then when it came time to run the league race I zipped the patched
directory into a file called ptchmrty.zip and unzipped marty.zip into that
directory & told it to overwrite everything.  Now I have both zipped up &
can unzip & install as needed.  

  Steve

+-----------------------------------+-------------------------------------+

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