> I am new to the group but I am curious about AI for Racing.
> I have noticed that CPR has been designated 'Bad AI Sim of the Month'.
> AI seems to be on everyones minds. So now is a good time to reflect on
> what the Racing Sim Guy wants from the AI.
> What is the minimum requirement?
1) AI cars should be able to "see" you. They should not bump you off
the road because you're in their way. They should generally
fear contact with you, but not always..they need to be aggressive,
just not overtly so.
2) AI cars should have occasional bad laps and make mistakes that make
them leave the track and/or crash.
3) AI cars should be affected by tire wear and fuel load. Their
performance should be based on the same parameters the player has to
deal with, like cold tires and full tanks at the start of the race
and after pitting.
4) Unless there is some sort of spotter or in-car radio feature
available for the player, AI cars should not be able to see things
you can't (like an accident around the next corner at Long Beach).
5) The cars should drive like cars. They should be fast where your
car is fast, and slow where your car is slow. They shouldn't
"make up time" through the corners or slow down on straights because
their laptime is too good. No magic 90 degree turns where its
impossible for the player to do so. The AI should also take
different lines on the track.
6) AI should be variable. Zanardi shouldn't win every race. It
would be nice to have slow drivers (like Hiro), dumb drivers (like
Parker), smart drivers (like Rahal), and hot-heads (like Tracy).
Of course there must be some variety so that some drivers are
"dialed in" to certain tracks on certain weekends (like Dario was
at Toronto this year), or the opposite (like Zanardi at Fontana)
where they can't get the car working right.
--
Neil Yeatman
Ajax, Ontario, CANADA