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N2: Enhanced Talladega AI (CCG v2.0)

4 posts by 3 people · 12 Jan 1998 - 15 Jan 1998

Dave Henrie 12 Jan 1998#391835
To Michael and his gang, in fact to any of those writing stuff for the sims... Good work..Your efforts make the experience that much better for us mundane types... Thanks for doing the Voodoo(oops!) that you do. dave henrie
Quoted text (10 lines)> The CCG AI team: > -- > **************************** Michael E. Carver ************************* > Upside out, or inside down...False alarm the only game in town. > =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
CCG AI NASCAR2 Project Announcement Yes, we listened to your feedback on our first AI enhancement for Talladega. So head to our site and pickup Version 2.0 for Talladega. http://www.geocities.com/MotorCity/6746/ Dega Vu! Version 2.0 of CCG's Talladega AI What have we improved? We have learned alot from working on other tracks since or first Talladega AI. We also listened to feedback about our efforts at Talladega. The new version has greatly enhanced the drafting of the our original AI. Here are some of improvements you will see: o Smooth starts with no slowing down in the turns or the dogleg on the first lap after the green flag. If you run a pace lap you should enjoy clean and fast starts. Since they really take off, please read the README.TXT file for suggested gearing for green flag starts. o Side-by-side racing by two drafting "trains". They will run this way for quite a number of laps before they start breaking up into separate batches. o The AI will attempt to pass damaged (slower cars). Usually they will do so without losing much speed. However, there will be times when slower cars are driving side-by-side. When this happens, the faster cars may slow up a little before getting around. o Greatly lessened the chance of an AI car running in the racing grooves to slow down for cars as they come out of the pits. It still happens, but not as often as it did with Papyrus' original or Version 1 of our AI. o Within limits of the sim engine, we have been able to greatly enhance the AI's speed going into and out of the turns. This should be extremely evident in Turns 3 & 4. o You will see the AI make more intelligent moves when attempting to pass. They are even more inclined to drop out of line and come up behind the human player to provide a "drafting partner". o Both our old version and Papyrus' AI had a tendency to "pinch" the human player to the outside wall. Version 2 should give the human player plenty of room to pass on the outside. However, this doesn't mean they will roll over and just let you pass! o 3 different versions of the AI. This will provide variety and a little bit of something for everybody's taste. 1. Tight packs running side by side with almost all "dicing" being done by drafting cars. 2. Introduces more cars dropping out of the draft attempting to pass. Lessens the impact slightly of the side-by-side packs. 3. Even more dicing by the AI cars. The AI do not tend to stay bunched up in big packs. May also cause minor slowing of the AI while dicing for positions in the turns or the dogleg. o We have also provided a special Drivers Skills numbers file for use at Talladega. While the skills numbers can be used at other tracks, we have greatly reduced the "drag" numbers and brought the individual skills closer together. The results help create a closer simulation of restrictor-plate racing at Talladega. This is a vital component to our enhanced AI. The CCG AI team: -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Thanks, Michael (and the others)! After many delays I finally got round to trying the previous version last night (typical, huh <g>) and it was, indeed, a very great improvement over the original AI. From your message it looks like you've already addressed all the points I noted. Looks like I'll be back at Dega tonight <g> Cheers, Richard
I've been trying the new AI for the last couple of nights. I've had a number of smallish runs and am currently 2/3 through a full length race (RELS 110, OPPS 100%). I'm currently in 4th, largely thanks to a couple of cautions in quick succession - most of the race has been spent around 20th spot after taking a provisional. It really takes a very different driving style, with most of the time being spent trying to form a drafting train to catch up to the one in front after having made an early mistake and losing the main draft. About 1 in 4 starts they will slow in T3, but other than that the starts are great - and those gearing changes are really needed <g> If I had one real comment it is that they are a bit quick on the restarts. Maybe I've just got to time my own start better, but it is a little too easy to completely lose the draft if you are at the back of the train. Best so far was 10 laps into the race and the entire field within 3 seconds! I've seen the lead 25 or so cars stay together for nearly half a fuel run. This is probably the best of all. I've seen the whole field get past a damaged car without losing any time at all - I hope Papy are studying the LP files <g> Haven't really noticed this yet. Still just a little slow coming out of T4 (and slightly less so out of T2) but it is a vast improvement. No easy passes now <g> To be honest, I wish they would be my drafting partner more often <g> Yep, they are now very considerate but will really *race* and it takes good timing to make a pass stick. I have to say I am amazed at how much the N2 AI engine has been exploited in producing this new AI. The difference between this and Papy's original AI is like night and day. It has really set the standard by which I will be judging the AI in N3. Indeed there is very little scope for substantial changes. About the only one I can think of is that with all this drafting we need a way to be able to form proper drafting partnerships. Any mistakes are quite severely punished as it is all but impossible to regain a draft once lost. Being able to call on a buddy to help out would be nice.... <g> Cheers, Richard

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