Just Remember that things are still WIP:
This is from the release notes:
Known issues (A.I.):
We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals. You can disable the ‘dynamic superspeedway’ code that causes this by changing playerfile value “AI Logic Override” to 2 (as mentioned in the notes below).
This is talking about the lines they take and scraping the outside wall, not the ongoing issue of slamming on the brakes unnecessarily in the middle of the turn. That is a problem with the not only Stock cars, but IndyCars on the shorter ovals as well. Like i've stated before, It's some kind of chain reaction cause by the AI over-anticipating things such as bumps on the track, or getting too close to eachother side by side. Often it's caused by someone going down on the apron up ahead, panicking about it and slowing down, and everyone else behind slows down. It's a simple fix really, just fix the Oval AI where they don't treat the flat apron as part of the track, and it will help tremendously. They go down on the apron even when they don't need to, because they can't tell the difference. Also, the AI need to be a lot less panicky overall. They need to not be afraid of touching each other a little, instead of slamming on brakes to avoid it.
All they really need to know is, "I can take X corner at Y speed, and I'm going to take it at that speed, PERIOD". After all, that's how a human thinks, right? Humans don't go "Well, I have precisely X amount of grip at this particular millisecond, but there's a tiny bump coming up in 5 milliseconds that will decrease my right rear tire grip by 0.001% and induce 1 degree more slip angle as I pass over it, better brake a tiny bit now to compensate!" lol We just hit the bumps full speed and make corrections after the fact, right? Even Senna didn't try to be THAT precise.
The AI should think like a human, not a computer (hence "artificial intellegence") and just drive the car. No need to do all these crazy physics calculations.
Now what we REALLY need is an AI that can actually "see" the track and cars around them instead of just blindly following predetermined lines. Much like the Google self-driving cars can "see" the road using a combination of cameras and radar, AI could theoretically "see" the actual track and other cars and be able to drive much more like a human, and calculate their own lines. How? Well, all an image from a camera on these google cars is just a bunch of pixels, right? The same as what is created in memory in the GPU before we see it on our screens. So if the AI could see what the player sees (from their own POV of course), then this Google technology that drives real cars autonomously could, in theory, also drive an AI car in a sim, correct?
Of course we need to wait until we have more poweful CPUs, because running 30+ instances of a program that complex would use an unbelievable amound of processing power. But it's cool to think about it anyway, and it would make for a much more realistic single-player experience.
TJ_Tas said:
To me it "seems" like the AI have some sort of swarming/ avoidance routine with each other but it doesn't include the player.
Yes. This is particularly annoying at Jacksonville in the pack, when an AI car beside me decides to slingshot around another, and comes over into me like I'm not even there.