Open GoogleCodeExporter opened 8 years ago
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I will not start this issue. It is just for me impossible to write any AI that
could drive all the tracks - and drive it well (so that I could drive with it
and not just laugh at AI mistakes).
But of course some tracks are easier and that perfect AI isn't needed.
Still it is a gigantic issue.
We have 116 tracks, so drawing a line, or adjusting anything by hand is wasting
time.
I would like an implemetation of a learning approach. So: I start a track in
game and start an AI learning mode.
This simulates driving for AI (as fast as CPU can simulate) and produces some
data that AI will use later (e.g. an ideal drive spline with car velocities and
places where to brake etc.)
And this goes several iterations, so that the lap time gets minimized.
Lastly need to keep in mind that you could collide with AI, and also AI will
get stuck. So it needs to probably rewind sometimes (since trying to get on
good way inside pipes is sometimes difficult even for people, rewind is a lot
easier).
I can help somebody but definitely won't start this issue.
Original comment by Cry...@gmail.com
on 12 May 2013 at 10:34
Yeah, some tracks would be impossible for an AI to ever navigate. Namely those
that have loops and coiled pipes (bots should be disabled on them IMO). Maps
that have simple roads and bridges though should work nicely from my
understanding.
I agree that having to edit tracks for AI support would be a bad approach. The
way I envisioned this, roads would be automatically detected and bots would
simply follow the path by noticing turns ahead. The learning approach would be
an interesting idea too and could yield more realism, but I'm not sure if going
that far is needed.
As for the AI getting stuck, the ideal solution would be knowing to reverse the
car and find their way back to the road. That might be trickier than teaching
them to simply follow the road however. An easy method for starters would be
teleporting to the last checkpoint (IIRC F12 does that for players). They lose
more time but better than nothing till they get smarter :)
Original comment by MirceaKi...@gmail.com
on 12 May 2013 at 11:00
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Since the track's ghosts are now present, AI is even less needed.
But if somebody wanted to implement it, then the track's ghost info could be
used to guide the AI's car (position,rotation,steer,braking is there, more
could added if needed).
Original comment by Cry...@gmail.com
on 22 Jul 2013 at 2:07
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Original comment by Cry...@gmail.com
on 2 Apr 2014 at 11:45
Original issue reported on code.google.com by
MirceaKi...@gmail.com
on 12 May 2013 at 9:26