Assetto Corsa EVO To Feature Auto-Learning AI Opponents & Improve On ACC's Multiplayer Ranking

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Images: Kunos Simulazioni
It's in the name of Assetto Corsa EVO that Kunos Simulazioni's upcoming simulation looks to further advance things - and it looks like it will do that both offline and online.

Racing simulations offer tons of different ways to have fun, both offline and online. While singleplayer modes have fallen behind a bit in sim racing in recent years, online multiplayer thrived - for Assetto Corsa EVO, developer Kunos Simulazioni is looking to balance things a bit better again.

Of course, the open world map in AC EVO will be perfectly enjoyable for the driving enthusiast who just wants to. go for a leisurely cruise. No multiplayer needed for that. But if they want to take it to the circuits, and not on a track day, they can look forward to what should be a rather dynamic AI opposition.

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AI Opponents Learn - And Make Mistakes​

As Kunos Co-Founder and Managing Director Marco Massarutto told @Michel Wolk in our live stream, AI drivers have seen significant improvement. "It's one of the areas where we started with what we did, then redefined all the algorithms from scratch", said Massarutto. The opponents in the singleplayer modes of both Assetto Corsa and Assetto Corsa Competizione were not exactly class-leading, after all.

Will AC EVO's be, though? That remains to be seen, but the mechanics (as in code, not the folks wielding tools in the pits, of course) behind it do sound intriguing. Instead of a predefined AI, Kunos are looking for something more dynamic to test the players' abilities when not racing online.

For one, "the AI respects the same physics as the player", as Massarutto explained. What sounds like a standard component is actually not always the case, as some titles simplify the CPU-controlled cars' physics to achieve better performance.

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Recognizable Personalities​

Adding to that is an evolving AI. "We created an auto-learning system that we are using to improve how the AI drive on the track. They improve their lines and braking points lap after lap", explains Massarutto. That basis sounds similar to RaceRoom's adaptive AI, for instance, but that is not all there is to it: "They also have a personality."

Said personality is also going to be tied to an AI driver's name. Massarutto confirmed that players will be able to recognize drivers and their characteristics in later races. Battled an overly-aggressive driver a few races ago? Might be better to give them some extra space next time - or bait them into outbraking themselves. This could add nice depth to the experience.

The same is true for AI mistakes - which will be part of the game as well. "And they are not scripted", as Massarutto ensured Michel. So if you passed a driver after they messed up a certain corner, but later you crashed out yourself and restarted the race, do not bank on the same driver making the same mistake again.

Automobilista 2, for instance, also features AI mistakes that are scalable as of the latest update to v1.6, and random AI mistakes can add a lot of immersion to an offline race - so we are looking forward to Kunos hopefully achieving something similar for AC EVO. Massarutto promises: "The experience from AC1 has been improved a lot."

Meanwhile, filling the grid with AI drivers in sparsely-populated online lobbies is not possible - yet. "It is not planned for now", Massarutto admitted, "but it is something we are thinking about."

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Online Driver Rating Returns In Improved Form​

Speaking of online: There will be a ranking system again, and reaching a certain ranking can be a requirement to enter certain races. Assetto Corsa Competizione also employs something like this, and it is a bit deeper than most in Kunos' GT-focused sim already. Instead of a Safety Rating and a Pace Rating (think iRating, for instance), the ACC rating system features seven categories, all of which can rise and fall individually and show a driver's progress in a bit more detail.

For Assetto Corsa EVO, this returns in an expanded way. However, it will not be on board for the first Early Access release on January 16 - and neither will a multiplayer mode, for that matter. "That will come in the second or third Early Access release", according to Massarutto. Once online multiplayer does launch, however, it will also feature anti-cheat measures, as Kunos are actively working "to prevent cheating as much as we can."

While a price for the Early Access version that is set to launch in January is not known yet, Massarutto firmly ruled out a subscription model for AC EVO. Plus, January's price will likely be the cheapest regular price tag Assetto Corsa EVO will have, as the price is set to increase the more content is released.

However, Massarutto also made it a point to mention that "to reward the community that has been so good to us over the years, [the game] will be very aggressive in pricing - in a good way!" Those who buy AC EVO when it first hits Early Access also will not have to buy the additional content that will be released until the v1.0 launch.

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At Least 15 Tracks On 1.0 Launch In Fall​

Once that point is reached, likely in Fall of 2025, there will be a good amount of circuits to tackle. The first Early Access release is set to include five locations (and not including the Nordschleife open world yet), but until v1.0, that will be "no less than 15 officially licensed circuits", promised Massarutto. "That number will reach 20 in the four to six months after that. The tracks will cover five continents."

As for cars, Kunos does not want to leave players with a hodge-podge of classes that have only one or two cars in them in Assetto Corsa EVO. Instead, the approach this time around will be to aim for much more comprehensive packs. "In the first AC, we tried to collect as many licenses as possible", remembered Massarutto. "Today, the situation is different, because the Assetto Corsa franchise is a well-known brand. We want to work on dedicated packages rather than randomly licensed cars here and there."

"I don't see that we include a Le Mans car that just races alone. We are going to be much more specific in the way we create the packages, because we want to create the racing categories in a proper way."

Thus far, an interesting mix of modern and classic cars have been confirmed, most of them road cars. Find the list of everything we've spotted so far here!

Do you like the direction Assetto Corsa EVO is heading for its offline and online racing as well as its content? Let us know in the comments below and join the discussion in our AC EVO forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

He has repeatedly said if you want the original AC experience without the open world mode you can have that and that there is no traditional career mode so it seems quite likely that everything will be available in the normal circuit modes.
I hope they work out a balance. Yesterday he talked a bit more about the in game economy, it's definitely there. It seems that the distinction is that you can rent any car to drive but you cannot modify a car unless you own it. And owning it requires in game earning where renting it either may require very little in game money or, perhaps, none at all. It is possible that jumping in and driving on a track with a car you do not own will cost you from your in game economy account. After all, places like RSR Nurburgring are rental companies and are in the game. If it requires in game economy to rent a car I think there will be a backlash but we'll see how they do it.

He also talked about a driving academy that preps you to race certain cars; he did not explicitly say it was mandatory to complete before racing a car class though. The data show that games with devices like these get played more but I am not sure how that applies to sims. It works for GT and Forza though many complain. I do have faith that Kunos will either get the balance right or they will make adjustments based on community feedback.
 
I am not worried but I do think Marco may have misunderstood people's concerns. It isnt so much as "I don't want to have to free roam", more people are concerned that they will have to 'grind' to earn in-game money to be able to drive or race all the cars in game. That is how GT and Forza work and it sounds like there will be some of that in AC Evo.
The way I've inferred the information so far, setting up a simple, quick race with whatever cars are available will be same as we have in AC currently. The free roam gameplay seems to be its own beast with upgrades, shops, etc. etc. I'm assuming cars in the free roam mode are likely to be locked behind challenges and/or virtual economy stuff. They are seemingly two completely separate things and you won't have to unlock a race car to set up a quick race session from what they have implied, but it's very plausible you will have to unlock and/or rent a car to use it in the free roam mode.

The real question is with all of the new tinkering and modifying of cars, if that can be done outside of the free roam gameplay or if that is wrapped into that experience solely?
 
"filling the grid with AI drivers in sparsely-populated online lobbies is not possible - yet. "

Ugh, why do so few games support this?
Yeah, that was sad to hear, I hope they'll implement it eventually.

The biggest let down for me was the lack of a traditional career mode, it's kinda strange how it's dismissed almost like it's an unwanted thing of the past, when just a few weeks ago we saw the poll here on overtake where offline racing was by far the most popular option and how career mods are also very sought after.

But anyway, I'm very excited for Evo, I'll definitely buy it if I can and if it runs in linux using proton like most games (and if it doesn't have kernel level anti-cheating, but luckily racing devs rarely seem to go that route (well, except EA, but that's EA 😆).
 
I honestly laughed out loud at that. I assure you I am quite happy with my job, workload and amount of hours worked per week, along with my use of free time. Thanks for your concern, its not needed.
You obviously have enough time to moan and complain on the internet. Maybe you do have time to "grind" as well. If not, don't buy the game and just keep working hours on end. It's not too complicated of a concept.
 
I might have missed it, but so for no mentions of a rally or hillclimb mode?
there is absolutely no priority in that. if the community does not make it happen it probably wont. lets hope that some good foundations will be set by the offroading part, whatever that will be at the end. We must be realistic. with all that goals kunos wishes to set themself, there is already a lot in the pipeline. they can only do so much.
 
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Seriously ? How many years later we debating this ?
Ground control to major Durge. This game has not been released yet. As far as I know, today is the first day we hear about dynamic AI.
Their AI are robots they don't have real time dynamics.
How'd you get a pre early access release of EVO?

You want DYNAMIC AI try ISIMotor
The only thing I ever found dynamic about RF2's AI, was there total immersion breaking, throttle and brake spastics. The AI, is what made me stop using RF2. PS. (It may be fixed now, but at that time, it was just awful.)
 
there is absolutely no priority in that. if the community does not make it happen it probably wont. lets hope that some good foundations will be set by the offroading part, whatever that will be at the end. We must be realistic. with all that goals kunos wishes to set themself, there is already a lot in the pipeline. they can only do so much.
We mostly need the physics part, the content part will be supplied easy by the community.
Rally pysics like gravel and etc would add a big boost too, as there are no moddable game thtat have rally physics, also RBR is somewhat moddable, but not really modding friendly, also it have old graphics engine.
 
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Very disappointing - RF2, AMS2 and Iracing all do.
Meanwhile, filling the grid with AI drivers in sparsely-populated online lobbies is not possible - yet. "It is not planned for now", Massarutto admitted, "but it is something we are thinking about."
 
I don't understand why Sophy-like AI isn't the goal. iRacing is already moving towards that direction even though it has a decent AI and is primarily a multiplayer game. AMS2/RF2's AI are praised to high heavens by their community but they're actually dogsh*t - it's simply not possible for humans to program AI that behaves realistically, you gotta use machine learning for that.
 
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This is kind of how it was in rF1/GTL and I kind of liked that aspect as it really forced you to try all the different cars and start learning with slower cars. For Kunos it also has the bonus effect that it will keep people busy with grinding for cars while they add new features and content along the way while the sim might be a bit bare bones at the beginning. Not a too stupid move. ;)
Tbh, I LOVED that about RF1. Obviously, as mentioned by others on here grinding isn't their cup 'o tea but I used to love creating .rfms and how much you'd start off with credits wise and what you'd earn etc etc. Of course I'd only set up the mod so you started with a lower/mid grid team. Ahhhhh, those were the days!
 
So instead of them landing in your rear at T1 because they were plain dumb, they now will do it because it was a mistake, it won't happen again (with that driver that is). :D
If you selected some driver named Max V. it could happen again the next time.

Just kidding. When the time comes we will see.
 
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A feature I think would be cool, if they have drag racing again. Would be to have breakout times you can set for the cars. Then people could run their souped up cars against each other competitively without worrying about car class.
 
The most important thing is the release Dedicated Server, many portals refused to play LMU with their paid servers!
Wut? I see alot of streamers using RC with subs so I have no idea where people are pulling this from. You will be lucky if you get a MP system anywhere as sophisticated and with as many choices as the one in LMU till the end of 2025 for ACE. Developing stuff like that requires propably a bit more than just good will and marketing. And this doesn't require just dedicated servers but everything else that comes with it - stability, netcode, physics model for car contacts.
 
Wut? I see alot of streamers using RC with subs so I have no idea where people are pulling this from. You will be lucky if you get a MP system anywhere as sophisticated and with as many choices as the one in LMU till the end of 2025 for ACE. Developing stuff like that requires propably a bit more than just good will and marketing. And this doesn't require just dedicated servers but everything else that comes with it - stability, netcode, physics model for car contacts.
He wasn't saying anything about any MP system, about its development and the time it takes to make. He wasn't even wishing for such a system. He simply said that he wants a dedicated server, something that LMU refused us. Leagues don't have race control systems and they never needed it. They can host their own servers without any webpage.
 
He wasn't saying anything about any MP system, about its development and the time it takes to make. He wasn't even wishing for such a system. He simply said that he wants a dedicated server, something that LMU refused us. Leagues don't have race control systems and they never needed it. They can host their own servers without any webpage.
He claimed that many leagues don't use LMU due to the lack of dedicated servers wich is something that needs to be seen in the coming months from my perspective. That's a claim that I would be interested to see a source for. Every league admin can host league races or championships using the new system, simple as that. And it's propably cheaper than renting your own server and fiddeling around with dedicated servers. I am just intersted where people are pulling their information from. I know, some people have their own server. But let's be honest, this isn't the majoriy of users. And if LMU devs really refuse to offer dedicated servers or not needs to be seen going forward. There hasn't been given a defintive answer in that area yet. At this point it's obviously financialy more viable for them.
 
He claimed that many leagues don't use LMU due to the lack of dedicated servers wich is something that needs to be seen in the coming months from my perspective. That's a claim that I would be interested to see a source for.
Ok, this is fair enough. But your previous post wasn't really about that.
Every league admin can host league races or championships using the new system, simple as that. And it's propably cheaper than renting your own server and fiddeling around with dedicated servers.
Doesn't matter if it's cheaper or not. The choice has been taken away from them (comparing to the standard we have in other sims).
I know, some people have their own server. But let's be honest, this isn't the majoriy of users.
Can you give me the source of that information?
 
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