Geoff Crammond did it best with Grand Prix 4, some 17 years ago.
Yess for sure... and Grandprix legends in 1998 the a.i. was not bad
Geoff Crammond did it best with Grand Prix 4, some 17 years ago.
An example of AI is AlphaZero, which smokes any human world champion at chess or go. I believe the term "neural AI" is not really used, but programs like AlphaZero do "learn" like described in the article.The article is interesting but it covers a lot of other stuff and only halfway through there is something about the topic. Also, can you give us some example of neural AI? Otherwise this thread will be the usual 'my AI is better than yours'.
AI is just really complicated stuff. I think its mainly down to finding the AInstein (ooff) who is the cleverest at programming something that is low enough on CPU usage but human enough in behavior.. AI is all hip and trendy and I'm sure lots of cool things are happening, but at the end I feel the main part still is the cleverness of the programmer here..
It sounds like you are under the naive impression that a RL pro driver dont have to bother with setup knowledge.I rather the AI be used for vehicle tuning first. I want a virtual "team" behind me as a driver.
One one hand the sim is trying to replicate real life. On the other hand, I'm the driver, mechanic, engineer and strategist for a GT3 team which is absolutely not close to reality at all. Those functions should be AI driven and combined with audio feedback as a driver would give. "I have understeer in T1 and oversteer in T14" etc.
Speaking of which...Whacha up to Niels!?AI is just really complicated stuff. I think its mainly down to finding the AInstein (ooff) who is the cleverest at programming something that is low enough on CPU usage but human enough in behavior.. AI is all hip and trendy and I'm sure lots of cool things are happening, but at the end I feel the main part still is the cleverness of the programmer here..
AI lack racecraft, which is where AI learning can be better applied. The technology for fastest race line, even on the fly, is already present, but choosing when to pass, when to block, when to stay locked with a drafting partner, when to pit for tire change, and looking out for cars re-entering the racing surface is where AI are blind as bats.Computer is not intelligent. It's just algorithms. Back when I was a kid the other cars were "computer controlled", and they always will be.
Geoff Crammond did it best with Grand Prix 4, some 17 years ago.
If you can still find a copy of it, Setup Developer was made back in the rF1 days and essentially acts as an active guide towards better setup makings. Tell the software that the car is doing and it will give you a solution as to how to make it handle better. It was made by/for Race2Play, but good luck finding a working download link ever since R2P itself shut down a few years ago.I rather the AI be used for vehicle tuning first. I want a virtual "team" behind me as a driver.
One one hand the sim is trying to replicate real life. On the other hand, I'm the driver, mechanic, engineer and strategist for a GT3 team which is absolutely not close to reality at all. Those functions should be AI driven and combined with audio feedback as a driver would give. "I have understeer in T1 and oversteer in T14" etc.
Indeed, it would be really interesting to feel as a driver working with an "intelligent" team behind. And it's not that impossible. There was a title which had this feature : total immersion racing (which also included the best fictional tracks ever in a game and unfortunately never remade in our beloved sims). The engineer was adjusting your car each lap during the practice time. It was a slow process but it was quiet amazing at this time.I rather the AI be used for vehicle tuning first. I want a virtual "team" behind me as a driver.
One one hand the sim is trying to replicate real life. On the other hand, I'm the driver, mechanic, engineer and strategist for a GT3 team which is absolutely not close to reality at all. Those functions should be AI driven and combined with audio feedback as a driver would give. "I have understeer in T1 and oversteer in T14" etc.
Don't need neural AI but the research is nice.
You just need a talented driver to set a handful of demo laps, and some good base AI code.
Recording my own AI lines for NASCAR 2003 Season has pumped a ton of new life into the game on tech that would now be considered archaic.