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AI - work

Discussion in 'Microblogs' started by tdev, May 24, 2018.

  1. Car8john

    Car8john
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    I do love the queuing of the vehicles, but many of them seem to be awkward, many stop halfway into the junction and let 5 cars pass infront of them, I do understand that the AI is very odd and likes to try to break itself on a regular basis, I feel like, if there isn't one already, should be a parameter which would essentially force the AI to go through the intersection if it is already halfway into it, but otherwise, it's beautiful
     
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  2. Cutlass

    Cutlass
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    a hate how when i do a ai police chase, on grid map, the ai just goes into the wall
     
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  3. Glitchy

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    I do have one question for @tdev though. Will the AI actually stop when a collision occurs, instead of blatantly disobeying traffic laws and running off?
     
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  4. BryceCharters

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    Along with that, will we be able to adjust the AI's law abiding behavior?
     
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  5. EcoNadder77

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    Do you guys use neural networks to train/run the AI system?
     
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  6. Flippi 284

    Flippi 284
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    Nice work!
    It looks like the AI gets confused when a car is next to it however, as it seems like they just both stop until one decides to go.
    Also at 0:25 that poor Pigeon
     
  7. Danny Werewolf

    Danny Werewolf
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    Everyone might be freaking out about what's on screen, but i'm just wondering what in the world the coding looks like...not like I'd understand a single bit, but it's just cool...

    Also, I suppose there will be an option for "Traffic Mode" Or not.
     
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  8. Ai'Torror

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    But the vehicles queuing was already in the game, but it was removed, but why?
     
  9. Nadeox1

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    No, it was never in-game.
    You might be confusing with something else.
     
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  10. Ai'Torror

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    In the previous game version, when AI was set go Span it did in fact brake when I started braking in front of it, as well as it did brake if it encountered a slow vehicle in front of it, it had troubles with big vehicles tho.
     
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  11. HighDef

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    That feature just set a target distance to aim for in relation to you. It may require the same kind of programming to achieve this with this experiment but also surrounded by the code that makes it actually detect and then adapt dynamically for multiple vehicles on the fly. Not easy I would imagine.
     
    #31 HighDef, May 25, 2018
    Last edited: Jun 7, 2018
  12. fufsgfen

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    Dynamic do not drive zones.

    So like lamp post can be red do not drive zone, so could be vehicles, but they would move instead, with that you could build axe hanging from ceiling that is swinging around and AI would do it's best to avoid it.

    Key is that do not drive zone is overriding do drive zone.

    Cargo that fall off from truck would then be possible to avoid by AI, because that is do not drive zone. What AI then needs is to see longer distance forward. At 200 meters ahead AI might need to do several route analysis in a second, but with next 10-20 meters AI should have locked path unless something critical is on way, to get that seeing further ahead to work without AI constantly turning and braking might be challenging, it might need more than one layer of decision logic.

    It is a lot easier to do in software than IRL as in software you can tag vehicles being something, IRL you would need to have machine vision sensors which from data needs to be processed so that you could reliable tag road from vehicle etc.

    Still it will provide numerous interesting programming challenges that will give lot of satisfaction when solution is found, that means it will probably be lot of fun to tackle, even at times there will be some frustrating moments.
     
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  13. AshtheticPFX

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    Lol. I wonder if LUA Traffic Lights could be a thing lol
     
  14. Car8john

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    You can see in 3:39 that it was infact the case for about 10 seconds, before they drove off, in the ETK vehicles, the collision detection system is already sorta like that, so, I'm sure it's a possibility
     
  15. Evandman12345

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    quick question on chase will the police vehicle or ETC stop at the intersection?
     
  16. henryjhost

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    There are no roads or AI support on grid map, so the AI doesn't see, or cannot detect obstacles.
     
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  17. fufsgfen

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    I wonder if there will be parameter for vehicles that is something like gradeability. Teaching AI up might not be simplest of things, but certainly it needs to know what is maximum grade for current vehicle and config, with so many different vehicles AI will need some indication of how steep it should attempt to climb.

    It could be handled of course by masking out too steep areas, but then what is too steep for a bus might not be that for a Hopper.
     
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  18. Damiean Ron Lyons

    Damiean Ron Lyons
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    does the WIP AI have a race mode?
    there's racing/rally cars in the game but no full races when people can change how many cars & what car to change.
    also good video.
     
    • Agree Agree x 1
  19. FPSKoda4

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    It's like watching ants fight over bread crumbs...

    Also very nice
     
    #39 FPSKoda4, Jul 3, 2018
    Last edited: Jul 5, 2018
    • Agree Agree x 1
  20. HighDef

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    I have made a large race pack mod on all custom levels but it doesn't work anymore. I am still waiting to hear back about it from the devs. I used the ai code that was in Crazikyle's Figure 8 mod but it no longer works. I tryed converting to the new ai code but it always says that it can't find the waypoints.
     
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