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Script AI Preview

Discussion in 'Microblogs' started by tdev, Dec 14, 2018.

  1. tdev

    tdev
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    Working on a user interface for the script AI



    Promising first results :D
     
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  2. Car_Killer

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    Cant wait to try it in scenarios ;) Awesome work!
     
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  3. Danny Werewolf

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    AI still detects braking nodes late oof...or atleast that's how I see it

    Anyway, that's absolutely awesome.
     
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  4. Glitchy

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    ok now this is epic

    Glad to see that you're finally responding to the community!
     
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  5. tdev

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    It's still very much work in progress :)
     
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  6. SHOme1289

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    So, it looks like once the path is set and the AI drives it, it is not in fact replicating the user's Throttle, Steering, Brake input, correct? Just the actual path? It looks like the AI is "learning" the path, overshooting it here and going to slow there, etc. Still a very intriguing bit of coding, and a step closer to "better" AI cars.
     
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  7. Ai'Torror

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    Looking at the AI behavior, is it just a case of automated checkpoint placement, or the route does also contain other variables such as speed and so on?
    I think it would be a good idea to add expected max speed for each section which would automatically be assigned to each checkpoint, it could potentially help with car going much wider than expected.
    As for it going off course if the template vehicle was sliding during recording the route, I have no idea how to fix it while still going purely off the route instead of player's input... maybe some sort of corner prediction deal? - which would be rather hard to calculate without knowing the exact max grip value at each spot
     
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  8. YellowRusty

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    Is there a plan in place to work these scripts into scenario creation? The ability to get a car to follow a preset path every time, then switch to one of the existing AI modes could produce some interesting results.
     
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  9. TheMohawkNinja

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    Sweeet, more AI work! I am honestly more excited about all the AI overhauls that have been in the works for the past number of months than Italy or the new car lol
     
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  10. tdev

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    every point has a time, so essentially speed as well :)
     
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  11. tdev

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    yes, that's the plan, no promise though. There needs to be a lot of work on the base framework first.
     
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  12. tdev

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    Yes, it is trying to redo the path without replicating the actual user input. That is required as the vehicles change all the time, and any little change would completely brake the recording. So we needed something that has a huge error correction rate, so the same recording works across different versions of the game even :)

    It can do jumps and loopings and alike, so far the only downside is, that it won't do any drifting, as it tries to do it in sane mode
     
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  13. Dorgado

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    hey, the developer team have any plans on making something like, the player draws a path in the map, and the AI follow that drawn path?
     
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  14. Kueso

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    I would be great to set up multi car races without having to create a quick race. And it would be in free roam.
     
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  15. CN877

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    I’m guessing this will be a feature in freeroam? If so it would be great for making videos ;)
     
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  16. Scott Guo

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    How well is it when it comes to reacting to the play's behavior? Say what will it do if the play blocked it's road?
     
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  17. Danny Werewolf

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    Pretty sure that all this is is the AI tracking a path made by the player. I bet the whole 'props actually stop vehicles' will come in when the AI is able to detect other vehicles better.

    Either way, that's impossible without actually cutting off the Navigraph path. So basically, if all you do is set some barriers up, the AI will murder the poor barriers.
     
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  18. Ai'Torror

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    Time you say? Hmm... It is starting to sound more and more interesting, definitely will be dun to try it out and then check out the code to see how it works.
    You really suprised me with the fact that you use time for speed controll. I assume it counts the time between each checkpoint right?

    Are there any plans on keeping the more powerfull cars under controll? Right now, Ai seems to have quite a bit of issues with a 400-ish hp 4-speed automatic GM. I guess it could be solved the same way braking is, that is force AI to use TC even if car doesn't have it installed (the same as it does with ABS in case of the covet - and fun fact with the covet, it has a functional ABS light on the dash which lights up when Ai is driving it, but there is no ABS aviable for the player).
     
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  19. fufsgfen

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    When looking that path with dots, I thought about ability to grab that dot and there could be adjustable soft selection so you could drag points to different spot and maybe even adjust target speeds of dots, maybe that is in plans already, but I guess if possible to make, such might extend usability even further.
     
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  20. Danny Werewolf

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    Personally, I think the AI simply brakes too late for most corners, detecting a corner coming up to late to brake. This could probably be gauged by what speed the car is going (The higher speed the vehicle is going, the closer to the vehicle the braking zone is).
     
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