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AI Responsiveness with update

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Fontan75, Oct 6, 2016.

  1. Fontan75

    Fontan75
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    Joined:
    Oct 3, 2013
    Messages:
    13
    The AI features seem to be more limited now after the most recent update. The first thing I have noticed is that If I set a car to flee or chase (using multiple cars), It does not stay associated with the car I tell it to chase after. It appears the first car chases the fleeing car and the 3rd car chases after the second car.

    The name of the vehicle also no longer appears, just an identification number - this does make it hard to figure out what card you are selecting.

    The AI cars seem to focus on aiming for the rear of the vehicle now. I have even noticed on several occassions the chase vehicle go around the vehicle and then turn around in order to hit it from the rear. It would actually slow down and go around the stopped car in order to hit it from behind.

    I believe it was stated that the shortest distance method is being used on the AI. I may be wrong, but I do notice, when A vehicle is not on the main road, the other cars taking the shortest route do not take any negative factors (terrain, trees, rocks, barricades, etc.) into account. While the AI focuses on staying on a specific path, is it possible to set up a negative line or marker to encourage vehicles to stay away from areas. For example, such as painting a map to show hi danger areas and low danger areas. - thus high danger areas cars will have a lower calculation of taking that route off road, and those low danger areas cars can calculate as a better route off road. Of course this can also correspond with the off-road ability of the vehicle.

    One more thing I would like to see is a way to make chase vehicle be slightly more aggressive in chasing the fleeing vehicle. And the fleeing vehicle more open to calculating alternate routes more often.

    So far you are doing great, really love the AI - but there was a bit of a step back in the naming convention while moving forward in other areas.

    P.S. Is there a way to switch between spawn points once the map has loaded, so I can place a car at each spawn point and then set them after each other?
     
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  2. retrospek

    retrospek
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    BeamNG Team

    Joined:
    Feb 23, 2016
    Messages:
    19
    Fontan75 thank you very much for your very constructive input.

    It often happens that when we are refactoring our code some features may be removed between updates. You can be certain for example that the vehicle name (Make/Model) will come back as part of the vehicle identifier in the AI app.

    In update 0.7 there have been some changes in the way the AI target selection (in flee/chase modes) is handled.

    Up to update 0.7 target Object selection was handled automatically (i.e. without player intervention) only in the case that exactly two vehicles were on the map. If more than two vehicles were on the map a target vehicle had to be set manually by the player through the AI app “manual Object Target” field.

    This latter case (more than two vehicles on the map) is now handled differently with update 0.7.

    So given that there are more than two vehicles on the map AND given a target vehicle has not been manually selected, the AI controlled vehicle will now automatically select as its target the active vehicle (i.e. the vehicle that is in the player focus), switching targets every time the active vehicle changes. But once a target Vehicle has been manually selected, at any time, from the app the AI controlled vehicle will stick to the manually selected target. Hope this helps to clear things up.

    Regarding shortest routes. In calculating shortest routes the road characteristics i.e. the degree of its "drivability" is indeed taken into account. The vehicle characteristics nevertheless like its ability to handle certain types of roads like for example dirt roads well or not as well, is not.

    That said the issues/features you bring up regarding the AI are all on our radars and you can expect them to be addressed by improving/including them in future updates.

    Please feel free to continue providing us with comments and bug reports while you enjoy the game.
     
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