Apparently BeamNG has been experimenting with AI to have it create roads for you, calling it RoadGPT source: https://forum.beamng.tech/t/introducing-roadgpt-ai-powered-scenario-generation-for-av-testing/402 Tho this was developed for BeamNG.tech's context and as such its hard to tell if any of it might leak into .drive
This seems more like for creation of the Ai path rather than Ai itself, but still interesting. They do seem to be pushing heavily into making content creation easier.
I think its creating procedural ai pathing, like you put down the main path, than the ai anilizes the environment and creates areas cars can use to problem solve to go around obstacles and stuff.
This would be incredible, truly game changing, imagine the police chases drastically improved too!! Remember, the only reason we have AI traffic mode at all is because of a mod a long time ago. The devs seen this mod & implemented it officially if i recall.
Going to the video about a potential limo, what about a refreshed D- SERIES? In the vid the headlight looks like the D-SERIES headlight,. Maybe a bigger truck?
No, sorry, I don't buy it. Machine learning seems too resource intensive for a program that is already quite resource intensive, to say nothing about how versatile the AI has to be. Can you imagine having to train an AI for ~4000 hours each on every individual AI mode? And all that, on a program that most consumer PCs struggle to run more than two concurrent copies of? I'm not gonna say it's impossible, but if you're right, I don't see any way that this would make the leap from .tech to .drive. By comparison, using AI to flesh out and polish road networks sounds like it would be a boon. It's one of the more tedious things to do with the legacy tools, and the road architect often leaves much to be desired. Plus, in the likely event that it makes a mistake, the mod maker can course correct. Something that can't be said for a ML approach to AI/NPC behavior.