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Way to improve AI turning on ground

6,470 Typhlosion130  8.3 years ago

I'll be the first to say the AI sucks with cars. simply because it severely over steers. constantly.

From what I understand in how the ai works. it uses 2 sort of lines that it aligns with the rings. a vertical one for roll and such. and a horizontal one for pitch. (this is just what I understand from this).

So here's my idea. add a setting in the AI that would only apply to specific courses and specific rings on others. where. once one of these lines meets near the edge of the ring. the AI will heavily reduce how much it uses the inputs. Basically meaning instead of spinning out on a turn once it is almost on the ring. it stops turning so harshly. to the point where once in the middle of the ring it uses i'd say 10% of its controls to keep it centered.

I'm not sure if this can work. or if this even is how the AI works (actually I am kinda sure that is how) but I hope this suggestion is heard.

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    @PancakeAddiction yea actually. there is no separate AI for cars or planes. in a plane snap turning is perfectly fine. however it is not fine in cars. We either need a seperate AI or changes such as I suggested to fix this.

    8.3 years ago
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    I think the reason for this is because the AI for the planes are also used in cars... so if the AI turns, it turns the way an aircract does...

    Well from my understanding anyway...

    8.3 years ago
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    11.3k LiamW

    aggressive AI outside of tournaments doesn't drive towards you either, it drives towards the closest AI aircraft and crashes into any obstacle in the way. I don't even have time to engage it so it attacks me before it commits suicide

    8.3 years ago
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    @AstleyIndustries and my idea here is that once it approaches the ring with its 2 lines it seems to use to path find for it. For certain courses the control used to go there is reduced as you get closer to the middle.

    8.3 years ago
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    AI goes straight to the center of each ring, taking the shortest possible route, which results in "jagged" turning

    8.3 years ago
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    26.9k Sunnyskies

    @Typhlosion130 Smoothing out the control inputs might alleviate some of the oversteering. Making it so they gradually lean into the controls instead of snapping them to the stops. They'd probably have less wobble if they were able to minimally steer to correct their course. Or maybe making wheel steering behave more like landing gear steering, which reduces the maximum wheel angle as ground speed increases.

    8.3 years ago
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    @Sunnyskies actually as what i found. it does do it on this 2 line axis kind of thing. from the car races I found out and looking at how the AI flies it makes sense. because of a few turns in snow crawl where you'll be at an angle but its not turning. because the ring appears right above the middle line which in the AI's path finding is what it tries to do for roll controls. while you are right. we do need a better system for all this. I feel this simple change would be a good solution for the GROUND RACES. as AI in there over steers you so hard that you have to build your vehicles to under steer in the first place.

    8.3 years ago
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    26.9k Sunnyskies

    The current AI resolves its pathfinding based on headings as far as I can tell. It tries very hard to stick to a straight line, and grossly overcompensates as a result. I figure it'd be more fluid if it used a trajectory-based system where the line to follow was a tolerance instead of a rail, and the track is planned ahead 2 or 3 rings in advance, letting the AI throw itself through the course in a single seamless curve. Maybe also include invisible waypoints to help the AI clear obstacles, so they're less likely to try and tunnel through a wall to get to the next ring. Also, for airborne AI specifically, having the AI prioritize pitch above roll in maneuvers, and making it so it doesn't want to fly totally inverted would help it perform better all around.

    8.3 years ago
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    @AndrewGarrison Figure I point this out for ya to see.

    8.3 years ago