Because you’re on its line, this would be an example of this multi-line update not working. I dont want to dismiss the difficulty of programming ai but, this kind of stuff really shouldnt happen, especially after a supposed update to allow multiple dynamic lines.
I know they like their machine learning but, realistically every track needs a humans hand on it. Passing zones on the track need to be highlighted and there needs to be some sort of confidence system in place to allow them to know if they can/should pass or not. Theyre also way too passive, every other game even past forzas had an aggression slider, this game does not.
Ive watched replays before this update and there are usually a few ai that will pass other cars. But thats the problem its only a few, once they get to their designated position their pace drops and they just stay there.
Id say this update is a good step in the right direction. It addresses some issues, but they are slower, so its caused another one. I guess we’ll see if they continue to improve it, but id like to see some quicker progress. Getting one small tweak every month or two isnt enough.
4 Likes
It is better, but it’s one step forward, 3/4 of a step back.
I was expecting more after reading the article, it’s what brought me back to play.
When you think of the video of they showed pre release of the AI LMP1 during around maple, I was hoping for some of that.
The machine learning should be learning to overtake on a straight, I would have thought quite early on in its training.
The pace drop off also makes no sense, if anything it should increase as they would have a draft and not have to drive defensively. As the article says, it has the pace to lap very quickly
2 Likes
I guess for me, the AI has been more compelling and satisfying to race against than previous updates. Level 4 has been equally competitive and fun for my tastes, although I will acknowledge they still brake check (albeit much more rarely now from my experience) and still will not brake in time if I’m in front of them taking a turn (this has been a constant frustration with the AI for me). Still prefer test driving in this game over racing right now though.
2 Likes
It is nice that they can drive next to each other now etc. I really like what they did.
Good work T10. 
5 Likes
I think their focus was to make the ai faster without rubberbanding. They were successful in doing that, its just they never bothered to teach them how to do it with other cars around them. Thats why that particular video was shown, a single ai hot lapping.
It feels completely different now, they don’t hold their line like stubborn “censored” anymore. It actually feels nice now, if they drive next to me, knowing they won’t just ram into me, like they always did before.
But they still have to teach them how to overtake the players and each other. And to hit the brakes if there is a obstacle etc. but it’s slowly getting better.
6 Likes
Yes I’d agree with that. At least there’s no more HP boosts for the AI.
In fairness after playing the new tour l, it is a much nicer experience. It would be even nicer if they would max out their PI, I do nt think I could’ve won on FK if I didn’t have a PI advantage. Yes I could handicap myself but it’s a pain when you. E already got the cars built and tuned
2 Likes
Not much fun starting 24th at the Fujimi NSX event. Basically the first 25% seemed to just involve being stuck behind AI racing side by side, covering the full track. Lost 30 seconds to the leader before I could start carving through the field. Got down to 13 seconds by the end and finished 7th but a last to first drive is very tricky without being overly aggressive.
1 Like
Multiline here means “multi-block”. The AI is still completely unsuitable.
They leave some space for the opponent’s AI, but they like to touch you. They push in where nothing fits, without respect. On the apex of the corner they are behind and still they push. This AI simply has no place in racing, as it is absolutely inadequate.
4 Likes
Finished the series. AI a bit different but no real improvements (level 8). No real sign of them racing each other and the new lines seemed to be a choice of two. I also got rammed off at Laguna Seca by an AI trying to dive down the inside, completely ignoring my car already being there. If anything, I’d say it’s slightly worse than before.
3 Likes
Something I noticed yesterday/today during open tour races: The AI cars are built like brickhouses if I drive into their sides. They seem oblivious if I attempt “shameful ramming” tactics, but if they do it to me I go flying or skidding off the track.
1 Like
The AI with this new multi line system is alot better. Now they can overtake each other and they race pretty clean but against you, they are still pretty much dumb especially if you are a fast driver. They pretty much die after you pass them. They have no more desire to overtake you, they don’t even attempt. Also they can’t defend their position.
At max AI level I can finish the races up to 20s against the second place driver. They still need to improve alot especially the aspects I mentioned above.
I really enjoyed the A.I. in the featured Tour untill I got to the last race at Sunset Peninsula. They raced okay but breaking was a bit of a problem. The cars in front broke at every curve though the S’s section & entered the corner after long straights to fast , breaking at the last possible moment . I had to restart 3 times due to vechilce damage as A.I. cars rear ended me entering a few corners too fast. Once I got the hang of how they behaved there though I was able to adjust my line & avoid any hits & get a podium.
It’s early days with this new A.I. but my experience was mainly positive. I think T10 are on the right direction with this . It seemed that the road course’s at Ovals was the only place they struggled abit with corners. My other races have been really fun so far.
This was an issue I also encountered at Laguna. I got spun by an AI taking too narrow a line on the corner for the speed they were carrying and then just ignoring the fact they’d hit my car and carried on accelerating until they’d fully thrown me off the course. I suspect it’s a general problem rather than specific to certain tracks.
1 Like
Yeah, I think your right . I experienced it again today on a few short track races in Freeplay. Seems to be a general thing.
Think part of it is that it’s not AI. There’s no learning or “thinking” involved. It’s baked in. Two potential routes around the tracks to follow. Am I going to fast? Have I met the arbitrary rules about overtaking? Etc.
It’s such a complicated thing to programme given all the permutations of the car tuning, weather, other vehicles, a player who can do anything (probably why there’s no NPCs in multiplayer) etc. Rarely do you see an NPC driver system that works really well. It’s a balance with how much processing power you give it and what you have to sacrifice to give it that.
It’s definitely getting better.
1 Like
So the problem I’m having thusfar with the new AI update, is that they choose to stay side-by-side for far too long, slowing down the entire field. It makes no sense for 10-14 cars to run perfectly side by side in a row up Fujimi Kaido. I need more experience to know if the changes have merit elsewhere, but so far, I’m not a huge fan of this change. Beginning from the back is an exercise in frustration.
1 Like
The most important thing for me in the AI change is that they don’t brake in front of you at the exit of a turn when there is free space in front of them to accelerate!
1 Like
I was just thinking, instead of looking for minor improvement over what they were like before, we should simply be asking if it’s a good AI or not. The experience so far has dragged expectations so low, there’s enthusiasm for any improvement, but, the question is - is the AI decent?
The answer? …