AI: Which game had it right?

  • Thread starter joeyh2005
  • 136 comments
  • 8,192 views
15
United States
Houston, Tx
joeyh2005
I've read a lot of comments pertaining to Artificial intelligence is what makes a game more challenging I remember gt4 out of the whole series it had it right. So my question to you all is what game out of the series had it right. And if there's any way the PD can implement it into the next gt.
 
Wait what? So you three guys are basically saying that GT2, GT3, GT4 had good AI...

Wow!
 
GT4 had the worst AI in the series, and every game before that had rubber banding. None of them got it right.
LOL exactly what I was thinking.Most of the time I would be overlapping cars in gt4.But yea most games have that rubber banding, but the actual competitiveness , il probably say Motorstorm Apocalypse AI was aggressive, shift 2 AI was decent until I got a hang of the game I started leaving them in the dust.However no game with tuning that ive played had good ai.GT5 AI would be better if they stopped slowing down when you get close to them and was a bit more aggressive in the corners.
 
The A.I. in GT1 were outright ruthless...and a bit stupid. On the first corner of Autumn Ring they would miss the braking point and slide right off the track. If you were in the way, you were likely to get taken out.

In GT2, the A.I. were a bit more forgiving, but on Rome Short they seemed to forget how brakes work. You would likely get crunched into the wall on the 1st tight corner. On Grindelwald's reverse circuit, sometimes the AI would turn immediately left and rub against the wall for a good 4 seconds.

In GT3, the A.I. began to calm down, but their pit-stop techniques sucked...HARD. Grand Valley is a common place for an A.I. to violently fishtail and eventually spin out. On Seattle Circuit they would either brake too early on the jumpy hill section, or brake too late and end up smashing the wall.

In GT4, the A.I. were completely mindless and annoying. They just...followed a scripted line. If you got in their way, you were likely to get spun out.

The AI in GT5 acted very unpredictably. On most tracks, they slowed up if you were on their tail or on their side, nearly coming to a complete stop sometimes. However they swipe the walls on Daytona and Indy Super Speedway due to carrying too much speed.
 
The A.I. in GT1 were outright ruthless...and a bit stupid. On the first corner of Autumn Ring they would miss the braking point and slide right off the track. If you were in the way, you were likely to get taken out.

In GT2, the A.I. were a bit more forgiving, but on Rome Short they seemed to forget how brakes work. You would likely get crunched into the wall on the 1st tight corner. On Grindelwald's reverse circuit, sometimes the AI would turn immediately left and rub against the wall for a good 4 seconds.

In GT3, the A.I. began to calm down, but their pit-stop techniques sucked...HARD. Grand Valley is a common place for an A.I. to violently fishtail and eventually spin out. On Seattle Circuit they would either brake too early on the jumpy hill section, or brake too late and end up smashing the wall.

In GT4, the A.I. were completely mindless and annoying. They just...followed a scripted line. If you got in their way, you were likely to get spun out.

The AI in GT5 acted very unpredictably. On most tracks, they slowed up if you were on their tail or on their side, nearly coming to a complete stop sometimes. However they swipe the walls on Daytona and Indy Super Speedway due to carrying too much speed.

LOL, this is a great post, very well thought out! Wonder what GT6s will be like... a more aggressive and less brake happy GT5 perhaps?
 
None of them got it right, though I thought GT5's AI was...not.....as absolutely horrible as previous games.

If they adjusted certain parameters and fixed some boneheaded moves on some tracks, it would actually be really competitive. It was considerably better than any of the previous games in terms of player and track awareness. GT4 in particular made it so certain cars (anything FF, cars with bad brakes, cars with good brakes) lap after lap after lap would make the exact same mistakes; so GT5 is much better than that.


GT40 (and Mercedes SL, and Saleen S7, and Cizeta) at Le Sarthe would shoot off Hunaudières into the sand every time. FF cars would understeer into the walls surrounding chicanes (like on George V) every time. Cars with loose tails would spin out on certain corners every time. None of that happened in GT5 outside of specific instances, and they actually drove somewhat inconsistently lap to lap as if they were actual beings.
 
Last edited:
I don't remember much about the GT1-GT3 days because back then I barely knew how to play (I remember discovering how braking was better for taking corners than just going flat out... :lol:) but I disliked it in GT4 and HATED it in GT5. The only way the AI is competitive is when you deliberately take your PP down some notches (and it's a point of balance that's boring to find) or when they start with a massive lead, both cases affecting the experience negatively, at least for me. I dislike how they brake specially and the ginger way they take the turns.

How about Ridge Racer AI ? I had great fun racing RR4 and RR5.

Though I don't think the AI of those games was any fun (they were slow, but since you started in the very back of the grid you had to do magic in order to win...but then they deliberately taped you or closed the gate and you immediately lost a LOT of speed) I agree that RR4 was EPIC FUN! Plus, the story was nice and the music was awesome! Kudos for remembering such a classic :)
 
One of the main problems is that people overlook how they're using overpowered cars on superior tyres. The question is if the AI should adapt to your car and tyres choice or if the events should get more restricted.

I personally also don't like how easily they let you pass and how often they simply walk on the brakes an let you pass without any serious effort. As if you were the king of the road.
Another thing is the lack of ability to defend their position by chosing a defensive line.

Additionally the AI seems to be overall a little too slow in corners, even if you drive the exact same car on the exact same tyres.


Apart from those issues I kinda like the improvements in GT5 if the AI aggressitivity is set to max (should be even higher, but please without increasing the amount of mistakes).
 
GT5 still has some issues where the AI can't think ahead what they are about do to. For example, if I wanted to jump into the inside of an AI car on a corner, they will turn right into me even though they have room to stay out of my car.
 
There is no need for rubber banding in modern racing games. That was about 20 years ago, we've moved on a little bit since then.

I'm pretty sure that plenty of modern racing games still use rubber banding. It's just that most are much less obvious about it than GT.

Rubber banding's annoying, but it makes some sense for games that are unmistakably arcade racing games. It has no place in games like GT, though. GT even applies rubber banding to actual players during multiplayer, for crying out loud... utterly ridiculous for a game that's supposed to be realistic.
 
Grand Prix 4 has one of the best AI I've seen.

In this video, (start watching from 2.44 you can see battle for position) AI don't givin up so easily.

There are many other games with good AI.
On PS3 I suggest Formula 1 Championship Edition. On pc, GTR2 when you set it to 120% it IS a challenge.

GT4 had the worst AI in the series, and every game before that had rubber banding. None of them got it right.
But GT5 is even worse. AI park the car as soon the player approach them and their pace is very SLOW. Seasonal events are catch the rabbit events.
 
Does Grid have rubber banding A.I.? They put up a good battle but if i pass the leader and am obviously faster while fallowing, they seem to stay close and dive it in later that lap.
 
Just my two cents:

GT2's AI was still "young", but in general I think they were quite ok, you could have some nice battles with them after all.

GT3 I have to say was the peak, because most of them seemed to have taken at least some licenses. Pit strategy as mentioned could be improved though, but, as with GT2, they may still have experimented.

GT4 is hard to say if it's better or worse. On the positives is the pit strategy which finally works, and the race speed is not too bad either. And unlike what many (and even I) believe, they CAN overtake: have a preview of a one-make race, and you'll see a good amount of overtakes. But yes, they won't give up that racing line!

In that context GT5 was a step back. It's just too slow and no real challenge.

So, which one got it right? Overall I'd say GT4. What would be ideal? GT4 with GT3's agressivity would work most of the time, maybe except enduros.
 
On pc, GTR2 when you set it to 120% it IS a challenge.


But GT5 is even worse. AI park the car as soon the player approach them and their pace is very SLOW. Seasonal events are catch the rabbit events.

This! Allthough I only played GTR2 briefly, i was and am playing GT Legends (quite similar) and I can't beat the AI once I set it beyond 95%....and their overtaking manoeuvres are very fluent and in all places imaginable, not like gt5, where the AI has to wait for a loooong straight, then move in a different lane, think hard for a while why its just done that and finally put their foot down......
 
Does Grid have rubber banding A.I.? They put up a good battle but if i pass the leader and am obviously faster while fallowing, they seem to stay close and dive it in later that lap.
Rubber banding is not the biggest problem. In some games you can either turn it off or using extreme values to create a nice "racing the pack" experience. In some real life series like Touring cars and GT endurance you race the pack the whole race. In F1 after 5 laps there are more gaps between each driver.
What makes good AI are a sum of these values:

- Pace
- Battle for position
- Different racing lines
- AI crashing into AI sometimes.
This! Allthough I only played GTR2 briefly, i was and am playing GT Legends (quite similar) and I can't beat the AI once I set it beyond 95%....and their overtaking manoeuvres are very fluent and in all places imaginable, not like gt5, where the AI has to wait for a loooong straight, then move in a different lane, think hard for a while why its just done that and finally put their foot down......
Yeah exactly. That's the difference between GT5 and GTR2 (and most of the SimBin games based on Gmotor 2 by ISI). The gameplay benefits a lot.
 
Last edited:
Sorry if i come off as a jerk HKS but... was that answering my actual question or explaining the difference between rubber banding and good a.i.? A bit confused.
 
At it's simplest, Rubber Banding is where the AI is given a speed boost to catch up with you when they drop a certain distance behind. Good AI is where they don't drop far enough behind to need it.
 
Sorry if i come off as a jerk HKS but... was that answering my actual question or explaining the difference between rubber banding and good a.i.? A bit confused.
Probably we need to clarify what the meaning of "rubber banding" is, in this context. I always knew rubber banding basically means "artificially increase/decrease AI pace to keep up with the player." But some developers programmed the AI to slow down the last lap therefore some people may refer to that thing (slowing down on last lap) as "rubber banding"?
LOL I'm confused too.
 

Latest Posts

Back