- 4,878
- CoolColJ, GTP_CoolColJ
Good article about the AI system in "Pure"
http://www.gamasutra.com/view/feature/132313/the_pure_advantage_advanced_.php?page=1
I can see something like this working well for GT6
so that it cater for all levels of play, along with a global difficulty level to preset the challange
I have noticed a similar style of grouping in some races inn GT5 and GT5 spec 2.0+ arcade races.
edit - from one of the comments at the bottom of the article
http://www.gamasutra.com/view/feature/132313/the_pure_advantage_advanced_.php?page=1
I can see something like this working well for GT6
so that it cater for all levels of play, along with a global difficulty level to preset the challange
I have noticed a similar style of grouping in some races inn GT5 and GT5 spec 2.0+ arcade races.
edit - from one of the comments at the bottom of the article
I am continually surprised every year with the newest racing games that still use the heavy handed and one dimensional rubber banding methods and I have been even more surprised when multiple racing developers I have worked with the past few years have had little interest in correcting the rubber banding limitations that I already knew how to solve. On both Road Rash 3D and Road Rash: Jailbreak (of which I was Creative Director) we did away with the lame one-dimensional rubber banding techniques in favor of Dynamic Speed Management and the results were the best delivery of racing competition in any of the 9 versions of RR or IMOHO of any of the other games on the market since then (sadly we still got beat bad on graphics once the original, market-changing Gran Tourismo came out two months before we shipped)
For RR: Jailbreak the lead AI programmer and I evolved the Dynamic Speed Management system further to treat the pack as a whole like one long accordion which can be expanded and contracted by adjusting target speeds of the first and last rider ahead of the player and first/last behind the player (interpolated for speeds in between). We also heavily limited the best case speed advantage of the opponent bikes to 2% so they will never blow past the player who is at or near top speed.
All the speed management parameter settings would change based on race progression (discreetly for each 1/4 of the race) and on player performance (race place). When play balancing these systems I consciously formulated the Pacing I wanted - one that spread the pack out in front of the player at the start, made it easily to pass each rider one at a time with at least one more opponent in view for the 2nd and 3rd quartiles, then later in the race contracted the pack so there were often 3-5 bikes jockying for position near the finish line when the player is doing well (in the top few places). Because the settings were tied to player place rank we could adjust the settings for various performance and ability levels to increase the sense of excitement and competition towards the finish line but without making it too easy for a player who did really, really bad; my criteria for tuning was that a player who crashes twice in the first 70% or so of the game should still have the opportunity to finish in 1st place, but certainly not every time. The tuning trends of my Pacing structure was maintained from level to level in the racing mode but the competition was increased sooner and more fiercely at higher levels and player mistakes were made more costly. Each of the other modes (Five-O, etc.) had their own unique pacing structure and supporting tuning trends.
These systems proved to deliver exceptional competition game play in the single player racing mode IMO because they ensured the player always saw other opponents during a race (which is harder to do when there are no rear-view mirrors). It also kept the opponents from bunching up into large swarming groups around the player (which will prohibit passing) and it prevented the annoying slingshot of opponents that all of a sudden blow past the player when they are already at top speed (which would otherwise expose an unfair speed advantage). One of our key philosophies was to never make it appear the opponents had any unfair advantages so in addition to capping their top speed targets they would also slide out around turns or crash into cars at roughly the same rate as the player.
I believe strongly that Dynamic Difficulty Systems in all genres are the wave of the future because they allow designers to make a larger sweet spot of fun for a wider range of ability and performance levels AND because they can be leveraged to adjust the Pacing of a game. So despite what you read from Ernest Adams (who can have interesting things to say but the bulk of his experience lies in programming and not so much in design), Dynamic Difficulty has a huge future in racing games and racing developers would be wise to follow Eduardo's lead on Dynamic AI systems in order to strive to improve the quality of the single player experience through the fun of competition in the years to come. I believe the racing genre is far behind the shooter and platform genre in terms of AI development so I look forwards to a time where racing developers start to implement and iterate new types of racing AI. It would be cool to see new AI systems innovations coming from the racing genre instead of only from the shooters of tomorrow.
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