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This is very fascinating research.
Interesting that the AI has developed it's skills from scratch. It seems like the secret sauce here has been the very careful selection of reward parameters to develop the agent, whereas more traditional agents that train off supplied data sets are more dependent on the data set provided.
It's always interesting to watch how an AI, an agent with no comprehension of physical reality, approaches these sorts of things. The AI is incredibly aggressive in some of the steering angles and lines it takes in a way that is not immediately intuitive to a human but is clearly faster. On one hand, it's probably not realistic in an absolute sense - it's more like Sophy exploiting flaws in the physics simulation. On the other hand, it's impressive to see a rule set being pushed to it's absolute limit.
The time trial laps feel a bit like TAS speedruns - impressive but if you spend enough time iterating and fine tuning with near perfect input precision then you can get some pretty startling results. The racing seems more interesting, particularly with how they're thinking about the reward parameters for courteous driving. That will potentially also have applications to penalty systems among real players.
It's great to see evidence of a really good AI associated with Gran Turismo, but I have reservations about how immediately applicable to the game it will be. I think Kaz is excited by the prospect, but I wouldn't assume that he has a good grasp on how computationally complex it would be to just dump something like this into a PS5. The PS5 is a great machine for a gaming console, but it's orders of magnitude weaker than the hardware they're currently using for this work. There is no guarantee that even a single cut down Sophy agent will run on a PS5 at the same time as the rest of the game.
This feels like something that is more applicable to the next generation of GT games than this one, but I hope the work continues so that when the time comes to implement it then it's as good as it can be.
A V100 is a significant piece of hardware, and 8 CPUs and 55GB memory is substantial for the training hardware. In an environment where the agent is no longer being trained presumably that bit could be omitted and the rollout worker's compute node would handle "driving" the AI, but two CPUs and 3.3GB of RAM is still a fair bit compared to what modern consoles have available.
However, I'd assume that they've made next to no effort to optimise this. It's far easier in research to just throw extra hardware at the problem rather than waste time trying to optimise the agent. It's entirely possible that significant improvements can be made, but even so they'd have to be massive in order to get say, 10+ AI into a race. Still, even if they can't do it for PS5 that sort of hardware requirement is something that is potentially reasonable for hardware within the next 5-10 years (PS5Pro or PS6 maybe).
Interesting that the AI has developed it's skills from scratch. It seems like the secret sauce here has been the very careful selection of reward parameters to develop the agent, whereas more traditional agents that train off supplied data sets are more dependent on the data set provided.
It's always interesting to watch how an AI, an agent with no comprehension of physical reality, approaches these sorts of things. The AI is incredibly aggressive in some of the steering angles and lines it takes in a way that is not immediately intuitive to a human but is clearly faster. On one hand, it's probably not realistic in an absolute sense - it's more like Sophy exploiting flaws in the physics simulation. On the other hand, it's impressive to see a rule set being pushed to it's absolute limit.
The time trial laps feel a bit like TAS speedruns - impressive but if you spend enough time iterating and fine tuning with near perfect input precision then you can get some pretty startling results. The racing seems more interesting, particularly with how they're thinking about the reward parameters for courteous driving. That will potentially also have applications to penalty systems among real players.
It's great to see evidence of a really good AI associated with Gran Turismo, but I have reservations about how immediately applicable to the game it will be. I think Kaz is excited by the prospect, but I wouldn't assume that he has a good grasp on how computationally complex it would be to just dump something like this into a PS5. The PS5 is a great machine for a gaming console, but it's orders of magnitude weaker than the hardware they're currently using for this work. There is no guarantee that even a single cut down Sophy agent will run on a PS5 at the same time as the rest of the game.
This feels like something that is more applicable to the next generation of GT games than this one, but I hope the work continues so that when the time comes to implement it then it's as good as it can be.
It should do. It's currently running on completely separate hardware though,And being only 10Hz should also mean its easier to implement on console hardware.
A V100 is a significant piece of hardware, and 8 CPUs and 55GB memory is substantial for the training hardware. In an environment where the agent is no longer being trained presumably that bit could be omitted and the rollout worker's compute node would handle "driving" the AI, but two CPUs and 3.3GB of RAM is still a fair bit compared to what modern consoles have available.
However, I'd assume that they've made next to no effort to optimise this. It's far easier in research to just throw extra hardware at the problem rather than waste time trying to optimise the agent. It's entirely possible that significant improvements can be made, but even so they'd have to be massive in order to get say, 10+ AI into a race. Still, even if they can't do it for PS5 that sort of hardware requirement is something that is potentially reasonable for hardware within the next 5-10 years (PS5Pro or PS6 maybe).
Based on the above, there's no way it seems like a PS4 could run a game like GTS and this agent. Let alone multiple copies of it. PS5 maybe if they optimise, simplify, and run a limited number of agents but it's hard to say.Perhaps one of the most relevant question is wether or not a bone stock PS4 can run this?
If I recall, Kazunori has said in the past that they don't play or look at other racing games to compare or inspire Gran Turismo. That's the only reason it's news, because it's assumed that developers on every other racing games are at least familiar with the competition. It was a bit of a kerfuffle when it came up way back when, because as you say they'd be stupid not to.@Tidgney said in his ACC stream the other day, that the developers of Gran Turismo do in fact play other titles, PC and console. Not earth shaking news by any means being that they would be stupid not to. But it was interesting nonetheless that he confirmed it, and later commented that it’s their goal is to take the best from all titles and platforms, and Granturismo-fy it