First of all, hats off to Sony & PD for this collab. Even though we've had the 2 previous studies showing AI driving faster than humans in a time trial setting, this is much larger in scope. I didn't expect to see AI machine learning outracing the best GT Sport drivers so soon. If they can implement this in the game in a realistic time frame, it would probably be GT's biggest contribution to the racing game genre since the first one's bringing simulation to the masses.
Now, a couple of my rambling thoughts (some might already have been covered in the thread, I didn't have time to read every post in detail):
- In terms of pace, the AI is stupendously fast. But we already know it's capable of doing this from the previous study at Tokyo Expressway. The AI can be perfect in its input all the time, and it can react in literally frame-by-frame of the physics engine. That's why it can pull off the 4 wheel drift kerb entry at DTS' hairpin. A human will never be able to do this with any sort of consistency, because our reaction time and input device is limited. In a twisted way, I find it very satisfying to see the top GT players feel the desperation us plebs feel when watching their replays. I've always said that the difference between a good driver and an alien is just accuracy. Well, the difference between AI and an alien, is just superhuman accuracy
- Taking the above then, an easy way to make the AI more "human" would be to limit their input frequency (e.g. if they are now running at 60 Hz, possibly tone it down to 5 Hz - human fastest reaction time is around 0.2 secs I believe). So a difficulty slider in-game would basically just be a frequency slider. Then they can add extra parameters like mistake probability, overtaking/defence aggressiveness, etc.
- Moving on from that, the weird way the AI drives shows that GT physics still has many unrealistic loopholes. For example the DTS kerb drift and using the grass on Maggiore last corner entry and Sarthe Dunlop curves. So in a way, having the AI push the limits will also help PD plug those loopholes in the future (hopefully). Back in GT5/6, drifting the corner entry used to be the fastest way to go round the track (just look up the GT Academy replays from 2012-2014). I thought this was finally gone, but it seems it's still there, just more difficult for humans to do.
- Same with abusing track limits (Sarthe pit entry lol). It's comical that PD thought training the AI on the track with the worst track limit exploits would make for good advertisement. Fix your penalty boundaries PD!!!
- All 3 races are done with no tyre/fuel consumption. It would be interesting to see if bringing these 2 factors would make the AI take more realistic racing lines, because 4 wheel drifting every corner entry would definitely kill the tyres quicker than the conventional line.
- For the racecraft, it is genuinely impressive to see the AI improve from the July race to the October one. However I think they pushed it a step too far in aggressiveness to compensate. The much higher number of penalties in the second round shows that. Because the AI is so much faster, it can pressure the human player into a mistake, and then just crowds/divebombs them at the nearest opportunity. Once it gets ahead, game over. It feels very forced and not very nuanced. It's not a classic one-on-one battle like with a similarly skilled human player, where you can be trading blows for multiple corners and not know who will come out ahead. The battle with Yamanaka at La Sarthe in the first round makes you think they can, but Yamanaka is just hanging back here for the final overtake into the Porsche Curves (common strategy for Sarthe in slipstream dependent cars). It's not the AI's brilliance that kept it in the battle for so long.
- In terms of commercial implementation in the game, this is where the biggest barrier lie IMO. The time (and computational effort) to run the simulations to get the AI to this point would be enormous taking into account all the cars/tuning/tracks/weather/tyre/fuel possibilities in the game. In the article it says it takes 300,000 km (10-12 days) for an AI to get to alien level. Just taking GT Sport, we have 338 cars and 82 raceable layouts. That gives 27,716 combinations. Multiply by 10 days =
759.3 YEARS of simulations
I don't know about you, but I think none of us would be alive by then
Of course you can speed up the process by having more computational power, but how much money are Sony/PD willing to spend to get this done? If it takes 1000 virtual PS4 machines to run one combo, to get everything done in 5 years you'd need roughly 152,000 virtual PS4s. And would you accept if shifting their budget means we have less car/track licenses for example? And whether that's good use of computing power and energy instead of solving other world problems/scientific research?
Future thoughts/possibilities:
- Could the AI be used for Tuning cars? No need for us humans to test manually, just let the AI run every permutation of every suspension/LSD/downforce/gearing setting to find the perfect tune. But as we've seen, the AI doesn't drive like humans so it could result in a very fast, but also very unstable car.
- B-spec! Let Big Brain Bob complete the races that are too difficult for you (and also grind money while you're AFK
). But if all the AI are super, then Bob is just back to being its average self again...
- Strategy. Similar to tuning, no need to run your own practice race to figure out the best strategy for FIA. Just let the AI pound round and figure out the best tyre/fuel management.
- More of a curiosity, I'd love to see the AI take the Red Bull X1 and Tomahawk X around Nordschleife to see what a perfect lap would look like. Human record is just under 3 minutes currently (in fact there's a TT in GTS right now).
- I'd love to see Sony/PD team enter Roborace. Look it up if you don't already know
- And lastly, I hope this doesn't turn into Skynet/Ultron