zzz_pt
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- Porto living in Hamburg
- zzz_pt
I’ve read this thread almost completely and a lot of things I thought about during the last couple of days after watching the Sophy presentation have been mentioned.
One thing I haven’t seen mentioned yet is the fact that Sophy is not driving with caution as we humans do. Let me try to explain.
As Fraga, Gallo and other top drivers have said, Sophy brakes later, harder, and it still makes the apex, keeps more speed and doesn’t lose time. In fact it seems it gains time more so under braking and turning than corner exit.
We, humans, tend to sacrifice corner entry and prioritise corner exit for a few reasons: we can’t dive bomb while racing as we’ve seen Sophy doing often because other cars are in front or around us and our reaction time is not perfect 100ms 100% of the time (our best would be twice as slow), neither is the reaction time of people in front of us (we always need to give a margin - call it racecraft). It’s always easier to correct while accelerating than under braking, something Sophy doesn’t care about at the moment because it has no margin of error when it gets to the level we’ve seen;
we drive and connect to the game through several different types of hardware (TV, controller, wheel and pedals) and through an internet connection, each one of them causing different input lags and friction levels/force feedback while Sophy is in the game itself, making the reaction time of 100ms even more inhuman like;
we, humans, can’t keep our focus sharp 100% of the time we race. It’s not humanly possible to react to everything, brake at every brake marker, accelerate at every apex the same way, every time with the same reaction time. Our attention to what is around us fluctuates giving us some margin of error even when we do TT and our laps are very close in terms of lap time (we blink too);
Sophy knows about precise grip levels on track and off track apparently (we saw it with two wheels on dirt and grass) while we don’t. We feel the traction and see the consequences of our actions on the screen;
our visibility differs if we’re racing at night, sunset or sunrise for example, making it harder to react to some things that happen in the race.
So, even though all of what was shown is impressive and a promise of a good future in terms of racing AI in a GT game, the hardest part is yet to be developed. Sophy has yet to learn race craft, how to adapt to dynamic weather and track conditions, tire wear and fuel consumption/economy.
I’m excited to see how it develops.
One thing I haven’t seen mentioned yet is the fact that Sophy is not driving with caution as we humans do. Let me try to explain.
As Fraga, Gallo and other top drivers have said, Sophy brakes later, harder, and it still makes the apex, keeps more speed and doesn’t lose time. In fact it seems it gains time more so under braking and turning than corner exit.
We, humans, tend to sacrifice corner entry and prioritise corner exit for a few reasons: we can’t dive bomb while racing as we’ve seen Sophy doing often because other cars are in front or around us and our reaction time is not perfect 100ms 100% of the time (our best would be twice as slow), neither is the reaction time of people in front of us (we always need to give a margin - call it racecraft). It’s always easier to correct while accelerating than under braking, something Sophy doesn’t care about at the moment because it has no margin of error when it gets to the level we’ve seen;
we drive and connect to the game through several different types of hardware (TV, controller, wheel and pedals) and through an internet connection, each one of them causing different input lags and friction levels/force feedback while Sophy is in the game itself, making the reaction time of 100ms even more inhuman like;
we, humans, can’t keep our focus sharp 100% of the time we race. It’s not humanly possible to react to everything, brake at every brake marker, accelerate at every apex the same way, every time with the same reaction time. Our attention to what is around us fluctuates giving us some margin of error even when we do TT and our laps are very close in terms of lap time (we blink too);
Sophy knows about precise grip levels on track and off track apparently (we saw it with two wheels on dirt and grass) while we don’t. We feel the traction and see the consequences of our actions on the screen;
our visibility differs if we’re racing at night, sunset or sunrise for example, making it harder to react to some things that happen in the race.
So, even though all of what was shown is impressive and a promise of a good future in terms of racing AI in a GT game, the hardest part is yet to be developed. Sophy has yet to learn race craft, how to adapt to dynamic weather and track conditions, tire wear and fuel consumption/economy.
I’m excited to see how it develops.
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