It need's to evolve slightly and massively increase in size but overall, I wouldn't like to see it change too much as I think you would lose the essence of what is Gran Turismo!
I'm not a computer guy but it seems to me that if GT5 is capable of making best lap replays, and they can project your ghost onto the track with you in practice mode, wouldn't it be possible with better hardware (PS4) to have you create your own AI for a given race? You enter an event, run some laps, set a best lap replay, then you use that replay to scale up or down in speed, and it's the model used to create the AI for your particular race. They'd all race with your racing lines give or take some preprogrammed variance and at whatever speed you tell them too. You'd have a sliding scale of say -5.0 to +5.0 in increments of 0.1, with zero being the best AI using your exact laptime and -0.1 being 0.1 faster on average etc.
If you could do that, any player of any skill level, anywhere in the world, could have a competitive race. Of course the AI's behaviour would have to be dramatically improved but I'm sure it can be done on PS4, given the comittment.
It need's to evolve slightly and massively increase in size but overall, I wouldn't like to see it change too much as I think you would lose the essence of what is Gran Turismo!
Something like you describe was actually done in Forza 1 as a "drivatar," an idea I wish Polyphony would borrow from Turn 10, because I had a lot of fun with it, making a dream driver which I used to win some stupidly hard races.I'm not a computer guy but it seems to me that if GT5 is capable of making best lap replays, and they can project your ghost onto the track with you in practice mode, wouldn't it be possible with better hardware (PS4) to have you create your own AI for a given race? You enter an event, run some laps, set a best lap replay, then you use that replay to scale up or down in speed, and it's the model used to create the AI for your particular race.
Well, won't be as fun. At least for some of us.GT Life will be terrible no matter how they change it up, because the RACING itself will not be fun.
Something like you describe was actually done in Forza 1 as a "drivatar," an idea I wish Polyphony would borrow from Turn 10, because I had a lot of fun with it, making a dream driver which I used to win some stupidly hard races.
I think that could be a LOT of fun.
Instead of just running some hot laps yourself, get your friends to run some, too.
Yes, another way to expand on that would be the ability to use anyone's ghost as an AI generator. You could download the replay of the latest TT winner and use that to create an entire field of cars to race against for example. Or your friends...whatever.
If it was that easy don't you think we'd have AI that can lap as fast as the Vettel or license test ghosts by now?
I can see how that can be used to generate a fast AI but an intelligent one that can defend/attack? That can't be generated from a ghost and isn' something you can just 'tack on' to a fast AI car from a ghost.
Yes, another way to expand on that would be the ability to use anyone's ghost as an AI generator. You could download the replay of the latest TT winner and use that to create an entire field of cars to race against for example. Or your friends...whatever.
I would play this all day, take some notes PD!!!
You're oversimplifying it. If your method could work, then all PD would actually have to do is "turn up" the AI. Your recorded AI would stop working as soon as they left your racing line, meaning they probably wouldn't pass very well with the possible exception of straights. They also wouldn't be able to defend at all other than just ignoring you on corner entry/exit.
AI can't be recorded because it needs to react to unexpected things. This puts strain on PD when making the AI because they either need to make an AI that follows simple rules (what we seem to have now) but at the same time has no advantages or disadvantages against the player physics model or have the AI drive using the player physics model and basically "think" like a top class player does. Each has their own challenges.
You're oversimplifying it. If your method could work, then all PD would actually have to do is "turn up" the AI. Your recorded AI would stop working as soon as they left your racing line, meaning they probably wouldn't pass very well with the possible exception of straights. They also wouldn't be able to defend at all other than just ignoring you on corner entry/exit.
AI can't be recorded because it needs to react to unexpected things. This puts strain on PD when making the AI because they either need to make an AI that follows simple rules (what we seem to have now) but at the same time has no advantages or disadvantages against the player physics model or have the AI drive using the player physics model and basically "think" like a top class player does. Each has their own challenges.
PD toyed with experience points and that was a flop and a half. They might as well lift something worthwhile from the dark side.Don't you always moan that Forza just copied GT? But if PD do it, it's cool with you?
I don't think so. They already have preset laps for the AI and a way for the AI to interact with you. The current AI runs around on the racing line but then gets pushed off it when you are there and it handles it fine. It's only a matter of subbing one preset lap for another, the rest can be improved, but even if it stays the same it's a dramatic improvement over what you have now.
The AI follows the racing line, but it's not like a recording (which would be a ghost replay). It's probably following a few waypoints and using some kind of logic between those waypoints. It is "thinking" all the time.
And even if you made them ultra fast on the line, that wouldn't allow them to pass or defend properly. Pack driving, which is one of the reasons to want faster AI, would completely destroy the method you're proposing.
You lost me somewhere. All I want is an AI that does exactly what it does now, but on a pace that's similar to mine in a straightline and in the corners. I don't see that as being that difficult. I don't expect the AI to act as a human would, nor to be real creative. All it has to do is be close to my speed at most points on the track.
But what is the point of that? That isn't AI, it's just A.
This is exactly what many of us have been asking for. Some like Earth have gone so far as to state that GT6 will be practically worthless as a racer unless PD is able to instill a serious dose of actual racing essence in it. That you feel like you're in a race, a serious race, and if you don't do your best, don't expect to get anywhere. At least on hard difficulty levels.If you want racing, the AI needs to act human to some degree right? It doesn't need to be Einstein, but it needs to have the ability to react to what is going on around it.