Is GT6's AI actually as unrealistic as we think it is?

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I know this will attract a lot of debate, so let me start off with this: Yes, GT6's AI is pretty slow.

But the thing is, I don't really think it's as unrealistically terrible at driving as everyone says. Is it pro-level? No. Not by a long shot. But some - even many - of its behaviors do actually mirror, relatively closely, what a driver would do in real life.

Now, the AI's rubberbanding has attracted a lot of discussion and criticism, so let me start off with what I make of it.

The AI's rubberbanding only kicks in at specific stages of the race: when you gain the lead, and at about the halfway point, provided you are ahead. Before you gain the lead, the AI doesn't see you as a threat and therefore doesn't drive as fast in order to reduce the risk of an accident. However, when you do, the AI realizes you are a threat and will begin to drive faster in order to try and take the lead back. Similarly, if you're ahead at the halfway point, the AI decides that it's time to start pushing harder, so it begins taking faster and more aggressive (and dangerous) lines to try to catch up. This is not all that unrealistic, if you think about it: anyone here who's done any form of racing against others can tell you that it's better to take any opportunity you can to preserve the car. If the fastest car is in 10th, then there's no reason to overdrive your car when it's entirely likely that he won't become a problem for a while. However, if you're nearing the end of the race and the fastest car is several seconds ahead, that's when you really need to focus on tweaking your lines and trying to eke out a bit more speed. In this regard, while undeniably irritating, the rubberbanding is realistic because it can, and frequently does, happen in real life.

Next up is the AI's tendency to push the player off the road. Yes, it is annoying, but I find that even this can be realistic at some points, specifically those where you'd naturally be looking forward and would not be watching for other cars as much. Twice recently I've been alongside an AI car at Le Mans when they decided to push me into the grass on the straight leading to Indianapolis. Aggravating? Yes. But you have to realize that this is, after all, a tiny, bumpy, fast two-lane road that can be very scary to drive down, so most drivers (myself included) tend to focus on keeping the wheel as steady as possible and avoiding the grass - a very tall task in some cars. Therefore I wouldn't be focusing as much as usual on the activities of the cars behind me, because it isn't a very logical place to overtake. The same thing happens pretty much everywhere overtaking would be dangerous: the esses near the beginning of GVS, many points at the Nurburgring Nordschliefe (Flugplatz, the Foxhole, and the Pflanzgarten I-Sprunghugel-Pflanzgarten II complex, to name a few) and many, many braking zones come to mind.

And I know I've posted this before (can't remember where - it was in another thread discussing AI), but I'll state it again: the AI's behavior at speedways (Daytona Superspeedway, Indy Superspeedway, SSRX, and to a lesser extent Twin Ring Motegi Super Speedway) is surprisingly true-to-life. A lot of the time, the AI will form up to three distinct drafting lines, and then keep track of which one is moving faster so they can jump into any gaps in it; sometimes they'll even push another car out of it if they deem the spot particularly ideal. Sometimes two cars can be seen bump-drafting in order to break away from the pack so that they'll only have each other to deal with until the others catch back up. Pretty much the only two things I find that aren't realistic are that the AI never bump-drafts the player, and that they're always on maximum attack, constantly looking for ways to gain positions and not really taking any mentionable steps to conserve the car (not that it's necessary).

So that's my assessment of the AI: while it is unarguably very, very slow, the way it behaves isn't actually that far from reality.
 
I don't want to be rude or anything, but this should not be a thread. This should simply be a post on the AI thread you mentioned.
The thing is, not only is that thread dead and buried, I wanted to attract more in-depth critique and discussion than a simple post on an existing thread ever could. Hence this one. :)
 
There's no such thing as realistic "AI" because it would become "HI" human intelligence, and its impossible to code btw.
 
There's no such thing as realistic "AI" because it would become "HI" human intelligence, and its impossible to code btw.
I know - the point of the thread is to discuss whether the AI's behavior is closer to what an actual human would do, hence the title.
Well if that thread is locked, I guess you could start here. :P
I certainly can't find it, so I'm assuming it's been deleted.
 
the rubberbanding is sometimes too much

eg. this current A-Spec at Nurburgring F1

I'm in a 600pp supercar... doesnt matter what it is... an Aventador, a hopped up Gallardo, an R8 V10 etc.

I'm on the last lap in 1st position about to take the 1st right hairpin off the main straight, I do it perfectly.

The 2nd car is the McLaren F1. He overshoots and clouts the barrier. Its over for him.

The 3rd car is an Enzo, he's miles behind.

You're on an easy trip to victory so you 'maintain speed' and it *should* be easy as you're a few corners ahead and maybe as much as 30 secs up.

The GT6 AI does not like this.

In a few corners two cars are on your tail.

You still win of course but its not by a huge margin.

You review the replay. The cars use the dirt but dont seem to slow down. This isnt racing is it? It's Mario Kart 8 on ps3.
 
Really detailed and well written analysis. Nice one! 👍

I completely agree with your findings. As I recall from GT5 as well, the general racecraft of the AI is pretty decent, they just need a bit more "oomph" (less heavy on the brakes, more eager on the throttle, a little more risk-taking, perhaps).

Furthermore, I think that the AI perhaps gets a bad rep because they're always so far apart due to the rolling starts, so you never see them battle or how they react to each other. I've noticed a few Career races have quite closely spaced rolling starts (the Classic Muscle cup and the Midnight Racers cup, for example), which show the AI off a bit better. From what I recall, they seem pretty good in group battle scenarios.
 
There's virtually nothing that I can agree with in the OP, the only semi-realistic thing that the AI achieves is avoiding an already happening accident.

For example, you say the AI is quite good on the Speedways and SSRX - On the straights, I could not call sitting behind a slower car because they cannot figure out that moving one car's width to the left or right would allow them to pass the vehicle infront, as being good or realistic. I would also not call it good or realisitic when the AI half throttles when they finally do pull to the side of an opponent, and other times they just won't pass at all, they will blip the throttle and back off repetitively while remaining side by side with the slower vehicle.

Here's an experiment that you can try. Go to SSRX's Like The Wind event, pull up along side another opponent and let off the throttle, the AI would have already done the same. Try and remain side by side with the AI, eventually you will both slowly coast to a complete stop. Just why? It is a 100% full throttle course that is 5 lanes wide.

The other alternative the AI has when approaching a slower car on a straight is to simply ram it up the backside, even if they are going 60mph faster, then wait for that slower vehicle to move over.

With corners on any circuit, it also doesn't matter whether one AI car is against a human or another AI car, nor if they are behind or in front of said vehicle, they will completely lift off the throttle if that vehicle gets within 5 meters. That is far from realistic. Then we have another problem, the AI will brake or lift on a totally flat out corner without reason. See Daytona Road Course for one such example, the AI seem to have an irrational fear of the flat out banked curves - a similar issue also applies to the loop on Cape Ring.

There's more that I could bring up, but those points have already been raised dozens of times throughout the website's forums, the very same issues that have been around years before GT6 and they still do not touch on the issue of their actual pace itself.
 
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For example, you say the AI is quite good on the Speedways and SSRX - On the straights, I could not call sitting behind a slower car because they cannot figure out that moving one car's width to the left or right would allow them to pass the vehicle infront, as being good or realistic. I would also not call it good or realisitic when the AI half throttles when they finally do pull to the side of an opponent, and other times they just won't pass at all, they will blip the throttle and back off repetitively while remaining side by side with the slower vehicle.

That's because you don't understand speedway racing like NASCAR fans do. It's not always advisable to try to overtake whenever you're close to another car because you're both running almost the same speed, which means that if you duck out of the draft you're going to lose a lot of momentum, especially when you're in a big pack. Very rarely does a car ducking out of the draft without being pushed by another car wind up anywhere but last, or at least close to it. The other part about the AI half-throttling is, I suspect, a behavior that was only supposed to apply to corners (in order to avoid causing accidents) but somehow ended up applying to the entire track.
 
That's because you don't understand speedway racing like NASCAR fans do.

I never once mentioned NASCAR in my post. Also, there is no where in my post where you can judge my knowledge on NASCAR, or whether I am a fan or not. I'm also not sure what part of having a 255mph Bugatti sitting behind a 220mph Le Mans car down a 10km straight has anything to do with what you just mentioned.

If your car is capable of 255mph, then bump drafting a car that is limited to 220mph and cannot surpass that speed is not going to give the 255mph Bugatti an advantage nor is it an intelligent tactic; it is going to hold up the Bugatti significantly and the AI does this because it is too stupid to realise that it can breeze right on by and leave the 220mph car half a mile behind.
 
You are making far too many excuses for the poor AI. You mention the AI speeds up when you pass them cause only now they see you as a threat, but why go so incredibly slow in the first place? It's not a minor increase in pace. It's incredibly dramatic. There's just no reason for the AI to go so slow in the first place. But PD does this because they separate all the cars and have you start 20 seconds behind the leader. A ridiculous way of designing a racing game. Just bring the cars closer, introduce at least some standing starts and make the AI always at least 90-95% of its capable speed. They shouldn't jump from 60-70% to 100% when you pass them but rather only a 5-10% increase. Make it more of a challenge to get past, dammit.

As for pushing you off the road, you're being ridiculous. Racing drivers must have awareness of where other cars are. The AI simply drives into you everywhere if you are on their side. There's no excuse for that. And you mentioned drafting on ovals but didn't touch on the fact that they literally brake during easy bends and bankings. It's not realistic at all.
 
While it may be true that some of what the AI does is inspired by the way that real drivers drive, that doesn't automatically make it "realistic." The idea of driving 15-20 seconds slower than your true pace at any point in a race is ridiculous and would only occur if you were trying to do something strange like preserving a dying car, gaining an extra lap of fuel in just a couple minutes, or manipulating the finish of a timed race to avoid an extra lap and set up a formation finish with your teammate. Speeding up massively until you get within a couple seconds and then slowing down again for no reason isn't very sensible either. The way the rubber-banding works is a joke even compared with just games that use rubber-banding. And that's just one issue.

The ramming on straights is idiotic and has no excuse. If you can't avoid plowing into another car in a straight line you don't belong on a race track. You have windows and mirrors, use them. The shoving cars off in the middle of a corner after being alongside for a substantial period of time is likewise idiotic. The inability to pass another car while carrying much more speed on a long straight is nothing short of mind-boggling.

PD's utter refusal to refine the AI's lines is rather baffling as well. Sure, a mistake slips through and they have a problem in a corner or on one track. That's fine, just fix it in the next installment if it's too much for a patch. But when game after game is released with the same horrible and dangerous flaws you have to wonder about their priorities if not ability. They could be slow and conservative if they just got the basics right and it wouldn't be so bad. However, anyone who can watch the AI drive from Flugplatz to Schwedenkreuz without calling what they do completely unacceptable is either insane or intentionally denying reality.

There are things the AI does well, for sure. But overall it's failings add up to it being unacceptably bad and in no way realistic. They need to maintain a fairly steady pace. They need to attempt to pass you without punting you off the track. They need to drive a generally correct line around a corner that doesn't involve slowing down at the end of it. They also need to be scalable in some way to match different players' skill. They don't need to be perfect, no game is. But as they are now, it's debatable whether they are worthy of being included in the game at all.
 
So in reality when a single racer takes the lead the whole field gets turbo-boosted, punts the driver and everyone flies into the sand?



If GT modeled realistic car damage the whole field would probably be out of the race! :lol: I like that you explained your thoughts on the AI but I think I'd def have to disagree. I do appreciate that PD seems to be trying something to fix the AI but so far the results are.. kind of a mix bag. :ill:
 
So in reality when a single racer takes the lead the whole field gets turbo-boosted, punts the driver and everyone flies into the sand?



If GT modeled realistic car damage the whole field would probably be out of the race! :lol: I like that you explained your thoughts on the AI but I think I'd def have to disagree. I do appreciate that PD seems to be trying something to fix the AI but so far the results are.. kind of a mix bag. :ill:

Oh so... If you are wining in a race the whole AI teams up and turns against you? :lol:
 
What would your excuse for this be?:



Video by @daan.

Terrible car handling. I've driven the Spirra in GT5 and it is not fun. Combined with the fact that this is an AI we're talking about, and the AIs aren't particularly fast (putting it mildly, I know), you can see why.
So in reality when a single racer takes the lead the whole field gets turbo-boosted, punts the driver and everyone flies into the sand?



If GT modeled realistic car damage the whole field would probably be out of the race! :lol: I like that you explained your thoughts on the AI but I think I'd def have to disagree. I do appreciate that PD seems to be trying something to fix the AI but so far the results are.. kind of a mix bag. :ill:

That AI is probably in beta and will probably be refined before being included in an update. In any case, I'm talking about the current (as of 1.09) single-player AI, not the seasonal AI.
 
If the AI was just slow, I'd be alright with it.

It's the "putting it in park" when the AI cars are coming up to a corner that can be driven through 20 MPH faster then AI is going. It's the stabbing the brakes in the middle of the corner when the AI should be letting the car roll through the corner and accelerating out of the corner way earlier then it does as it's programed now.

Speaking of accelerating out of corners, that's something the AI is not very good at, especially when you're right behind them. The AI is very very slow to accelerate out of corners and it's infuriating!

Worst track for this behavior: Ascari. The AI has no clue how to drive that track.
 
I know this will attract a lot of debate, so let me start off with this: Yes, GT6's AI is pretty slow.

But the thing is, I don't really think it's as unrealistically terrible at driving as everyone says. Is it pro-level? No. Not by a long shot. But some - even many - of its behaviors do actually mirror, relatively closely, what a driver would do in real life.

Now, the AI's rubberbanding has attracted a lot of discussion and criticism, so let me start off with what I make of it.

The AI's rubberbanding only kicks in at specific stages of the race: when you gain the lead, and at about the halfway point, provided you are ahead. Before you gain the lead, the AI doesn't see you as a threat and therefore doesn't drive as fast in order to reduce the risk of an accident. However, when you do, the AI realizes you are a threat and will begin to drive faster in order to try and take the lead back. Similarly, if you're ahead at the halfway point, the AI decides that it's time to start pushing harder, so it begins taking faster and more aggressive (and dangerous) lines to try to catch up. This is not all that unrealistic, if you think about it: anyone here who's done any form of racing against others can tell you that it's better to take any opportunity you can to preserve the car. If the fastest car is in 10th, then there's no reason to overdrive your car when it's entirely likely that he won't become a problem for a while. However, if you're nearing the end of the race and the fastest car is several seconds ahead, that's when you really need to focus on tweaking your lines and trying to eke out a bit more speed. In this regard, while undeniably irritating, the rubberbanding is realistic because it can, and frequently does, happen in real life.

Next up is the AI's tendency to push the player off the road. Yes, it is annoying, but I find that even this can be realistic at some points, specifically those where you'd naturally be looking forward and would not be watching for other cars as much. Twice recently I've been alongside an AI car at Le Mans when they decided to push me into the grass on the straight leading to Indianapolis. Aggravating? Yes. But you have to realize that this is, after all, a tiny, bumpy, fast two-lane road that can be very scary to drive down, so most drivers (myself included) tend to focus on keeping the wheel as steady as possible and avoiding the grass - a very tall task in some cars. Therefore I wouldn't be focusing as much as usual on the activities of the cars behind me, because it isn't a very logical place to overtake. The same thing happens pretty much everywhere overtaking would be dangerous: the esses near the beginning of GVS, many points at the Nurburgring Nordschliefe (Flugplatz, the Foxhole, and the Pflanzgarten I-Sprunghugel-Pflanzgarten II complex, to name a few) and many, many braking zones come to mind.

And I know I've posted this before (can't remember where - it was in another thread discussing AI), but I'll state it again: the AI's behavior at speedways (Daytona Superspeedway, Indy Superspeedway, SSRX, and to a lesser extent Twin Ring Motegi Super Speedway) is surprisingly true-to-life. A lot of the time, the AI will form up to three distinct drafting lines, and then keep track of which one is moving faster so they can jump into any gaps in it; sometimes they'll even push another car out of it if they deem the spot particularly ideal. Sometimes two cars can be seen bump-drafting in order to break away from the pack so that they'll only have each other to deal with until the others catch back up. Pretty much the only two things I find that aren't realistic are that the AI never bump-drafts the player, and that they're always on maximum attack, constantly looking for ways to gain positions and not really taking any mentionable steps to conserve the car (not that it's necessary).

So that's my assessment of the AI: while it is unarguably very, very slow, the way it behaves isn't actually that far from reality.
i actually agree... firstly, i think the AI takes a realistic approach to racing as far as, 'i dont want to die thanks!!!' so of course they aren't going to push to hard. then when you overtake, they think, OK I need more speed/aggression and they speed up. and ill tell you this is what I do... and lastly, 90% of they time, when you are crashed off the road, its because you overtook someone in a really dumb place, that if in real life, you would probably not even try to overtake anyone in...
 
If the AI was just slow, I'd be alright with it.

It's the "putting it in park" when the AI cars are coming up to a corner that can be driven through 20 MPH faster then AI is going. It's the stabbing the brakes in the middle of the corner when the AI should be letting the car roll through the corner and accelerating out of the corner way earlier then it does as it's programed now.

Speaking of accelerating out of corners, that's something the AI is not very good at, especially when you're right behind them. The AI is very very slow to accelerate out of corners and it's infuriating!

Worst track for this behavior: Ascari. The AI has no clue how to drive that track.
I'm not denying the AI's lack of pace, I'm commenting on the fact that their mentality may actually not be all that unrealistic. That's what I'm getting at.
 
Terrible car handling. I've driven the Spirra in GT5 and it is not fun. Combined with the fact that this is an AI we're talking about, and the AIs aren't particularly fast (putting it mildly, I know), you can see why.
Either you didn't watch the video or you are delusional. The Spirra slowed 11mph in the Parabolica between the 1st and 3rd lap and at no time did it get out of shape nor was it anywhere near the limits of the car. It slowed intentionally, it has nothing to do with the handling, all cars exhibit this same slowing behaviour in the same situation.

And I don't know how you explain the AI taking it's foot off the accelerator as it's about the pass the leading car and actually slowing on a straight section of track. Is that handling too?
 
Either you didn't watch the video or you are delusional. The Spirra slowed 11mph in the Parabolica between the 1st and 3rd lap and at no time did it get out of shape nor was it anywhere near the limits of the car. It slowed intentionally, it has nothing to do with the handling, all cars exhibit this same slowing behaviour in the same situation.

And I don't know how you explain the AI taking it's foot off the accelerator as it's about the pass the leading car and actually slowing on a straight section of track. Is that handling too?
I've touched on that already.
That's because you don't understand speedway racing like NASCAR fans do. It's not always advisable to try to overtake whenever you're close to another car because you're both running almost the same speed, which means that if you duck out of the draft you're going to lose a lot of momentum, especially when you're in a big pack. Very rarely does a car ducking out of the draft without being pushed by another car wind up anywhere but last, or at least close to it. The other part about the AI half-throttling is, I suspect, a behavior that was only supposed to apply to corners (in order to avoid causing accidents) but somehow ended up applying to the entire track.
And about the Spirra slowing to 11mph, that's because the AI is scared to death of their car even sliding one degree - hence their lack pf pace. If they were less afraid of that they'd be faster. In any case, if you'd care to discuss their mentality, please feel free to because that's what this thread is about.
 
I've touched on that already.

And about the Spirra slowing to 11mph, that's because the AI is scared to death of their car even sliding one degree - hence their lack pf pace. If they were less afraid of that they'd be faster. In any case, if you'd care to discuss their mentality, please feel free to because that's what this thread is about.
Wrong. They slow because they are in the lead and you are behind them. There is no "fear" in the AI FYI, they aren't real. If they are capable of turning a corner at 60mph on lap 1, they can also do it on lap 3. They are slowing so you can catch up and win, the same reason he has a massive run up to the flag and could easily pass you, but instead decides to lift and let you win.
 
I'm not denying the AI's lack of pace, I'm commenting on the fact that their mentality may actually not be all that unrealistic. That's what I'm getting at.

I hear ya but what I'm getting at is the completely unrealistic actions (mentality) that the AI has going through and out of corners. What essentially amounts to a brake check in the middle of a corner when I'm less then a car length behind an AI car is far from realistic to me. It's not that the AI are doing it to because I'm behind a certain car on a certain part of the track, every AI car does the same unrealistic actions one after the other through every corner on the track you're racing on.

While I'm thinking about this, I urge you to do an A-Spec race at Ascari. Either the International B Ascari race or the International A World Circuit Tour Ascari race. Use a car that is equivalent to the ones driven by the AI in the race. You'll notice that on turns 5 and 12, the AI slams on the brakes coming up to those corners and they can and should be taken with just a bit of a lift.

Not to mention on the long straight after turn 12, the AI zig-zags all over the track. Any momentum you had, more then likely it was killed because you're trying to dodge a zig-zagging car.

Ascari isn't the only track this happens on but, in my opinion, it's the worst.

Some other examples:

Brands Hatch: Last turn (Indy and GP)-AI will go through the last corner painfully slow on the very inside of the corner forcing you to pass on the left. As you try to keep your car out of the sand and pointed in the right direction, AI will have enough speed to stay next to you and then start steering to the left essentially pushing you very close (or in to) the grass just before the start finish line. Right before the start finish line, AI quickly jukes back to the right.

Daytona Road Course: Going through NASCAR 1 & 2, AI comes on to NASCAR 1 low and slowly moves up toward the wall till they are about a car width away from the wall and then in NASCAR 2 they decide to go back low pretty quick.

Bathurst: After turn 1 onto Mountain Straight, AI does a slow zig-zag over a good width of the track all the way to turn 2. AI does a slow zig-zag on Condrod straight coming down the mountain too.

Indy Road Course: Turn 5- sweeping right hand curve taken with just a bit of a lift or flat out in a lot of cars. AI stabs the brakes right at before they apex. AI also gives a brake check going through turn 12 when it should be flat out back on to the Indycar oval for the run down to the start finish line.


Because of the examples I just mentioned, the mentality of the AI is just far from realistic to me.
 
I hear ya but what I'm getting at is the completely unrealistic actions (mentality) that the AI has going through and out of corners. What essentially amounts to a brake check in the middle of a corner when I'm less then a car length behind an AI car is far from realistic to me. It's not that the AI are doing it to because I'm behind a certain car on a certain part of the track, every AI car does the same unrealistic actions one after the other through every corner on the track you're racing on.

While I'm thinking about this, I urge you to do an A-Spec race at Ascari. Either the International B Ascari race or the International A World Circuit Tour Ascari race. Use a car that is equivalent to the ones driven by the AI in the race. You'll notice that on turns 5 and 12, the AI slams on the brakes coming up to those corners and they can and should be taken with just a bit of a lift.

Not to mention on the long straight after turn 12, the AI zig-zags all over the track. Any momentum you had, more then likely it was killed because you're trying to dodge a zig-zagging car.

Ascari isn't the only track this happens on but, in my opinion, it's the worst.

Some other examples:

Brands Hatch: Last turn (Indy and GP)-AI will go through the last corner painfully slow on the very inside of the corner forcing you to pass on the left. As you try to keep your car out of the sand and pointed in the right direction, AI will have enough speed to stay next to you and then start steering to the left essentially pushing you very close (or in to) the grass just before the start finish line. Right before the start finish line, AI quickly jukes back to the right.

Daytona Road Course: Going through NASCAR 1 & 2, AI comes on to NASCAR 1 low and slowly moves up toward the wall till they are about a car width away from the wall and then in NASCAR 2 they decide to go back low pretty quick.

Bathurst: After turn 1 onto Mountain Straight, AI does a slow zig-zag over a good width of the track all the way to turn 2. AI does a slow zig-zag on Condrod straight coming down the mountain too.

Indy Road Course: Turn 5- sweeping right hand curve taken with just a bit of a lift or flat out in a lot of cars. AI stabs the brakes right at before they apex. AI also gives a brake check going through turn 12 when it should be flat out back on to the Indycar oval for the run down to the start finish line.


Because of the examples I just mentioned, the mentality of the AI is just far from realistic to me.
i think the AI is simulating the thoughts of a real driver. however, i do believe that it's simulation is extremely simple, so as soon as it sees something that it doesn't like, it will revert to a backup command of SLOW THE HELL DOWN!!!! for example, looses a tiny bit of traction, SLOW THE HELL DOWN!!! if the car struggles with pulling out of a corner, SLOW THE HELL DOWN!!!! the way i see it, PD doesnt want their AI loosing controll at any moment, so they made an ever-present SLOW THE HELL DOWN reaction for the AI.
 
So in reality when a single racer takes the lead the whole field gets turbo-boosted, punts the driver and everyone flies into the sand?



If GT modeled realistic car damage the whole field would probably be out of the race! :lol: I like that you explained your thoughts on the AI but I think I'd def have to disagree. I do appreciate that PD seems to be trying something to fix the AI but so far the results are.. kind of a mix bag. :ill:


That reminds me of MotorStorm Pacific Rift where AI on the most difficult setting would kamikaze the leader... I once saw a monster truck get taken out by about seven motorcycles. That AI had good pace, but most of the difficulty came from it knowing how to get you to wreck while keeping itself composed... Genius (and quite fun, really), but not something we need in a simulator... :lol:
 
That reminds me of MotorStorm Pacific Rift where AI on the most difficult setting would kamikaze the leader... I once saw a monster truck get taken out by about seven motorcycles. That AI had good pace, but most of the difficulty came from it knowing how to get you to wreck while keeping itself composed... Genius (and quite fun, really), but not something we need in a simulator... :lol:

The AI in the Pacific Rift was down right brutal. As you said, it was literally suicidal, it didn't care about winning, it cared about making sure you died. That game had much stronger rubber banding than GT does, I have an old video on Youtube of an AI opponent breaking a human world record by several seconds for a lap that takes 1 minute. My friend has one of a Monster Truck beating a 2 lap world record by nearly 10 seconds, through sheer rubber banding keeping up with a much faster vehicle. I would hate to see law of physics breaking abilites in GT's AI like that, but there's quite a bit GT could have learnt from that game, especially about pack racing and not being obsessed with one racing line.
 
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