- 243
- London
- D-MVN
Looks like the AI is a poor as the last game.
Have just seen the one hour gameplay footage from the sim racing guys. Such a let down.
Have just seen the one hour gameplay footage from the sim racing guys. Such a let down.
And I also suspect the AI uses the driving line and not their cars capability when determining breaking points and that needs to change as the driving lines are wrong, its a generic line throughout the track for any car... Over emphasizing elevation change and closing turns.
Have my like good sir! And yes, there is definately a challenge to compete with PC Simulators, but then again the CPU power and RAM are quite different, are they not? 👍Good post, and I get what you're saying. Knowing the challenges and having perspective is good, it gives an appreciation for what most video game companies accomplish nowadays. But even if someone doesn't know the challenges, they can still have expectations and criticisms because of how other PC /console racing games have handled AI. PD, as professionals, have to live up to the standards set by the competition. Especially because we know they have the potential to do things really well.
The same argument extends to graphics. Programming 3D graphics is a challenge too. I've read some 3D game design books (recent ones and ones from as far back as '98) and it's amazing how some of the really advanced techniques work when you get to see actual code and formulas, etc. But casual gamers, unaware of those challenges, still have some ground in saying "well, that game has great graphics, why doesn't this one?" and that is a fair criticism, even if there's a temptation to say "yeah, but it's hard to do!"
I agree, it wouldn't be trivial at all. The line is drawn computationally to follow the most direct path through a course. And it is wrong and every other sim does it.You say that like they're not trying to make the driving line be the correct line on the course, and like it would be easy to improve the computed line. I don't think either is true.
Does GTR2 simulate weather/time, stars, detailed aerodynamics, wind, humidity, air pressure, temperature, detailed suspension and tire physics? Did it also boast Adaptive Tessellation and Morphological Anti-Aliasing? Seeing as its a 2006 PC sim, it didn't have much in the physics department, and it barely makes it into the HD games era. I'm sure GT6 also has a higher draw distance, and many other new features that the CPU has to account for. Also, once you pull all of that CPU heavy stuff in, which is possible thanks to the CELL, its probably a lot harder to get decent AI out of the CELL considering the architecture it provides and the other things using the CPU up.
Maybe 7 years ago.The PC is a better tool than the PS3. Im sure you could get 40 cars on track, but they wouldnt look like premiums. There wouldnt be the beautiful surrroundings. 2d trees, popups, screen tear, fram rate drop;you name it.
I've heard the same things about PS3 before PS3 came out.Compromising has to be made that hopefully the ps4 alleviates.
I remember old PSX and PS2 games with decent competitive AI.As for bad AI, who knows for sure why theyre slow. Level difficulty could solve that, but what would it cost in time development?.
7 years ago the PS3 was pretty new, no racing game had 16+ cars on the system at that time. To this day I have yet to see a racer with the huge grids on PS3.Maybe 7 years ago.
I've heard the same things about PS3 before PS3 came out.
I remember old PSX and PS2 games with decent competitive AI.
I was talking about PC, since 40 cars on track belong to GTR2.7 years ago the PS3 was pretty new, no racing game had 16+ cars on the system at that time. To this day I have yet to see a racer with the huge grids on PS3.
Link.The PS3 lacks things the PS2 could achieve, Kaz says it himself.
You are contraddicting yourself with this statement.I too remember ps2 games with decent AI. Previous GT's had decent AI. Whats your point? You reply to prove something? Everyone knows the PS3 cant handle things to Kaz's liking, but thats not an excuse for the slow AI racers. So what is?
but what would it cost in time development? Theres reasons behind everything, we just dont know. But the AI looks improved, not fast but not as bad.
And Im talking about GT6 which is on the ps3, not a computer. No matter its age.I was talking about PC, since 40 cars on track belong to GTR2.
Link.
You are contraddicting yourself with this statement.
7 years ago the PS3 was pretty new, no racing game had 16+ cars on the system at that time. To this day I have yet to see a racer with the huge grids on PS3.
You heard wrong. The PS3 lacks things the PS2 could achieve, Kaz says it himself. The PS4 is likened to a higher end computer in terms of memory and such. Things the PS3 clearly lacks.
I too remember ps2 games with decent AI. Previous GT's had decent AI. Whats your point? You reply to prove something? Everyone knows the PS3 cant handle things to Kaz's liking, but thats not an excuse for the slow AI racers. So what is?
Previous GT's had decent AI.
I say this to my self: the ps3 is not gran turismo friendly. But since the ps4 will be similar to the ps2, they will do more things they couldn't do on the ps37 years ago the PS3 was pretty new, no racing game had 16+ cars on the system at that time. To this day I have yet to see a racer with the huge grids on PS3.
You heard wrong. The PS3 lacks things the PS2 could achieve, Kaz says it himself. The PS4 is likened to a higher end computer in terms of memory and such. Things the PS3 clearly lacks.
I too remember ps2 games with decent AI. Previous GT's had decent AI. Whats your point? You reply to prove something? Everyone knows the PS3 cant handle things to Kaz's liking, but thats not an excuse for the slow AI racers. So what is?
I will say I agree GT needs some AI tuning; along with plenty of options no matter what mode you're playing on. I'd even like some of that advanced AI setup as filler spots for racing online just to have a full grid. We all have to do career mode at some point, so I do agree that it needs to be heavily looked at. Especially coming from PD, a company that worked with an offline only game until the 5th one came out. I still think its due to the number of cars and tracks; but who knows. There has to be some challenge there, I can't see PD skipping on something that big. They have obviously looked into it, same with new sounds (albeit not coming just yet). I think the PS4 and GT7 will be the new age for Gran Turismo.Human errors arise from a couple of factors:
Poor physical control - you're unable to make precisely the movement you want to make.
Poor decision making - you misread the situation, or simply make an incorrect decision in the heat of the moment.
Perhaps there's more, but I'd say most errors are broadly one of those two.
I see no reason why both of those can't be simulated by a machine.
For the first, just a like a human the computer knows what input it wants to do. The input then has an "error" range, depending on how "skilled" the computer is. Maybe a poor AI only gets a steering angle correct within +/- ten degrees, and takes a second to notice and have another go at correcting it (with the same chance for error). Maybe a good AI is +/- one degree, with a 0.2 second chance to notice and correct. Ditto braking, acceleration, and any other input.
For the second, a computer can evaluate multiple options. A perfect computer will always select the "best" one. Again, a random chance can be assigned to select the second option, or the third, and so on. Good AI picks optimal choices more often. Bad AI picks optimal choices less often.
Of course, it's always still just a script. But I see no reason that the script can't be made complicated and variable enough that it's indistinguishable from a real driver. I can't think of any characteristic that humans have in terms of the way they drive that couldn't be replicated by a suitably complex machine.
I imagine you could make a kind of Turing test for driving AI. Drive with a bunch of people and pick which are humans and which are AI. I can't think of any AI currently that would pass such a test consistently, but there are few that might get close on short timescales. Time will only improve those.
I will say I agree GT needs some AI tuning; along with plenty of options no matter what mode you're playing on. I'd even like some of that advanced AI setup as filler spots for racing online just to have a full grid. We all have to do career mode at some point, so I do agree that it needs to be heavily looked at. Especially coming from PD, a company that worked with an offline only game until the 5th one came out. I still think its due to the number of cars and tracks; but who knows. There has to be some challenge there, I can't see PD skipping on something that big. They have obviously looked into it, same with new sounds (albeit not coming just yet). I think the PS4 and GT7 will be the new age for Gran Turismo.
I've played GT6 for around 5 hours last night and I think the AI was definitely improved. They try to defend their line, they even pushed me off the track 3 times during races... They passed me without hesitation half a dozen of times.
What people want is to put the maximum PP possible in a car, then go to the Sunday Cup, crash everyone and obliterate the racers and then complain to the hell that the AI is bad.
And there's more, I found them progressive according to the races in the career. National A opponents are harder than National B and so on.
It's still not perfect but we had a great improvement here. Just pay attention.
Are they fast enough to keep up with you when you're in a car that's at max PP for the event? That's been really the main criticism of them from GT5. They way they move is not great but not awful, the main problem is that they're just dog slow.
well if they do great ai people would struggle to earn cash...suddenly buying ingame cash will be attractive. But then people would complain too