Slower time but slower rabbit = 1 minute gap. Thinking I could do better I had another go and went a bit faster but Pruitt went faster too. Third go I went a bit faster again and Pruitt went faster still. I can see a pattern developing here. If I'd slowed down would he have slowed down too . . . . XsnipX
Yes. Their 'output' is influenced by the Player's 'inputs'. The AI is dynamic - and so tend to 'pace' us. From the considerable tests we have done in here it is clear that there is a solid foundation being laid for a flexible (elastic?

) and perceptive AI, but this will come to light only for those players who consistently interact with their AI.
Fast running players here have shown some incredibly fast AI, and yet slower runners have shown wins against the same AI with only milliseconds to spare - AI that have shown themselves to run very much faster.
So how do the AI decide how fast or how slow to run?
They take their cues from the player.
Obviously, because of the focus on simulating reality, the AI have a certain 'realistic' window that they race within.
The
Speedy Spidey event, for instance, will show that however fast we run our own Spiders, the AI will only be able to go as fast as the programmers have decided (or the simulation has output) a regular human being can run a Spider around that track.
Those players among you that have tried the 'Commander' events as well as the 'Pace Car' type events continually will also have come to realise that the AI
remember.
This will only come to light if you play the same event continuously.
Racing the AI once and writing a critical essay on it is worthless - doing the event ten times over using the same field is what brings more detailed information and a clearer insight on what this AI is really like.
Doing the
Pace Car Ace event, for instance, with the same field over and over will show that the AI quickly latch on to what you're doing and will start to do their best to prevent it.
This seems to be their primary goal - preventing you from reaching your objective - and your objectives are only calculated (or perceived by them, if you will) by your inputs; are you speeding? dawdling? showing dislike for certain opponents or marques? having a preference for taking a corner a certain way? hitting on a particular car? etc, etc, and over time all this data about your playing (a helluva lot more than I can even imagine) is fed into the game's engine and it spits out AI suitable for you.
And, so, yes - they are aware of you and will pace you.
Proven time and time again in this thread.
This is why I can never fail to crack a smile when someone says that the AI sucks - because I perceive it then as a reflection of the way they play this game.
Those who come up with outstanding, fiercely competitive AI (
especially if such player is using PV-1) are the players who have discovered how to play this game - and have great races to be engineered at a moment's thought.
In the end it is not whether we win or lose but how we play the game that is truly the experience.
....XsnipX....do they just continue to get better with practice?
There are two broad 'types' of AI in here.
One - the AI we compete against.
Two - our own AI driver.
At this point in time it is not clear (though they 'remember' previous races when being raced the same event over and over) as to where the competitive AI (the former) actually 'learn'.
Tests show, though, that the latter (our own AI Driver) learns from what we do as well as from what we make them do when they are put to race.
While not always the case (some 'bad' drivers can train their AI to be quite 'good') fast running players will have drivers (their Bob) running fast and slower players will have slower Bobs.
As we do more B-Spec Events this should become even more apparent.
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Watching you guys hack away at these times and also the wealth of information output for analysis by the leaderboards provided by you all is fascinating - PD would be very foolish to ignore this information.
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OP will be updated with all new times within the next 24 hours, please submit any MTM cards now.
Will also present the Moose's challenge formally in the OP soon. 👍
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Edited:
The Corvette Conqueror challenge added to the Event List.
Six events now in progress, four carrying Design-an-Event Tickets for the winners, and as much as 4 trophy titles to be won by any one player in a single round.
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Good luck with that hat-trick.
I have this strange feeling that the Kingey is angry and plotting to reign terror on the poor subjects of Apexland soon, I pity the rabbit that gets in his way.
Last few days as we go into the weekend, and then on to slobbering at PD's door for more bones - give us some real big bones, PD, juicy ones dripping with the ripest of rabbit meat, rabbits with fangs and tracks that will humiliate us. And lots of races!
Not seen the console for days as the work-week got very heavy again, but I'm planning a huge session of Paul Walker-style driving for many of these events.
Those of you who would have watched
Joy Ride or
Vehicle 19 will know what I mean.
Back soon. Go racing!
And don't forget to drive, too. 👍
