- 44,186

- Blackburn
- Furinkazen_54
This is originally from another topic but the post appeared completely ignored. Its my explanation of how GT5 AI reacts and why it does so...
I got my own theory on GT5 AI.
I have an age-old PC sim NASCAR Racing 2003 Season, and for each track you can edit AI just by changing their settings via simple numbers in the file for each track (drag, fuel use, etc..), but a couple things made me think.
There is a file called "AI_line_modifier" and this affects how AI react. At 1.0 they drive the line that they are primarily programmed to and generally race pretty clean and neat without incident. However if you raise the number they become more aggressive, hunting for line's and basically becoming a lot more aggressive. However this require more grip and they often make more mistakes and crash a lot more because of it.
On the flip side if you turn it down to something like 0.9, they become more conservative, they hold their line and rarely move, even when coming up on traffic 30mph slower. Deleting this line entirely does a bit of both, as they are free to pick where to go and this strikes a good balance.
This makes me think that GT's AI almost has a similar principle. In A-Spec, where AI has not been tweaked much, and the Seasonals, AI is heavily scripted, like it is running a regular conservative line (much like the 0.9 value I mentioned above). This is why it can be so zombie-like at times with regards to where they are, they are so focused on holding their line, they are reluctant to let it go or end up in trouble, hence the conservative approach.
The opposite can be said of Arcade mode, with aggression 10, it's still on rails but it's definitely turned up, AI will try and run around you, but only if they can't hold their line. Basically the AI in GT5 appears almost set to be on their own race and track, oblivious to the player.
The major question is, does GT with its complex physics engine have it in it to have more dynamic AI, like when I mentioned my AI on my NR2003 sim without a modifier? Could it withstand AI freely able to make their own calculations and decisions? The answer is partially yes and no.
Yes in that B-Spec, drivers are more dynamic with pace changes and overtaking, but that is expected by GT5's engine. When you give a B-Spec driver the command "Speed up" that gives the driver AI a set parameter to speed up to. Whereas with the player in A-Spec, the AI does not know what the player will do and cannot adjust accordingly, hence the simplified AI structure. After all, a human player cannot have it actions predicted by a computer program, which has its set limitations.
(Now, did that make any sense?)
I got my own theory on GT5 AI.
I have an age-old PC sim NASCAR Racing 2003 Season, and for each track you can edit AI just by changing their settings via simple numbers in the file for each track (drag, fuel use, etc..), but a couple things made me think.
There is a file called "AI_line_modifier" and this affects how AI react. At 1.0 they drive the line that they are primarily programmed to and generally race pretty clean and neat without incident. However if you raise the number they become more aggressive, hunting for line's and basically becoming a lot more aggressive. However this require more grip and they often make more mistakes and crash a lot more because of it.
On the flip side if you turn it down to something like 0.9, they become more conservative, they hold their line and rarely move, even when coming up on traffic 30mph slower. Deleting this line entirely does a bit of both, as they are free to pick where to go and this strikes a good balance.
This makes me think that GT's AI almost has a similar principle. In A-Spec, where AI has not been tweaked much, and the Seasonals, AI is heavily scripted, like it is running a regular conservative line (much like the 0.9 value I mentioned above). This is why it can be so zombie-like at times with regards to where they are, they are so focused on holding their line, they are reluctant to let it go or end up in trouble, hence the conservative approach.
The opposite can be said of Arcade mode, with aggression 10, it's still on rails but it's definitely turned up, AI will try and run around you, but only if they can't hold their line. Basically the AI in GT5 appears almost set to be on their own race and track, oblivious to the player.
The major question is, does GT with its complex physics engine have it in it to have more dynamic AI, like when I mentioned my AI on my NR2003 sim without a modifier? Could it withstand AI freely able to make their own calculations and decisions? The answer is partially yes and no.
Yes in that B-Spec, drivers are more dynamic with pace changes and overtaking, but that is expected by GT5's engine. When you give a B-Spec driver the command "Speed up" that gives the driver AI a set parameter to speed up to. Whereas with the player in A-Spec, the AI does not know what the player will do and cannot adjust accordingly, hence the simplified AI structure. After all, a human player cannot have it actions predicted by a computer program, which has its set limitations.
(Now, did that make any sense?)