They made Sophy better! BOOST WEAK

  • Thread starter Voodoovaj
  • 132 comments
  • 9,835 views
The problem isn't me, nor you. It's rubberbanding.

I get Sophy drives more like a human than PD's AI, therefore races feel more engaging. Yet, they aren't really races. PD's AI and Sophy have two rules they share : let you win if possible, stay around you if possible.

Drive a Tomahawk on your 800PP custom race at Le Mans and look at Sophy's lap times, then do the same with a GT3.

I played around 1000h just on custom race mode, so let me tell you I tried every possible configuration and close racing is never the result of AI trying to beat you.
So you're definition of "rubber banding" is Sophy maintaining itself near your time? I don't believe many would agree with you. We have all seen what Sophy on 100% can do. No human can touch it. So, if Sophy is hovering around your time, that's just you being slow.

Also, I am still EXTEMELY doubtful of your experience with the boost weak setting. Because, I'm also very experienced with this game, and Sophy pulled out an 11 second lead on me over 15 minutes. So, either you are so terrible that the game is "rubber banding" as you say to be as bad as you, OR you believe yourself to be a driving god and think that an unbeatable AI is cheating to keep up with you.

But hey, if you hate it, great, go play something else and let the rest of us enjoy the best feature ever added to this game.
While I absolutely agree with you, that's all still simply a huge f-up by PD in my opinion.
@Voodoovaj I totally agree with you, it's almost a gamebreaking issue when you consider SOPHY Custom Races are potentially the best single player experience one can have, and they are somewhat buried under the smoke and mirrors of hidden information, which is required in order to extract the fun.
Yes, yes it is, but it's also the best kind of F up. I've mentioned this in the custom race thread. Since boost decreases payout, either the payout is bugged (because it should increase) or the boost is meant for the player, not Sophy. Also, as I am sure you will agree, we've tested the various boost settings and boost weak is definitely meant to be boost strong.

As for the time to make a race and balance the cars, this is better time spent than playing the regular single player. And it gives purpose to the cars.

I've made mention that we're likely the guinea pigs for GT8 with this feature. GT8 will likely not be cross platform, so there's no reason to maintain the base AI. This might be a very intentional "bug"...either way you slice it, I am taking FULL advantage of this and I think every fan of this game should.

No word of a lie, this week, I have a better winning percentage against real people than I do against Sophy, and I don't sense any of this alleged rubber banding ;)

Let's be the guinea pigs and make the best of it.
 
Last edited:
So you're definition of "rubber banding" is Sophy maintaining itself near your time? I don't believe many would agree with you.
Not near my times, close to my car physically.
We have all seen what Sophy on 100% can do. No human can touch it. So, if Sophy is hovering around your time, that's just you being slow.
Nor a human can touch classic Polyphony's AI either when rubberbanding triggers because you'd be too much in front.
Also, I am still EXTEMELY doubtful of your experience with the boost weak setting. Because, I'm also very experienced with this game, and Sophy pulled out an 11 second lead on me over 15 minutes. So, either you are so terrible that the game is "rubber banding" as you say to be as bad as you, OR you believe yourself to be a driving god and think that an unbeatable AI is cheating to keep up with you.

But hey, if you hate it, great, go play something else and let the rest of us enjoy the best feature ever added to this game.
My boost weak setting is the same as yours and as everyone here... You're taking things too personally.
The boost weak trick was found years ago, and many agree it only address a part of the problem.

Driving like a snail or like an alien has nothing to do with it. You don't need to be a pro driver to win with a GR010 against Sophy in its Renault Megane, nor to be an absolute disaster behind a wheel to lose with a Mercedes Unimog against Sophy driving the same Renault Megane. Yet, Sophy laptimes will be VERY different in each scenarios. That is the problem we have.

Sophy's performance window is narrower and more competitive than the basic AI, but it's still a very, very wide window.
 
I ran a same-car Weak race yesterday. With stock Civic Touring Car's at Barcelona Sophy will lap consistently at 2:08ish. Even if you sit at the back or pit, it will keep this pace. So when you are behind I don't see rubber-banding.

If you get into the lead then it's a different story. If you get in front and can do 2:06's then Sophy will speed up and sit behind. If Sophy pits and is a long way behind it will do 1:58's to catch up again.

If anyone wants to see this behaviour I can upload to Showcase. I don't think it's a problem with Sophy itself, it's how Custom Races and the rubber-banding have always worked.

Sophy is still fun though, PD is still adding it, hopefully Sony AI is still tweaking it.
 
Not near my times, close to my car physically.

Nor a human can touch classic Polyphony's AI either when rubberbanding triggers because you'd be too much in front.

My boost weak setting is the same as yours and as everyone here... You're taking things too personally.
The boost weak trick was found years ago, and many agree it only address a part of the problem.

Driving like a snail or like an alien has nothing to do with it. You don't need to be a pro driver to win with a GR010 against Sophy in its Renault Megane, nor to be an absolute disaster behind a wheel to lose with a Mercedes Unimog against Sophy driving the same Renault Megane. Yet, Sophy laptimes will be VERY different in each scenarios. That is the problem we have.

Sophy's performance window is narrower and more competitive than the basic AI, but it's still a very, very wide window.
Again, your issue (and the issue of whomever may agree with you) is that Sophy is doing a great job.
I ran a same-car Weak race yesterday. With stock Civic Touring Car's at Barcelona Sophy will lap consistently at 2:08ish. Even if you sit at the back or pit, it will keep this pace. So when you are behind I don't see rubber-banding.

If you get into the lead then it's a different story. If you get in front and can do 2:06's then Sophy will speed up and sit behind. If Sophy pits and is a long way behind it will do 1:58's to catch up again.

If anyone wants to see this behaviour I can upload to Showcase. I don't think it's a problem with Sophy itself, it's how Custom Races and the rubber-banding have always worked.

Sophy is still fun though, PD is still adding it, hopefully Sony AI is still tweaking it.
In 100% of cases that I have seen, where Sophy sets the fastest lap, I can take the same car to the time trials and do better, or as close to the same as it makes no difference. Sometimes it's a lot of work and time to set that lap, sometimes it's pretty easy, but so far it has yet to be an impossible lap to attain.

Ergo, if they remove this "rubber banding", which is most definitely slowing Sophy so you can keep up, the entire community would ask for it to be fixed so they could defeat it.

I remain firmly in the camp of not seeing the issue. Sophy is an S+ driver playing against lesser drivers. It needs to slow down to be fun. That's not a problem.
 
Last edited:
Again, your issue (and the issue of whomever may agree with you) is that Sophy is doing a great job.

In 100% of cases that I have seen, where Sophy sets the fastest lap, I can take the same car to the time trials and do better, or as close to the same as it makes no difference. Sometimes it's a lot of work and time to set that lap, sometimes it's pretty easy, but so far it has yet to be an impossible lap to attain.

Ergo, if they remove this "rubber banding", which is most definitely slowing Sophy so you can keep up, the entire community would ask for it to be fixed so they could defeat it.

I remain firmly in the camp of not seeing the issue. Sophy is an S+ driver playing against lesser drivers. It needs to slow down to be fun. That's not a problem.
I think the crux of the issue is that Sophy can set ridiculously fast lap times if you happen to be a certain distance ahead, but if you're close, they won't run at the same pace vs when they're catching up. This is by definition rubberbanding. I don't mind it myself but I can understand why others do. It's artificially making the race closer.
 
Last edited:
I think the crux of the issue is that Sophy can set ridiculously fast lap times if you happen to be a certain distance ahead, but if you're close, they won't run at the same pace vs when they're catching up. This is by definition rubberbanding. I don't mind it myself but I can understand why others do. It's artificially making the race closer.
100%

This sums up my thoughts on the matter perfectly.
 
I think the crux of the issue is that Sophy can set ridiculously fast lap times if you happen to be a certain distance ahead, but if you're close, they won't run at the same pace vs when they're catching up. This is by definition rubberbanding. I don't mind it myself but I can understand why others do. It's artificially making the race closer.
Ya. I don't know if I can agree with this in my experience. I'm not saying there isn't some form of a rubber band strategy employed, but I created this thread to encourage usage of this feature, and tossing the odious "rubber band" description GROSSLY miscategorizes the experience. I find the strategy to be so well disguised that it almost imperceptible (to me)

I DEFINITELY do not agree with the sentiment made, by some, that the default AI set to boost weak is pretty much the same. It most definitely is not.


So, for the benefit of those who have yet to experience it and don't understand the difference, here's a comparison. Same car, same field of cars, same "professional" level of AI, and the same "boost weak" setting. It's only three laps (so the videos are short), but we have have used this feature know this is a valid example. The difference is stark to me.

Regular AI - 19 car field, I start 10th


Sophy AI - 19 car field, again, I start 10th.


For those TLDR folks, race 1 is typical GT AI. Cake walk. I am first by the end of lap 1 and just keep stretching the gap. YAWN

Race 2 - Well, If I got rid of the display and then told you this was a video of an online event, and not Sophy, could you tell me with 100% confidence that I'm lying?
 
Last edited:
I wanted to add this, given that Race C this week is very similar to a 700pp setup that I have. Again, I am posting this so that those who have not tried CUSTOM RACE > SOPHY > BOOST WEAK give it a serious try while we wait for a GT8 announcement and release.

So, racing people, starting 10th (albeit rain spread out the field). And, well, you can see the skill level of the competition.
WhatsApp Image 2025-07-01 at 09.11.47_007daa05.jpg


Racing Sophy, starting 10th. I made some mistakes along the way. No rain, but still, it's 30 minutes of driving. I even had to pause a few times to let the blood flow back into my hands, because it was that tense.
WhatsApp Image 2025-07-01 at 09.11.46_5c28f3f5.jpg
 
Last edited:
Well, Miss Sophy can be quick, no doubt about this, but she still has a lot to learn!

1 lap, started last, boost weak, professional difficulty:

1000022213.png


And no, I didn't tune down her cars. It was a fair race.
 
A race I did half an hour ago. I’ve had SOPHY spread out choosing different lines like this in plenty races pre-1.60. SOPHY defends from other cars due to multiple factors. This creates lots of calculated opportunities for SOPHY to achieve maximum performance to achieve the quickest way around the circuit. Just wish we could have someone do an interview with gtplanet to explain more.



Gr.4 be a mixed bag of what you’ll get each “roll”. :lol:

Just did a race. Same as above. I’ve rarely gotten up the front in all the races I’ve done at N24. Never needed to detune my car or overtune AI cars to keep the field competitive.
IMG_6328.jpeg

 
I don't get it. Why would you turn boost on? That's just going back to the rubber banding that Sophy was supposed to be an alternative to?
 
I don't get it. Why would you turn boost on? That's just going back to the rubber banding that Sophy was supposed to be an alternative to?
Like many of us have said, they’ve got it all wrong.

First of all, initial World Tour Terminator SOPHY was labelled as too fast. When it was implemented to Arcade Race. SOPHY started off fast and when a User would pass it, SOPHY gives up.

In Custom Race we have no idea why PD have programmed SOPHY to be slow without Boost. It should be fast like it is with boost on. As it is, to get that more competitive AI, the only choice is to select Boost to weak. PD and SONY AI may know about this and probably don’t have the desire to fix that as yet. We just don’t know.
 
Last edited:
The problem isn't me, nor you. It's rubberbanding.

I get Sophy drives more like a human than PD's AI, therefore races feel more engaging. Yet, they aren't really races. PD's AI and Sophy have two rules they share : let you win if possible, stay around you if possible.

Drive a Tomahawk on your 800PP custom race at Le Mans and look at Sophy's lap times, then do the same with a GT3.

I played around 1000h just on custom race mode, so let me tell you I tried every possible configuration and close racing is never the result of AI trying to beat you.
The boost options are the same for both AI models (probably modifying the performance of the car rather than the skill of the AI), they are:

Boost off: Slow down while the player is behind.

Boost weak: Speed up while the player is ahead.

Boost strong: Both of the above.

So depending on your pace the boost settings have different outcomes. With boost off you could argue that the AI is trying to let you win if you are faster than the AI. But if you are slower than the AI then all you'll notice is that it's trying to stay close to you.

On boost weak you could argue that the AI is trying to stay close to you, if you're a little but faster than the AI and the boost allows them to catch up. But if you're at the same pace as rhe AI than the effect would rather be that the AI is trying to not let you win, as it speeds up while you're ahead.

Both of the above applies to boost strong.

In any case, boost weak gives you the best performance from the AI and you genuinely have to be faster than Sophy in order to win.

Like many of us have said, they’ve got it all wrong.

First of all, initial World Tour Terminator SOPHY was labelled as too fast. When it was implemented to Arcade Race. SOPHY started off fast and when a User would pass it, SOPHY gives up.

In Custom Race we have no idea why PD have programmed SOPHY to be slow without Boost. It should be fast like it is with boost on. As it is, to get that more competitive AI, the only choice is to select Boost to weak. PD and SONY AI may know about this and probably don’t have the desire to fix that as yet. We just don’t know.

It's not a problem with how Sophy is programmed, but with how the boost is programmed. The effect is exactly the same with the regular AI, which probably means that the boost affects the performance of the car rather than the skill of the AI.
 
Last edited:
The boost options are the same for both AI models (probably modifying the performance of the car rather than the skill of the AI), they are:

Boost off: Slow down while the player is behind.

Boost weak: Speed up while the player is ahead.

Boost strong: Both of the above.

So depending on your pace the boost settings have different outcomes. With boost off you could argue that the AI is trying to let you win if you are faster than the AI. But if you are slower than the AI then all you'll notice is that it's trying to stay close to you.

On boost weak you could argue that the AI is trying to stay close to you, if you're a little but faster than the AI and the boost allows them to catch up. But if you're at the same pace as rhe AI than the effect would rather be that the AI is trying to not let you win, as it speeds up while you're ahead.

Both of the above applies to boost strong.

In any case, boost weak gives you the best performance from the AI and you genuinely have to be faster than Sophy in order to win.



It's not a problem with how Sophy is programmed, but with how the boost is programmed. The effect is exactly the same with the regular AI, which probably means that the boost affects the performance of the car rather than the skill of the AI.
That’s why we need someone from SONY AI to explain it. If boost does not effect SOPHY programming, why does SOPHY slow down? I mean, SOPHY trains to learn a car. SOPHY trains to learn the fastest or most optimum way around a circuit. Add the calculations done when AI does the multiples circuits revolutions each time the performance of a car is adjusted.

We have seen video of AI slowing while it appears the car sounds like it’s accelerating. If the boost is working the same for both AI, that’s not right. SOPHY is(or has learned inbetween updates). Regular “AI” does not. SOPHY should be fast enough on its own as we have seen. So, I feel it’s programmed to slow not just by limiting the vehicle’s performance.

Seriously, I know nothing of how SONY AI have adjusted SOPHY parameters to account for understanding not to beat the player with no boost. SOPHY should understand the objective to win, but PD and SONY AI say the agent is to be viewed as a companion. However they programmed it to be without boost I just don’t understand the why.
 
Like many of us have said, they’ve got it all wrong.

First of all, initial World Tour Terminator SOPHY was labelled as too fast. When it was implemented to Arcade Race. SOPHY started off fast and when a User would pass it, SOPHY gives up.

In Custom Race we have no idea why PD have programmed SOPHY to be slow without Boost. It should be fast like it is with boost on. As it is, to get that more competitive AI, the only choice is to select Boost to weak. PD and SONY AI may know about this and probably don’t have the desire to fix that as yet. We just don’t know.

The fundamental problem with PD implementing Sophy on a broad scale, is that PD are doing it.

They can't get their own AI right, so they can't implement Sophy properly. So they just piggybacked Sophy on top of their own rubber-banded AI, because that's all they are capable of.

They have one programmer working on their AI and they aren't interested in adding more people, or training him, or replacing him. So if this doesn't change, Sophy will always be a heavily compromised version of someone else's (Sony AI) work.
 
Only thing stopping me from racing with Sophy is the emotes She displays at you every second per driver, otherwise, I love this implementation of new gen A.I.

Edit: Unfortunately to race with Sophy without Emotes on the positions display I seem to have to remove top screen info but even then it pops over the cars She drives.
 
Last edited:
Only thing stopping me from racing with Sophy is the emotes She displays at you every second per driver, otherwise, I love this implementation of new gen A.I.

Edit: Unfortunately to race with Sophy without Emotes on the positions display I seem to have to remove top screen info but even then it pops over the cars She drives.
Turn off names over cars, stops the emotes over the cars and the sounds.
 
That’s why we need someone from SONY AI to explain it. If boost does not effect SOPHY programming, why does SOPHY slow down?
Sophy slows down because of the boost setting, exactly like the non-Sophy AI. Which is why it's probably not related to how the AI has been programmed, but to how the boost is programmed.
I mean, SOPHY trains to learn a car. SOPHY trains to learn the fastest or most optimum way around a circuit. Add the calculations done when AI does the multiples circuits revolutions each time the performance of a car is adjusted.
Sophy's actions are based on multiple sensor inputs. Speed is one of them. If the car is slower for whatever reason (whether by some boost limiter or because there is some obstacle on the track) then Sophy adjusts the outputs accordingly. It has learned a very optimal behaviour but that doesn't mean that it only knows how to drive at maximum pace.
We have seen video of AI slowing while it appears the car sounds like it’s accelerating. If the boost is working the same for both AI, that’s not right.
I haven't seen that video so I can't comment on that. But judging by your description it sounds like it's the car that is affected by the boost and not the AI driver. If the AI is giving control outputs to slow down then the car shouldn't sound like it's accelerating.
SOPHY is(or has learned inbetween updates). Regular “AI” does not. SOPHY should be fast enough on its own as we have seen. So, I feel it’s programmed to slow not just by limiting the vehicle’s performance.
I don't understand that resoning. Sure, they could train the AI to slow down based on the position of the human player, but why go through the trouble of doing that when they already have a system for slowing down (or boosting) the car instead?
Seriously, I know nothing of how SONY AI have adjusted SOPHY parameters to account for understanding not to beat the player with no boost.
You can test the different boost settings in the game and see how it affects the lap times as your position changes. That will give you a bit of understanding. You can do the same test with the regular AI and you will find that the effect is the same.
SOPHY should understand the objective to win, but PD and SONY AI say the agent is to be viewed as a companion. However they programmed it to be without boost I just don’t understand the why.
Sophy has been trained with the objective to be fast. It's harder to train it with the objective to win, because that is likely to introduce a lot of bad behaviour, like blocking overtakes and pushing opponents off the track. There's also no need to train it with the objective to win, because what you want is a fast AI, whether it wins or not is irrelevant.

The companion comment is about how Sophy can be used to teach the player to be faster. It doesn't mean that Sophy has been trained to let the player win.
 
Yes, Sophy and the rubberbanding are very likely two separate things.

It's like rubberbanding in Mario Kart, if you are last you are given extra speed to catch up. Your driving skill (and Sophy's driving) is the same but the rubberbanding is making you faster until you reach the cars ahead.
 
Last edited:
Sophy slows down because of the boost setting, exactly like the non-Sophy AI. Which is why it's probably not related to how the AI has been programmed, but to how the boost is programmed.

Sophy's actions are based on multiple sensor inputs. Speed is one of them. If the car is slower for whatever reason (whether by some boost limiter or because there is some obstacle on the track) then Sophy adjusts the outputs accordingly. It has learned a very optimal behaviour but that doesn't mean that it only knows how to drive at maximum pace.

I haven't seen that video so I can't comment on that. But judging by your description it sounds like it's the car that is affected by the boost and not the AI driver. If the AI is giving control outputs to slow down then the car shouldn't sound like it's accelerating.

I don't understand that resoning. Sure, they could train the AI to slow down based on the position of the human player, but why go through the trouble of doing that when they already have a system for slowing down (or boosting) the car instead?

You can test the different boost settings in the game and see how it affects the lap times as your position changes. That will give you a bit of understanding. You can do the same test with the regular AI and you will find that the effect is the same.

Sophy has been trained with the objective to be fast. It's harder to train it with the objective to win, because that is likely to introduce a lot of bad behaviour, like blocking overtakes and pushing opponents off the track. There's also no need to train it with the objective to win, because what you want is a fast AI, whether it wins or not is irrelevant.

The companion comment is about how Sophy can be used to teach the player to be faster. It doesn't mean that Sophy has been trained to let the player win.
I understanding the boost settings and effects.

Here, the programmers are saying , which you pointed out, SOPHY is programmed to be fast. Then, why does it slow when boost if off?
Unlike more “traditional” rules-based systems which control computer opponents in racing games, Sophy is an artificially intelligent agent trained using machine learning techniques. This means that instead of being programmed with explicit rules, it has been “taught” how to go fast around a track by driving thousands of laps in the game, literally learning as it goes along.
In the races I posted above, with Boost Weak, SOPHY is ahead and I’ve only gained one or two places. This can depend on cars and circuit as has been proven by me and others(Plus, as per in the above interview, SOPHY may struggle with certain cars and customisation). Boost Weak, SOPHY isn’t slowing down. With Boost Off, I can move quicker through the field. If native SOPHY is supposed to be fast, perhaps the more information SONY AI program the more SOPHY dials back. Maybe?

If you have noticed, probably SOPHY using less curb riding is due to the parameters they’ve added since 2.1. SOPHY in Custom Races rarely rides curbs. Where it was way off track in several World Tour races, that doesn’t happen in Custom Races. However, since SOPHY trains more than I ever will, is quicker than me when I try to adhere to staying off curbs(Hard for me to do. Since I prefer to use all the track, still trying though. ;) ). Trust, I mentioned I am learning from SOPHY how to optimise lines at certain circuits.

Still searching for that video. It’s of a member taking a clip from their race(I think it’s either a Group C race or Gr.1). The rubberbanding of an R92CP when it passes the user and slows down.
 
Last edited:
I understanding the boost settings and effects.

Here, the programmers are saying , which you pointed out, SOPHY is programmed to be fast. Then, why does it slow when boost if off?

In the races I posted above, with Boost Weak, SOPHY is ahead and I’ve only gained one or two places. This can depend on cars and circuit as has been proven by me and others(Plus, as per in the above interview, SOPHY may struggle with certain cars and customisation). Boost Weak, SOPHY isn’t slowing down. With Boost Off, I can move quicker through the field. If native SOPHY is supposed to be fast, perhaps the more information SONY AI program the more SOPHY dials back. Maybe?


Still searching for that video. It’s of a member taking a clip from their race(I think it’s either a Group C race or Gr.1). The rubberbanding of an R92CP when it passes the user and slows down.
You're just massively overcomplicating it.
Sony AI do the Sophy agent, but PD put it in the game.

The game applies all these artificial effects to the AI model. Same as it does with normal AI. Sophy isn't just some external thing plugged directly into the game.
 
You're just massively overcomplicating it.
Sony AI do the Sophy agent, but PD put it in the game.

The game applies all these artificial effects to the AI model. Same as it does with normal AI. Sophy isn't just some external thing plugged directly into the game.
I got what ShiftingGears said in his post.
 
I understanding the boost settings and effects.

Here, the programmers are saying , which you pointed out, SOPHY is programmed to be fast. Then, why does it slow when boost if off?
There is no setting that turns the boost (or rubberbanding rather) off.

Boost "off": AI go slower while you are behind.

Boost weak: AI go faster while you are ahead.

Boost strong: AI go slower while you are behind and go faster while you are ahead.
 
Will have a go and test this because I haven't noticed slowing on Weak.

Maybe we need a "Sophy Testing" thread to sort all this out properly...
I tested this again and you are right, Sophy doesn't really slows down when you're behind.

Red Bull Ring with a full GT3 grid (boost weak / professional of course), Sophy was able to set 1'28 / 1'29 laps whatever I was driving another GT3 car or a Citroën BX. lol. But then I took out the GR010 and it started setting 1'22 laps.

It may depend on the track I guess. Yet, having a proper endurance race isn't really possible with such a pace disparity.
 
Back