GTR2 AI: Difference between revisions
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(Created page with "__TOC__ == Dialing In AI Difficulty For Starting From The Rear == * Session Setup: ** AI: 100% ** Rainfall 0% *** Once dialed in, then you can enable Rainfall or Real Weather ** Watch laptimes at least 15min * Tuning AI Practice For Racing From Last Place ** Practice Setup: Minimal fuel, medium tyres ** You will be watching Practice laptimes for tuning this ** If AI are not fast enough even at 120, or not slow enough even at 80, then you'll have to adjust Worst/Mid/Bes...") |
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[[Category:GTR2]] | |||
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== Tuning AI Parameters That Influence AI Performance == | == Tuning AI Parameters That Influence AI Performance == | ||
* Notes: | * Notes: | ||
** This is not about finding the right AI Difficulty for, it's about dialing in AI parameters influencing AI performance | ** This is not about finding the right AI Difficulty for, it's about dialing in AI parameters influencing AI performance | ||
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** To watch Race laptimes, start the race then quit to the garage and go to the Timing screen | ** To watch Race laptimes, start the race then quit to the garage and go to the Timing screen | ||
** Tune up/down Location AIW RaceRatio until your Qualifying laptime roughly matches the AI laptime for your Qualifying position | ** Tune up/down Location AIW RaceRatio until your Qualifying laptime roughly matches the AI laptime for your Qualifying position | ||
== How To Place Yourself On The Grid For Different Experience Scenarios == | |||
<pre><nowiki> | |||
Notes: | |||
- This was an experiment to see if a simple heuristic for gridding myself in certain places, at certain AI Difficulty levels, could improve my racing experience versus my neighbour AIs | |||
Quartiles | |||
Ex. 20 AI Grid | |||
- Blind: Unfamiliar Track + No Practice: 4th Qrtl (Ex. 20th) at AI 100 | |||
- Cold: Familiar Track + No Practice: 3rd Qrtl (Ex. 15th) at AI 105 | |||
- Competent: Familiar Track + Moderate: 2nd Qrtl (Ex. 10th) at AI 110 | |||
- Ready: Familiar Track + High Practice: 1st Qrtl (Ex. 5th) at AI 115 | |||
Quintiles | |||
Ex. 20 AI Grid | |||
- Blind: Unfamiliar Track + No Practice: 5th Qntl (Ex. 20th) at AI 104 | |||
- Cold: Familiar Track + No Practice: 4rd Qntl (Ex. 16th) at AI 108 | |||
- Warm: Familiar Track + Low Practice: 3nd Qntl (Ex. 12th) at AI 112 | |||
- Competent: Familiar Track + Moderate: 2nd Qntl (Ex. 8th) at AI 116 | |||
- Ready: Familiar Track + High Practice: 1st Qntl (Ex. 4th) at AI 120 | |||
Notes: | |||
- Qrtl = Quartile | |||
- Qntl = Quintile | |||
- Assumes Familiar Car | |||
- Every grid can be split up into quartiles/quintiles to fit this | |||
- Eg. 30 Grid: 1st Qrtl = 30/4 = 7.5 = P8 | |||
- Eg. 20 Grid: 1st Qntl = 20/5 = 4 = P4 | |||
Tweaking Rules: | |||
- Goal: | |||
- Gain 4-8 spots OK but any more and should grid -5 (closer to front for more challenge) | |||
- Lose 4-8 spots then grid +5 (closer to rear for less challenge) | |||
Guidelines: | |||
- Take it easy on the first corner and first lap, don't pass too many by abusing the bunched up AI | |||
Tests: | |||
- 240713 GT's 2004, Imola GP 2004 (Cold), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close | |||
- 240713 GT's 2004, Valencia GP 2004 (Cold), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close | |||
- 240713 GT's 2004, Donington GP 2004 (Competent), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close | |||
- 240713 GT's 2004, Donington GP 2004 (Race Ready), Lam Mur R-GT 2004 (Familiar), Grid 30, AI 115: 8th to 6th, ahead stayed within reach, behind stayed close | |||
- 240713 GT's 2004, Zuhai GP 2004 (Cold), Lam Mur R-GT 2004 (Familiar), Grid 42, AI 105: 32nd to 21st +11, ahead stayed within reach, behind stayed within reach | |||
- 240713 GT's 2004, Zuhai GP 2004 (Competent), Lam Mur R-GT 2004 (Familiar), Grid 42, AI 110: 21st to 13th +8, ahead stayed within reach, behind stayed close | |||
- 240713 GT's 2004, Oschersleben GP 2004 (Cold), Lam Mur R-GT 2004 (Familiar), Grid 32, AI 110: 26th to 19th +7, ahead stayed within reach, behind stayed within reach | |||
</nowiki></pre> |
Latest revision as of 00:00, 22 January 2025
Dialing In AI Difficulty For Starting From The Rear
- Session Setup:
- AI: 100%
- Rainfall 0%
- Once dialed in, then you can enable Rainfall or Real Weather
- Watch laptimes at least 15min
- Tuning AI Practice For Racing From Last Place
- Practice Setup: Minimal fuel, medium tyres
- You will be watching Practice laptimes for tuning this
- If AI are not fast enough even at 120, or not slow enough even at 80, then you'll have to adjust Worst/Mid/BestAdjust in Location AIW files
- Note: If you tune *Adjust significantly, you will need to adjust QualRatio and RaceRatio
- QualRatio/RaceRatio=1.0 might be enough if Practice is tuned well enough
- Tune from AI100
- Start adjusting by 0.1. Eg. WorstAdjust=0.8 -> 0.9, MidAdjust=1.0 -> 1.1, BestAdjust=1.2 -> 1.3
- Target: Your best time should be matched by AI in 10-12th position
- Logic: This is somewhat personal. I find I can get to within 2sec of aliens. So having AI faster than me is realistic. Still, I can slow them down by going down to AI80 or speed them up by going to AI120.
- Note: If you tune *Adjust significantly, you will need to adjust QualRatio and RaceRatio
- For top 10 competitiveness, adjust AI Difficulty until your best laptime falls around the top 10 AI best lap times
- Ideally, your best laptime should fall within the range of positions 10-12's best laptimes
- You will be competing for the top 5-10 but probably not the top 5
- If you want to compete for top 5 or top 3 then aim for your best laptime to fall closer to the front positions' best laptimes
Tuning AI Parameters That Influence AI Performance
- Notes:
- This is not about finding the right AI Difficulty for, it's about dialing in AI parameters influencing AI performance
- That's why Qualifying is done with 0% Rainfall
- Once dialed in, then you can enable Rainfall or Real Weather
- AI definitely perform differently if you qualify vs not and if you race with them vs quitting out and watching the timing screen
- To get the most accurate AI performance, you have to be racing live with them
- One exception: Start a session, put in a few good laps, then quit to Timing screen and they should race up to roughly your performance, and perhaps a bit above it
- This is not about finding the right AI Difficulty for, it's about dialing in AI parameters influencing AI performance
- Session Setup:
- AI: 100%
- Rainfall 0%
- Watch laptimes at least 15min
- Tuning AI Qualifying
- Caution: Tuning AI Qualifying performance is only necessary if you can't adjust AI Difficulty enough to get a satisfactory grid position (ie. you're too slow at AI 80 or you're too fast at AI 120)
- Reminder: Do NOT skip Qualifying to the end. Use Time Acceleration instead.
- Qualifying setup: Minimal fuel, soft tyres
- You will be watching Qualifying laptimes for tuning this
- Tune up/down Location AIW QualRatio until your Qualifying laptime falls in the middle of AI Qualifying laptimes (at AI 100%)
- You should use a Qualifying setup ie. minimal fuel and soft tyres
- Tuning AI Race
- Reminder: Do NOT skip Qualifying to the end. Use Time Acceleration instead.
- Race setup: Laps-appropriate fuel, medium tyres
- You will be watching Race laptimes for tuning this
- To watch Race laptimes, start the race then quit to the garage and go to the Timing screen
- Tune up/down Location AIW RaceRatio until your Qualifying laptime roughly matches the AI laptime for your Qualifying position
How To Place Yourself On The Grid For Different Experience Scenarios
Notes: - This was an experiment to see if a simple heuristic for gridding myself in certain places, at certain AI Difficulty levels, could improve my racing experience versus my neighbour AIs Quartiles Ex. 20 AI Grid - Blind: Unfamiliar Track + No Practice: 4th Qrtl (Ex. 20th) at AI 100 - Cold: Familiar Track + No Practice: 3rd Qrtl (Ex. 15th) at AI 105 - Competent: Familiar Track + Moderate: 2nd Qrtl (Ex. 10th) at AI 110 - Ready: Familiar Track + High Practice: 1st Qrtl (Ex. 5th) at AI 115 Quintiles Ex. 20 AI Grid - Blind: Unfamiliar Track + No Practice: 5th Qntl (Ex. 20th) at AI 104 - Cold: Familiar Track + No Practice: 4rd Qntl (Ex. 16th) at AI 108 - Warm: Familiar Track + Low Practice: 3nd Qntl (Ex. 12th) at AI 112 - Competent: Familiar Track + Moderate: 2nd Qntl (Ex. 8th) at AI 116 - Ready: Familiar Track + High Practice: 1st Qntl (Ex. 4th) at AI 120 Notes: - Qrtl = Quartile - Qntl = Quintile - Assumes Familiar Car - Every grid can be split up into quartiles/quintiles to fit this - Eg. 30 Grid: 1st Qrtl = 30/4 = 7.5 = P8 - Eg. 20 Grid: 1st Qntl = 20/5 = 4 = P4 Tweaking Rules: - Goal: - Gain 4-8 spots OK but any more and should grid -5 (closer to front for more challenge) - Lose 4-8 spots then grid +5 (closer to rear for less challenge) Guidelines: - Take it easy on the first corner and first lap, don't pass too many by abusing the bunched up AI Tests: - 240713 GT's 2004, Imola GP 2004 (Cold), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close - 240713 GT's 2004, Valencia GP 2004 (Cold), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close - 240713 GT's 2004, Donington GP 2004 (Competent), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close - 240713 GT's 2004, Donington GP 2004 (Race Ready), Lam Mur R-GT 2004 (Familiar), Grid 30, AI 115: 8th to 6th, ahead stayed within reach, behind stayed close - 240713 GT's 2004, Zuhai GP 2004 (Cold), Lam Mur R-GT 2004 (Familiar), Grid 42, AI 105: 32nd to 21st +11, ahead stayed within reach, behind stayed within reach - 240713 GT's 2004, Zuhai GP 2004 (Competent), Lam Mur R-GT 2004 (Familiar), Grid 42, AI 110: 21st to 13th +8, ahead stayed within reach, behind stayed close - 240713 GT's 2004, Oschersleben GP 2004 (Cold), Lam Mur R-GT 2004 (Familiar), Grid 32, AI 110: 26th to 19th +7, ahead stayed within reach, behind stayed within reach