Categories: iRacing

AI is almost ready

iRacing forums and users are debating about the new features coming in the next build. One of them is AI and there are some questions about it that staff has decided to answer. Let’s see what they told.

This is not for debating if AI is needed, please just keep it to questions, and hopefully we can get another great thread like when Shawn came in and told us about DTN.

I feel like we are close to the release (hopefully in March) as it was almost rolled out as a beta last season. Figured maybe we can get some As for our Qs since Tony seems to be giving out bits of information in places.

The biggest question I have is, most AI or developed to run a line, with a secondary option, with Dirt/Paved Ovals the line changes through the race, will AI be able to adapt to this and move to find the speed, or will they be running through the slick while I move to the moisture? The same applies for Road when rain comes. Feels like without this, the entire concept of AI wont be that great if they cannot adapt to the changing conditions.

The plan is that the lines will vary with the conditions.

Max car counts, I know that there is a limit built in, but with the news that types of cars can be unlimited (until you burn your PC down) will max car counts be changed to allow large fields at the Ring, or massive heat events with Heat Racing?

I think the same limits will apply that currently apply (6 cars max) but not sure on how that factors in to max car counts. I don’t think AI will support a crazy car count if the sim currently can’t do so.

What is the difference in strain on my PC running a field of 40 AI compared to a field of 40 humans on a server. I assume everything will be done on my PCs end, so there probably would be a drop in fps?

It’s correct that everything is done on your PC. It’s hard to quantify what impact that will have – if you have some spare CPU there may not be any drop in fps, if not, then there may be some drop with large fields.

Pitting, the last thing i want to see if late models pitting every caution at a short track, what kind of intelligence is built in on pitting, short pitting, staying out after only a few laps, or with only a few laps left in the race. This is one place NASCAR Heat failed so badly.

There is intelligence in the pit strategy that takes into account how much time will be lost pitting, and weighing that against the benefits of improved lap times.

What type of adjustments to the AI will we be able to do, what ratings can we set for individual drivers?

Currently planned per driver ratings (subject to change):
a. Skill
b. Optimism
c. Aggressiveness
d. Smoothness
e. Age
f. Pit strategy risk taking
g. Pit crew skill

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Gonzalo

Simracer and many other things, but in this bio only that matters You can sign up in iRacing clicking here

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