A.I. Training

All about making tracks for MX Simulator
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Netdemon01
Posts: 505
Joined: Thu Jan 10, 2008 2:02 am
Team: Privateer

A.I. Training

Post by Netdemon01 »

I've been doing a lot of training with the AI at my Steel City replica track. I let them do a solid 3 hours(with --warp --practice) this morning while I went to class. They've got a lot better, but still about a minute off of my time. And they keep consistently messing up in the same spots.
Here is my timing gate layout:
http://users.4x4wh.com/netdemon01/MXSim ... ygates.jpg
Which corresponds correctly with my timing_gates file:
firstlap:
0 1 2 3 4 100005 7 100008 9 10 12 13 14 15 100016 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
normallap:
33 34 1 2 3 4 100005 7 100008 9 10 12 13 14 15 100016 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32

I ended up removing gates 6 and 11 because they just seemed pointless after I had them all in.

So jlv, I was basically wondering if you had any good tips that you could post here for us to get the AI riding better on our custom tracks since it seems to be a difficult task for everyone. Is it a point of just setting the timing gates in good locations? Do the AI get better if I continue to race the first two laps over and over?
#189

"This game will always be about pushing it right to the edge without going over .... to keep up with the top riders you will still have to be right on the edge of control." - jlv
frederick
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Location: Sweden

Re: A.I. Training

Post by frederick »

hello im a noob.
how do you make ai lines? :oops: :lol:
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jlv
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Re: A.I. Training

Post by jlv »

In general, the computer riders are the weakest near the timing gates because that is where they can switch lines. So you want to try to put them in places where there is a smooth lead in. If you need a gate somewhere to prevent track cutting but the area too technical, just flag the gate by adding 100000 to it and the computer riders will ignore it.

When you're training the computer riders, try to hit the jumps perfectly straight. They aren't very good at air control so they try to keep the bike straight over jumps. If you get too fancy in the air they won't be able to follow.

If they are having trouble on a particular section, sometimes it's best to put down some slower lines that they can handle without falling.
HolstadMX
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Re: A.I. Training

Post by HolstadMX »

Netdemon01 wrote: firstlap:
0 1 2 3 4 100005 7 100008 9 10 12 13 14 15 100016 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
normallap:
33 34 1 2 3 4 100005 7 100008 9 10 12 13 14 15 100016 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
what do the extra Zeros mean?

because i thought you where ownly suposed to put ....... 20 21 22000

three Zeros for finish line?


plz get back to me
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Netdemon01
Posts: 505
Joined: Thu Jan 10, 2008 2:02 am
Team: Privateer

Re: A.I. Training

Post by Netdemon01 »

well like jlv said, adding 100000 to the gate makes the AI ignore that particular gate. Your finish line gate doesn't have to have three zeros. My finish line is gate 32. It is just the last gate on the first lap and normal lap.

Thanks for the post jlv, I think you gave me a few more ideas to try out to see if I can bring the AI times down. :D
#189

"This game will always be about pushing it right to the edge without going over .... to keep up with the top riders you will still have to be right on the edge of control." - jlv
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