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mantra

Racing AI

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I am about to start a thesis to investigate the use of AI in racing games and am looking to build up a collection of information from fellow AI programming enthuiasts. The first thing I am investigating is the current state of racing AI, i.e. what techniques are currently being used and why - FSM''s, neural networks?, what techniques have been abandoned, etc. I have many articles on game AI in general but would like to filter these down to racing specific AI. Any help would be much appreciated.

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quote:
Original post by mantra
I am about to start a thesis to investigate the use of AI in racing games and am looking to build up a collection of information from fellow AI programming enthuiasts.

The first thing I am investigating is the current state of racing AI, i.e. what techniques are currently being used and why - FSM''s, neural networks?, what techniques have been abandoned, etc. I have many articles on game AI in general but would like to filter these down to racing specific AI.

Any help would be much appreciated.


Did you try google? I got the following when I did:

http://www.ebc.ee/~mremm/rars/rars.htm
http://rars.sourceforge.net
http://www.gamasutra.com/features/20010124/adzima_04.htm
http://www.gamasutra.com/features/19970905/ng_01.htm
http://www.gamasutra.com/features/20010324/brown_pfv.htm

I''ve also done the car driver AI for a Trans Am racing game and a Drag Racing game. However, I doubt you will find an article or paper that discusses the elusive "why" a technique was selected or not.

Eric

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Thanks for the links, when I tried google I just got a load of reviews talking about how good/bad the AI is in games such as Gran Turisimo, etc.

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But sadly though, for most games I think a racing line is just mapped out manually before-hand and all the cars try to stick to it. Maybe I''m just being too cynical.

''Your theory of a donut shaped universe is intriguing Homer'' - Stephen Hawking

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