Racing AI
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.
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
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.
Check out this interview with the AI programmer of "Colin McRae Rally 2":
http://www.generation5.org/hannan.shtml
You are also welcome to check my NeuroDriver project which demonstrates race car control by a neural-network.
http://gpdev.net/NeuroDriver.html
http://www.generation5.org/hannan.shtml
You are also welcome to check my NeuroDriver project which demonstrates race car control by a neural-network.
http://gpdev.net/NeuroDriver.html
Here are two interesting papers.
Learning Coordinated Behaviors for Control of a Simulated Race Car
Learning to Race: Experiments with a Simulated Race Car
There are also a couple of chapters in the AI Wisdom book that describe a fairly typical way of implementing racing ai.
Learning Coordinated Behaviors for Control of a Simulated Race Car
Learning to Race: Experiments with a Simulated Race Car
There are also a couple of chapters in the AI Wisdom book that describe a fairly typical way of implementing racing ai.
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
''Your theory of a donut shaped universe is intriguing Homer'' - Stephen Hawking
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