I dont think you need to aim the competitive AI stuff first
If you can get the right inputs, and can make outputs right, then you have two blocks checked and one big black block unknown stuff. Which you can divide into smaller blocks which you can hack/programm, and the unknow will be smaller and smaller at the and you will find yourself hacking the last one tiny little black box, and think it was't so hard.
I think you should take small steps.
- get the AI to shift (couldn't be so hard)
- create and use the stability data
With this you can build a basic ai, and you can fine tune this buliding blocks, to eliminate all errors in these, sou you can take the next step.
Ohhh, am i stupid x2 becouse i didnt get it that the outsim is manly for controlling the motion simulator
I didnt look in it becouse it's name was insim
Thanks
It think im not understand something. I was't worte G-meter. Vielleicht würde es besser auf deutsch zu screiben
If you press the peadal then the more you press it the more the car would accelerate. If you loose grip the acceleration would't be growing the same rate as before. But for these you sould count in the position and track data (uphill/downhill). And for the braking goes the same. But i think for these you should store the achived datas for different situations. (Like braking uphill is more efficient than downhill)
What about to measure how the car reacts to the control inputs?
If braking, then the ideal braking point is at the largest amount of -delta speed. So the max acceleration point is at the maximum +delta speed. If you loose grip, these would decrase dramatically
I dont think you need the wheel lock information, only the know the problem itself (like understeer, oversteer, brakelock, wheelspin). With the car diretion and the car moving vector plus the controller standings you could get the problem i think.
Could you post a link (or send it to my e-mail: kelemenlajos'snail'google.com) to the outsim documetation from LFS, i didn't find any
I didn't say that on thy first try you shouldt make a minimal working thing but for the end product, you should consider to use some kind of experience scale to make it competitive for beginner/moderate/pro drivers. The ideal would be to have the could AI learn from the players too (braking point, lines etc.) but on the beginning it's not an important pice of the project .
Ok, i think i got it. You use the phisics to recreate the datas a normal driver would get by driving, and not to directly feed it to the AI. I think this way the AI could be more idependent. Sorry for the misunderstandig
Maybe im wrong but there is a difference that you are drifting a bit out of the corner by slightly loosing the front grip, or fully loosing the traction on the front wheels ang get unsteerable. You sholdun't get the information from the physical side, but it could used as plan "B" with corretion variables, like reaction, experience. Maybe sound detection and/or detecting the steering issue would be more accurate.
Yes, you do need this, but this must be created from the ai-s experience.
The more detailed the data the more later you sould use it. It could simulate the experience level of a driver. A beginner would concentrate on to stay on the track more than watching the RPM, and shifting points.
Hmm, after 3-4 hours i know what you mean by "it takes some times". I got a 0.2.2 version in 800x480, but nothings work perfectly like in your version... I think i just got to wait for your 800x480 version
I think you sould use a field of recognition which is followed by a line of decision. And from that line and your actual place on it you should start your vector to the center of the next field of recognition.
At the first lap the field of recognition would be great, this would simulate the not knowing of this track. In this field the ai should figure out where should he turn, could and should corret his line angle and speed. On the line of decision the ai would create a vector to the center of the next field of recognition.
The learninc courve could be achived as the ai should each time recreate the field size (at the ideal state whisch could't be achieved it should be a point, at the beginning it should be wide as the track and wery long) after examining his speed, angle, and time at the next field of recognition. After a while the ai should analise more info, like delta of the tire temp. As for the randomness you should add a random diversion from the calculated ideal points. (More experienced the AI so less the diversion the ideal points).
Something like this
vector \ \ \ \ \ \ \ \ \ |-------------------------------| Line of decision |-------------------------------| | | | | | | Field of recognition | | | | |-------------------------------| | | | | | | Road