Thanks! An easy and simple AI that I used for my first two games of R GT to have some opponents! Driving against 3 yellow was fairly simple at times (won first game), but after I got blocked in the second race I had trouble getting back to the lead and finished second (of 4). Will continue to explore this AI system!
Will the AI avoid that warning printed on the track and end alongside the other car if it had enough warnings on the dice that if the track warning would cause a LoC?
Thanks for your interest Travis! If you are talking about the 5:30 mark in the video, Green would still take the on track ⚠ in order to overtake (he's not fully aware that he will get more ⚠ from dice at this point. So if the roll showed another ⚠ on gear 4 die, the it would be his third (stopping his movement 1 in front of the Blue) and finally get his fourth on gear 5 and perform the LOC on the space he stopped in. In this case Blue has force the Green AI into a risky overtake. On my roll for Green the risk payed off, but with one more hazard, it wouldn't have. Other situations are explained below (along with the movement Priority Chart). For track hazards, the only reason an AI Car will take it is if it allows it to move further for any reason. If that is the case and you've reached 4x⚠ (or 5x⚠ for RED AI) on it's turn, then a LOC will result on the spot and speed where it ended it's move. However if a further distance (as the only higher priority) cannot be attained, it will avoid the track hazard. Movement Priority: with Clarifications: These should be followed when moving the AI car: DISTANCE > The shortest path available to it will be taken to advance on the track. HAZARD AVOID > On track ⚠ will be avoided if the same distance can be attained, even slowing to 4 for a /5!\ space. SPEED > Move the car in a way to maximize ending speed, as long as the priorities above are met. INSIDE LANE > With all other conditions met, it will use the innermost lane where it's next turn can meet higher priorities.
Thanks! An easy and simple AI that I used for my first two games of R GT to have some opponents! Driving against 3 yellow was fairly simple at times (won first game), but after I got blocked in the second race I had trouble getting back to the lead and finished second (of 4). Will continue to explore this AI system!
Will the AI avoid that warning printed on the track and end alongside the other car if it had enough warnings on the dice that if the track warning would cause a LoC?
Thanks for your interest Travis! If you are talking about the 5:30 mark in the video, Green would still take the on track ⚠ in order to overtake (he's not fully aware that he will get more ⚠ from dice at this point. So if the roll showed another ⚠ on gear 4 die, the it would be his third (stopping his movement 1 in front of the Blue) and finally get his fourth on gear 5 and perform the LOC on the space he stopped in. In this case Blue has force the Green AI into a risky overtake. On my roll for Green the risk payed off, but with one more hazard, it wouldn't have. Other situations are explained below (along with the movement Priority Chart).
For track hazards, the only reason an AI Car will take it is if it allows it to move further for any reason. If that is the case and you've reached 4x⚠ (or 5x⚠ for RED AI) on it's turn, then a LOC will result on the spot and speed where it ended it's move. However if a further distance (as the only higher priority) cannot be attained, it will avoid the track hazard.
Movement Priority: with Clarifications: These should be followed when moving the AI car:
DISTANCE > The shortest path available to it will be taken to advance on the track.
HAZARD AVOID > On track ⚠ will be avoided if the same distance can be attained, even slowing to 4 for a /5!\ space.
SPEED > Move the car in a way to maximize ending speed, as long as the priorities above are met.
INSIDE LANE > With all other conditions met, it will use the innermost lane where it's next turn can meet higher priorities.