Forum Discussion

Re: Ea/Codemasters shouldn't listen to ALL complaints (AI)

@RVladimiro Some moves that the AI tries to pull of are some of those "if gap.." type of moves which makes absolutely no sense for an AI to make. Even trying to put their nose in a gap that already has been closed (see my video clip above).

I would say that the aggression and inability to defend properly equally are to blame, but that they aren't mutually exclusive to each other.

Sometimes they are just too aggressive for their own good and attempting illogical moves.

8 Replies

  • Apophis-STR's avatar
    Apophis-STR
    Seasoned Ace
    3 years ago

    @dotazuredAi are always gonna be dumb, but with last year's aggressive Ai they at least could kept you on your toes with every opportunities.

    This year? It's like racing GT5-7's braindead Ai, which were literally insulting.

  • dotazured's avatar
    dotazured
    Seasoned Ace
    3 years ago

    @Apophis-STRI am not comparing against any other game, I am just stating my thoughts and findings regarding the AI and F1 23.

    And the current AI behaviour is not ideal.

  • mariohomoh's avatar
    mariohomoh
    Hero (Retired)
    3 years ago

    @Apophis-STR wrote:
    This year? It's like racing GT5-7's braindead Ai, which were literally insulting.

    Hmm, don't really agree with that. AI certainly took a dip in quality and @dotazured hit the nail on the head as for the reasons, but GT7 AI is abysmally worse.

    Granted, it's been some months since I last played GT7, but the default AI is just traffic in that game. Moving traffic cones.

    No need to rewrite what has been well put by dotazured. There are different qualities to the AI behavior. Aggressiveness is just one of them.

    By most accounts, F1 22's AI was overtly aggressive when overtaking, going for dive bombs and rapidly closing doors. That should be tuned out and rectified. However, this year's AI bails out too easily when defending, and that is – or at least should be – a different lever.

    Being too aggressive and optimistic on attack vs low racecraft all around and being too conservative on defense.

  • Apophis-STR's avatar
    Apophis-STR
    Seasoned Ace
    3 years ago

    @mariohomohThe only redeeming factor of our current Ai is their outright pace in comparison with GT's at high difficulty settings, without that they're nothing more than just traffic... or may be even worse, because they now just gave way and let you by as if you're an ambulance.

  • mariohomoh's avatar
    mariohomoh
    Hero (Retired)
    3 years ago
    @Apophis-STR Hah, that's a good analogy! But still I cannot stomach GT7 and I find F1 23 AI leagues better than that.

    Soft when defending, but still feels like racing. GT7 is akin to GTA traffic.
  • Apophis-STR's avatar
    Apophis-STR
    Seasoned Ace
    3 years ago

    @mariohomohWell I definitely exaggerated quite a bit by comparing it to GT lol (just trying to get that message across), I certainly don't want our Ai to fall into that state 😢

  • dotazured's avatar
    dotazured
    Seasoned Ace
    3 years ago

    @mariohomohThe issue with GT7 is that the AI is just on rails and the AI's car has a total weight of infinity. If you are even the slightest in their way, you will get punted off the track.

    But I would still argue that it should still be possible to have a fast AI, without having the AI being as aggressive as Senna and go for gaps that doesn't exist.

    I am not saying to remove the element of risk, but the moves need to be sensible, the AI shouldn't risk everything for one position and then just expect the player to back out.

    Aggressiveness, race craft, defense and overall pace are all unique skills, and should not be grouped together in statements such as "difficulty is too easy" or "difficulty is too hard".

    It's all about the balance, and currently the balance isn't there.

    It's a bit problematic when there's gatekeeping statements like the ones being made in the OT, the AI difficulty and driving model needs to cater a wide range of players, not just the ones playing on 110 AI and nor should it be balanced after the highest difficulty as the driver model does not seem to be possible to scale linearly.

    Considering that this is not a new issue with the AI difficulty and balance, it seems to be difficult to find that sweet spot where all parameters are just right.

    I don't mind an aggressive AI per-se, but the moves needs to be calculated and not just high risk dive-bombs into gaps that doesn't exists, neither should they rubber-band.

    Regarding the AI backing out, in some case the player is actually to blame here, the AI seem to want to avoid damage, and if the player divebombs, or makes a stupid move, it makes sense for them to back out, they can't continue the race if their car is damaged.

    I would like that same survival instinct to be applied when they are trying to overtake as it is quite obvious that it isn't a thing that is currently being considered.

  • @dotazured I agree with everything you say except the AI backing out to avoid damage in divebombs. AI just backs out, it even brakes hard to let the player pass. If you compare AI battling itself (which is kinda way too much) with AI battling the player, you'll spot the difference.

    Again, I agree with everything else you said.

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