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Hi! I would like to work on improving the AI system as a university project.
I'm still in the planning stage and I have some questions.

1. Why is the AI:ConfusedteerAwayFromOthers not used?

2. In git I can't find the history before 2011 of the files. Where can I find older file history?

3. When I build latest git/svn repos to build vdrift, then the car can't drive in a straight line. The wheel looses grip on high speeds. I have used vs2010 to compile it. Have I missed something?

4. Is there some other past AI experience worth to mention? ( for example what kind of problems have we encountered in the past)

5. I read here ( http://vdrift.net/Forum/viewtopic.php?t=1530 ) that there is another AI implementation. Where can I find it?

I will put all my changes here on github: https://github.com/sajty/vdrift/compare/0254e8b9...HEAD
I have already refactored the AI system to make it possible to use multiple different AI implementations in the same race with an abstract factory. Also cleaned and commented the current AI system.
Hi sajty

Old files are accessible over svn.vdrift.net. The issue with the car handling is due to my attempts to fix the tire model. I reverted them, the handling should be sane now.
Thanks, that helped a lot! Smile

Is there some way to reach DynamicsWorld from the AI to calculate raytrace queries in bullet?

If I see it right, there are no singletons in vdrift?
What about making game as a singleton, so I can reach other subsystems from the AI?
Singletons are a no-go. The cardynamics class has got a world pointer for ray casts. Make it accessible for ai.

Ideally one should be able to run ai + dynamics without graphics. But this would require some serious refactoring, has no high priority. Just something to keep in mind.