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        <title>AIRS - Category - TimBeaudet::GameDeveloper()</title>
        <link>https://timbeaudet.com/blog/categories/airs/</link>
        <description>AIRS - Category - TimBeaudet::GameDeveloper()</description>
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            <webMaster>tim@tyrebytes.com (TimBeaudet)</webMaster><lastBuildDate>Wed, 29 Mar 2017 02:32:41 &#43;0000</lastBuildDate><atom:link href="https://timbeaudet.com/blog/categories/airs/" rel="self" type="application/rss+xml" /><item>
    <title>Artificial Intelligence in Racing Simulations</title>
    <link>https://timbeaudet.com/blog/2017/03/29/artificial-intelligence-in-racing-simulations/</link>
    <pubDate>Wed, 29 Mar 2017 02:32:41 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/03/29/artificial-intelligence-in-racing-simulations/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2017/03/29/artificial-intelligence-in-racing-simulations/" target="_blank" rel="noopener noreffer "></a>Long ago, <em>nowÂ over eightÂ years ago in fact,</em> a couple books; <a href="http://amzn.to/2nUgFsA" target="_blank" rel="noopener noreffer ">Speed Secrets</a> and <a href="http://amzn.to/2nUkf5K" target="_blank" rel="noopener noreffer ">A Twist of the Wrist</a> got me thinking about approaching artificial intelligence in a completely different way. I had not muchÂ experience writing artificial intelligence, a tiny bit of pathfinding, decision trees, and a few other basic things that were class assignments or the such. Wouldn’t it be cool if theÂ artificial driver had to work with the same knowledge and inputs as the player? You know, instead of directly moving the vehicle to the new location, the accelerator, brake and steering inputs would be used. The books also mentioned how important reference points are, so the driver should also use these!</p>]]></description>
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    <title>Working on Artificial Intelligence in Racing Simulations again!</title>
    <link>https://timbeaudet.com/blog/2016/01/16/working-on-artificial-intelligence-in-racing-simulations-again/</link>
    <pubDate>Sat, 16 Jan 2016 02:37:20 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/01/16/working-on-artificial-intelligence-in-racing-simulations-again/</guid>
    <description><![CDATA[<p>I have started working on the Artificial Intelligence in Racing Simulations project again, still using Live For Speed as the base physics simulation because it is fairly accurate and reasonably accessible. Here is a short recording of the artificial driver, Jared, driving at Fern Bay Club in the XRG. A fantasy car similar to aÂ low powered rear-wheel drive sports car.</p>
<p>The second version/iteration of driving logic was written last year, March 2015, but my PC at the time was getting outdated and overloaded as it tried running everything it needed, plus AIRS logic could use some optimizations. I lost motivation after writing “Driving Logic version 2” (DLv2 for short), since it didn’t behave as well as I had hoped.</p>
<p>The driver got faster than DLv1, and learned</p>]]></description>
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