March 29, 2017
Long ago, nowÂ over eightÂ years ago in fact, a couple books; Speed Secrets and A Twist of the Wrist 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!
I started a fairly epic thread on LFSForum that has evolved into my project log, but in the early daysÂ there were some difficulties explaining exactly what I wanted from the project, perhaps at the time I didn’t fully know or understand that myself. But over the years it has become more clear; this is a learning project, a brute force method to learning how to write and artificial driver. Is it the fastest driver, oh no- but getting faster. Is it optimized, ho ahahah – not at all. But it has presented me with numerous challenges that I’ve overcome and most of them with little to no research and just good old “thinking”. Which is what keeps this project going.
It has not been 8 years of constant work, there will be months of off time and then an idea pops in my head “what about …. “? and I build it out in my mind, get super excited and start working on a way to test out that idea. In the beginning it was a challenge just toÂ collect the pertinent data. That evolved into a challenge to control the car in the LiveForSpeed racing simulator. The first time I got a car to move and aim at a cone (in a car park with nothing near)Â I threw my hands in the air with excitement. Unfortunately I don’t have footage or data available from these early days. The replays I had became corrupt over time.
I believe it would be a great exercise to go through the old history, pick out the most difficult challengesÂ and victorious moments and bring them to life here in this blog. It is likely looking back upon this project could inspire new changes, make me reconsider old ideas, or at the very least bring the information to anyone interested. The trick is keeping it cohesive, as I want to write about current challenges as well as those in the past and that could get messy.
If you have ideas on how I should approach this,Â please let me know on @timbeaudet on twitter, or any other way you have to contact me.
Comments Off on Artificial Intelligence in Racing Simulations | AIRS, Game Development, Racing Simulator, Sim Racing | Permalink
Posted by timbeaudet
June 25, 2016
June is wrapping up,Â meaning that the year is almost half over, or half the year is yet to come. Looking back at my goals for this year I’m on target for some, haven’t started others and in danger of completely failing some. As written at the start of the year my goals for the year were:
- Keep at $2000mo for student loan payments. (on track to surpass)
- Read at least 6 books, cover to cover. (have read 3 books, started 2 larger text books)
- Write a blog post at least once every two weeks, weekly preferred. (clearly failed atÂ writing in this blog)
- Go camping/hiking and practice bushcraft / survival skills at least 6 times.Â (at least 6 nights spent outside already)
- Participate in at least 2 full racing seasons in iRacing. (one full season complete)
- Complete 7 of 12 OneGameAMonthÂ games. (failed to submit a single entry, but LD35 would count as 1)
- Catch up TurtleBrains documentation, and create a sample game project. (still need to create sample andÂ documentation)
- Get three developers to try TurtleBrains and collect feedback.Â (still need to create sample andÂ documentation)
- Earn at least $1Â from hobby/personal game development efforts. (made no real effort yet towards this)
- Do art everyday for at least 30 consecutive days.Â (made no real effort yet towards this)
Being halfway through the year, a fewÂ of these are complete wipes. I haven’tÂ hadÂ nearly as much time for hobby/personal development as I had last year. So TurtleBrains has suffered as have the 1GAM projects. I would like to get at least a single developer to try theÂ framework but it really does need high level documentation first. It looks like this won’t be the year I make money from my personal development efforts either, although I won’t give up just yet. I nearly finished a second season in iRacing but life got busy and took time away for several weeks, I may just let that oneÂ lay where it is, or I may raceÂ in season 2016S4.
I haven’t done much art at all, and honestly I really should give that a solid attempt. I may change it a little bit though, to includeÂ graphics programming. This could be shaders, animation, shadows or other engine technologies that could help ZoomCarWorld3 come to life.Â This might be stretchingÂ the definition of “art” a little, but I think it works to my larger goal of creating a racing simulator. As suchÂ I am also modifying the 1GAM projects toÂ be either a smaller sized game project (24 hours or so in size/scope), or a technical demo/simulation much like my Double-Wishbone Suspension Simulation that I am still working on simulating.
The Â TurtleBrains goals may be a wash for the year as my primary focus is moving forward on my racing simulator with the first basic playable of ZoomCarWorld3 hopefully being semi-playable this year.
Comments Off on Midway Point of 2016 | Game Development, Outdoors/Hiking, Programming, Sim Racing | Permalink
Posted by timbeaudet