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NASCAR 09: A.I. System
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Hi,

I’m Mike DeVault, Lead Designer for NASCAR 09, and welcome to the first installment of our weekly NASCAR blog.  I’m here with Designer Eric Busch and Software Engineer Will Frost.  These guys worked directly on the implementation and improvement of our 09 A.I. system.  They took some time out of their busy schedules to help me put together some content for this week’s blog, which will deal specifically with some of the new A.I. systems found in NASCAR 09.

When we set out to work on the A.I. improvements for NASCAR 09, one of our first goals was to address the issues that the community was encountering with the A.I. in NASCAR 08.  A lot of the feedback revolved around the A.I. aggressiveness and their behavior in general.  In order to address the feedback we knew that we needed to take a look at their overall behavioral characteristics to make some wholesale changes and improvements.  Eric and Will worked very closely on this and the end results were very positive, so we thought we’d outline a number of these behavioral changes for you.

Aggression – As I noted above, the overall consensus was that the 08 A.I. cars were overly aggressive.  So starting on 09, we at least knew that we could make our A.I. cars drive aggressively.  Now the challenge was to work on scaling that aggressiveness and seeing if we could take advantage of it. 

We were able to create a system that takes into account each individual A.I. driver and their particular tendencies.  Not to call anyone out, but some drivers are more aggressive than other so we wanted to capitalize on that.  In NASCAR 09 you will notice that drivers that are historically more aggressive are also that way in the game.  This will not only manifest itself against the player, but also A.I. vs. A.I. as well.  When an aggressive A.I. driver pulls up on another less aggressive A.I. driver, the less aggressive driver is likely to make way and give up his line once the aggressive driver begins to “apply pressure”. 

Just like in real life this makes for some interesting matchups, since when two aggressive drivers get nose to tail in a race, the lead A.I. car will attempt to block while the trailing driver is trying to apply pressure.  Needless to say it makes for some realistic situations out on the track.  Overall we think that players will notice that overall the A.I. aggressiveness towards the player has been significantly reduced.

Status – In a field of NASCAR drivers there is a distinct pecking order.  A Sprint Cup Champion has more credential in the sport than a rookie running in his first series race.  Status is an A.I. attribute we added in 09 to bring this element to the forefront. 

Each of the A.I. drivers in the game has an individual rating which indicates their place in the hierarchy of NASCAR.  So using the example I outlined above, if a Sprint Cup Champion is driving up on a rookie driver or any other driver with less status, that driver will give up their racing line and allow the driver with more status to pass.  That scenario is fairly extreme and makes the assumption that the rookie driver does not have high aggression.  Additionally, a driver’s status will also help determine whether other A.I. cars are likely to draft with them.

As you’ll see in the game, the A.I. behaviors created for NASCAR 09 were designed to work and play off of one another.  This helps things seem a bit more lifelike and prevents predictability.

Consistency – This is an important element of racing.  A driver’s ability to be consistent in driving their racing line around the track will, more often than not, result in better times and better information back to the crew.  This was also an important aspect in achieving more realistic looking and feeling A.I. drivers.  A human element of inconsistency was what we were shooting for.

In NASCAR 09 each of the driver’s has their own unique ability to drive consistently.  Obviously some are better than others and you’ll notice this when you are driving along with them out on the track.  Based on their consistency, some drivers will hold neat and consistent racing lines around the track. Less consistent drivers will miss their marks and take different entries into a turn for example.  A driver with little consistency might have breaking points which vary each lap, while consistent drivers hit their breaking points on each lap.  Inconsistent drivers in NASCAR 09 will also make driving errors which could lead to wrecks out on the track.

Reliability – This isn’t something that a driver can always control, but it is definitely a big factor in NASCAR.  We wanted to add in a reliability factor to each of the A.I. cars to reflect their real world tendencies.  So be careful, that guy that you’re drafting with at Talladega could blow up right in front of you.

Passing – Each of the A.I. drivers have a constant picture of other cars around them.  Just like if they each had their own individual spotter.  This helps them determine when there is enough room or if it’s beneficial for them to attempt a pass.  Some of the other behaviors start to come back into play here as well.  Take aggressiveness for example…a more aggressive driver may try to squeeze into a space that a more conservative driver would wait to open up. 

A pass attempt is not always successful in racing and we wanted to reflect that in our game as well.  When an A.I. car starts a pass, things could change on the race track that cause them to determine that they cannot or should not complete the pass.  Again, the other behaviors have an effect on this.  A.I. cars will abandon a pass when necessary in order to save them from an adverse situation on the track.

Pitting – The A.I. cars have the ability to create pitting strategies during a race.  This helps add a strategic quality to the race and gives the computer controlled cars a more realistic feel.  As the race progresses, a caution could occur at any moment which in turn creates new fuel strategies for drivers and teams.  In NASCAR 09 we gave the A.I. cars the ability to dynamically plan new fuel strategies based on cautions and the laps remaining from their current or last pit stop.  As a result the A.I. will make two tire stops and take a single can of fuel if it’s to their advantage.  You could even see some gas ’n go’s towards the end of the race if things shake out correctly. 

All of this A.I. behavior allows for more strategic thinking from the player as well, since they will have to choose their pit options carefully to keep up with their computer controlled opponents.

Aero  – The NASCAR 09 A.I. has the ability to recognize and take advantage of the draft.  When you give the A.I. the ability to draft other cars, you also have to give them the ability to strategically pick drafting partners and draft lines.  So some of the other behaviors that we discussed above get added into the equation that determines an A.I. car’s drafting tendencies.  They will look primarily at the speed of the cars around them and will look to partner with cars that are producing the highest draft speeds.  However, status also becomes a factor.  Drivers may partner up with higher status drivers to draft with.

Aerodynamic effects from damage have also been improved this year.  A.I. cars will have greater speed reduction due to aerodynamic damage.  This effect was implemented and tuned so that track type would be a factor on aero drag effects.  This allows the aerodynamic effects of damage to play less of a part at the short tracks, whereas at the superspeedways it plays a large role.

A big thanks to Eric and Will once again on the effort they put into the A.I. improvements for NASCAR 09.  We really think you’ll enjoy the improvements that have been made.  As always we look forward to your comments and suggestions on the forums regarding the A.I. as well as other areas of NASCAR 09.

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schau611
by schau611 on 12/10/08 9:11 PM
I really like the game and think that you guys at EA are doing a great job. I can only imagine how hard it would be to address all the issues that people seem to have. Good job on releasing updates also. I have been involved in NASCAR racing and have been a big fan for several decades. From my experience and with the complexity of the rules in NASCAR, the complexity of individual drivers styles, drafting, etc..., it would be virtually impossible to re-create the experience in every way by way of a computer game.

The only things that I would like to see is adding ability to regulate the race length in "Race Now" as well as all of the other controls you have in "Career Mode" I just find that it would be nice to be able to regulate these when you just want to have a race rather than be in Career Mode. With respect to the A.I. drivers, I have found for the most part that they do not realize that you are on the track and they run straight into you quite frequently rather than driving around you or even swerving to miss you.
Goldbricker48
by Goldbricker48 on 23/08/08 2:27 AM
The game is definitely an improvement over 08, but I think the AI is the worst part. I have cars drive into me all the time when I'm passing. Cars are constantly 2-wide in big groups at tracks where that wouldn't ever happen in a real race (i.e. Charlotte, Martinsville!!) I love that there is a wear factor in this game, but it doesn't work right! There will always be cars that can go an entire race without pitting while I can't even make it halfway through the race without running out of gas.

You're starting to get much better, but you have some major bugs to fix for NASCAR 2010. Also, no manufacturer representation in the game is extremely disappointing.
smilinpig
by smilinpig on 09/07/08 9:02 PM
dear mike, and ea developers. the game is so screwed up with freezes, the logitech wheel completely cuts out as soon as any game play stops. Please fix the wheel bug. Nobody has heard a word on any forums whether you guys are even listening. Thats why I am posting wherever I can until you fix this wheel bug. It ruins the whole game.
There are mega bugs and the game has even caused RROd on numerous systems. How could you possibly release a game of this stature and not know about these bugs? Its easy -- you had to know. If one person tested w/ a Logitech wheel you'd know its broken in the game. So I can only guess either absolutely NO ONE tested the game with this wheel -- even though you KNOW hundreds of users use one -- or you did test it and just figured you would release it -- as you have the past three years in a row -- with huge bugs and design flaws. Thats the EA way. Its very frustrating and very disappointing because when it works the game is a blast. But having AI crash into each other off pit road on every other race ( a flaw from last year that was not fixed) as well as having a 1/2 tank of gas on one lap and being empty THE NEXT!! ( happens all the time..read the forums) there is a definite lack of customer care here.
At least at least respond and let the people who support your job know that you realize the mistakes and ARE FIXING THEM!!!
this is my LAST EA game. Three years in a row of buggy crap.
RunningBack...
by RunningBack... on 03/07/08 3:03 AM
Dear Mike DeVault, I sure hope that you read this: Please put out a patch for the "performance points/engine glitch". This single problem is screwing up the online play. Also, please have your team figure out why the game keeps freezing (xbox360). It is very frustrating to run an entire race or complete a challenge and have the game lock-up before I can get to the save screen. I am sure that these problems have hurt sales. At $60.00 a pop many gamers will stay away from NASCAR 09 after hearing about the glitches & lock-ups. It might also be a good idea to hand out PINK SLIPS to whom ever was incharge of quality control and testing because they obviously dropped the ball.
Drive_Hard
by Drive_Hard on 02/07/08 1:07 PM
Hey EA, I've got an idea that's really simple but would add so much more depth to the experience next year, what if you guys make the infield and garage area accessable so players would have to drive to the garage to change set-ups.
casual20
by casual20 on 28/06/08 1:15 AM
its to easy even on hardest level!!!!
jerry47elec...
by jerry47elec... on 20/06/08 1:12 AM
Hey Guys,
I have'nt tried online because of the nightmares I've read from forums. I know I could never stay connected last year and that's the biggest complaint I've read for this year.
My question is for career mode. I've read your corrections you wrote about above from last year, but I still have a problem.
I have logged over 3000miles(I race the full version), but don't see the draft you talk about. Three AI's and I were in line at Texas and could'nt draft past a lapped loner car. That's just one example. When I try to draft with a car, it slows down, not speed up. If I move over to a car next to it to use it to draft, then it slows down. What's up with that? I have 6300 rep points. Also, I don't get the pit strategy you mentioned. I tried an experiment at Atlanta because if I took tires at a pit stop I always ended up two laps behind and could'nt catch up. Anyhow, I did'nt take a tire change the entire 200 laps and only stopped on scheduled pitstops. I still ended up 6th, one lap behind the leader. Everyone behind him was at least a lap down. What's going on? I usually always have to pit before any AI cars do and on the 1.5m tracks, I'm through half my second tank before the AI's first stop. I race on PRO, Veteran, full race mode. I turned off the adaptability function, but that still does'nt matter unless you have the AI's on easy mode. That's way too easy, but I don't know what to do about the completely unrealistic racing otherwise. Can you help me understand?
I really do like the game except the afore mentioned problems. It's definitely better than 08, and the simulation and graphics are obviously better than the PS2 version, but EA used to be my no questioned favorite. Now, it is'nt. I have 10 buddies who won't buy the game because of last year's nightmare and they are'nt sure about this year. I told them it was better, but they are'nt happy about my problems with it this year. Help me if you can or am I just that bad. Jerrykokomo@yahoo.com
manta 43
by manta 43 on 19/06/08 7:03 PM
it's to easy to git a black flag even when the A.I. hits you. you get the black flag.
logan336
by logan336 on 19/06/08 6:59 PM
the game is so far so good exept for that you cant see another persons car online please fix thanks
hooksdaman
by hooksdaman on 18/06/08 2:48 AM
All I have to say is that the game is great but, I had to spend time to do the challenges to build up my online car only to find out if you just build up the engine the cars on the track will have no chance. This is not fair because someone who just got the game could dominate an avid gamer and fan. I almost want to leave the game off untill the patch comes out to fix this. So in the meantime I will be making custom cars and not racing. If they dont fix this I will never buy an EA sports or parent company games. I also am just going on xbox live to tell everybody the cheat to make people who put that much time in as me just as *****. This **** please fix the problem.

sincerely a loyal EA fan (was)

HOoks
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