Calling for Better Assetto Corsa Competizione AI

Calling for Better Assetto Corsa Competizione AI.jpg
There is no denying its popularity for online races. But Assetto Corsa Competizione AI must improve if the game is to remain popular for years to come.

Images: Kunos Simulazioni

We recently released an article on the fun to be had racing GT2 and GT3 cars on-track at the same time. In fact, the two classes combine for fantastic racing on a variety of circuits. However, there was one part of the experience that felt lacking.

The article states that, at times, the Assetto Corsa Competizione AI can appear as if it were on train tracks. Following a very narrow racing line, rarely deviating. It does take away from the immersion of the title.

So with the game’s end of active life coming up fast and the Nordschleife soon to require greater AI use, surely it is time for an overhaul.

ACC: Problematic AI​

The issue does not limit itself to the blend of classes, nor does it only influence GT2 cars. Ever since the game’s release, it has seemed simplistic. As aforementioned, ACC AI does seem to follow the same line and stick to it in a very robotic way.

Furthermore, strange inputs such as brake dabbing mid-turn and a lack of confidence in door-to-door situations are a clear inheritance from the original Assetto Corsa. Elsewhere, random divebombs are not a rare occurrence in races, making for uninspiring fight-backs.

Single-line, tram tracks AI is far from immersive.
Single-line, tram tracks AI is far from immersive. Image credit: Kunos Simulazioni

These race craft issues do not improve when it comes to multiclass racing. Confidence in traffic is lacking so long lines of faster cars unwilling to pass fill British GT content races. In addition, opponent strength does not seemingly mean much.

Pace from circuit to circuit and car to car does seem to be inconsistent. At times, 100% difficulty will be an easy win. Other times, dropping down to 95% will require a massive push to reach points-paying positions.

Finally, with offline race stints being limited to 30-minute driver time, accurate endurance simulations are complicated to complete in most game modes. Whilst it is possible to extend this in some cases, the feature does show signs that AI strategy is not up to par for a sportscar simulator. Poor performance and decision making in mixed conditions does not help the argument.

Wet AI races are difficult to love in ACC
Wet AI races are difficult to love in ACC. Image credit: Kunos Simulazioni

The result is an experience that lacks immersion in most cases. Whilst certainly serviceable, the experience of racing ACC AI will no doubt drive players away from the offline modes.

Time for a Fix​

Going further back, Kunos’ previous title does not exactly have industry-leading AI either. It seems offline racing is not the developer’s forte. But now is surely the time for change.

The modern racing game market is seeing a greater focus on AI development. Automobilista 2 received a major update last year to its AI’s strategic capabilities. Through the first month of 2024, the Brazilian title also saw its system become adept in race craft scenarios. Elsewhere, iRacing frequently adds to its offline racing library, an impressive experience in all scenarios.


Nurburgring Nordschleife Requires Top-Notch AI​

But perhaps the most important crunch time signal of them all is the upcoming addition of the Nordschleife to ACC. A tricky circuit layout with a variety of turns, the Green Hell demands a lot from sim racing AI systems. In addition, multiclass racing is the norm on the course. So the title will need greater capabilities in that respect if Kunos wants to satisfy the offline VLN fanatics.

The Green Hell in itself will require improvements to the ACC AI system. But it will also likely mark the end of active updates to the game. With Kunos moving attention to the upcoming Assetto Corsa 2, the online racing scene will no doubt suffer a decline. To keep the game alive, offline racing will be more crucial than ever.

The ability to run intense, competitive races offline years after the end of frequent updates will ensure ACC remains one of the greats. If all goes well, picture the sim alongside the likes of GTR2 and NASCAR 2003. If single player racing remains the tedious exercise it is today, a forgotten Project CARS scenario may be more likely.

Do you think Assetto Corsa Competizione needs major AI improvements in coming months? Tell us on Twitter @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

The sad reality is, all of this is completely meaningless because the ACC AI is completely and utterly braindead. I don't know how you have any sort of enjoyment racing them, because they're stuck on rails and can barely overtake each other.

If you spectate any race with high aggression, they all follow exactly the same lines, they all have exactly the same consistency, and they all struggle to overtake. The AI logic in that game is appalling, and I am not surprised given how poor AC AI is as well.
Did you watch gt endurance? Is there massive overtakes while 12h or 24h, I doubt...
 
It's a bit strange to single out ACC as needing an emergency solution to its AI when racing sims in general lack and lag behind so much in the AI department, and this at a moment in time when the AI is supposed to take over industries... I can actually imagine AI developing a racing game and still not get AI right.
Well, when you understand that AIs are not smart at all and that they are just the result of human inputs, it is easy to imagine how complex it is to implement racing AIs in simracing games, as devs will have to implement all the known and unknown human behaviours while racing, by themselves (or by creating an AI able to analyse tons of race videos but, the result would most probably be worse).

What is true though is that modelling this behaviours should be portable from one game to another. The facr that ACC lacks some refinement in.that area is a concern for AC2. After all these years on working on ACC, with a big publisher behind, that should not be the case. Or, maybe this is under development for AC2 and it will be implemented later in ACC (that would.be great but it most probably won't happen).

Efforts could be done at least on the performance inconsistency between tracks, there are not a lot of them in ACC and after the next new track, there won't be any new one to come. This and the 30 minutes stint limit, which probably is a more complex issue ; if it was that easy, it would'nt have been done.
 
Well, I gave up on this its been a while already. It is bad and will not be fixed for this game. Future Sims needs another vision on AI approach, it is clear more and more people have short time to enjoy and needs to do so with short AI races in the exactly time they are able so. For that people, like me, online races are off the table.
I hope AC2 brings another perspective for offline races, and don't think Stefano can do a much better AI than what is there, because clearly he can't (or couldn't...).
That's just a question of money and so, of budget usage. Will devs keep on wasting money on advanced tire models or will they stop this nonsense vicious circle they lose themselves in, by entering a neverending loop of fixes, to put the money where it is needed, opponent AIs racing abilities?
 
Whats this now?

"Finally, with offline race stints being limited to 30-minute driver time, accurate endurance simulations are complicated to complete in most game modes"

I'm gunna have to check this out, surely you can drive for more than 30mins offline, have I read this wrong or something cause I can't beleieve this!

I tried a multiclass race with the A.I. at Snetterton recently with GT3's and GT4's and then did exactly the same in AMS2 as a comparison. I have to say (as it was my first multiclass race with A.I. in ACC I was actually really impressed! In the video I'll post below, you can use the timestamps to skip throught to the exact moment we GT3's start Lapping the GT4's, and I was majorly impressed with how the faster A.I. got through the pack, and with the GT4's composure under blue flags.

This is not to say that I would not welcome any kind of A.I. update from Kunos though, as like with most sims, there is still room from improvement. Much like how I would absoloutely love to see ACC get a much more advanced and more realistic damage model!

Im still reeling from that quote above though, I gotta go test that out!
 
I'm gunna have to check this out, surely you can drive for more than 30mins offline, have I read this wrong or something cause I can't beleieve this!
As I haven't been using ACC, just a few fast hotlaps sessions or races from time to time, I got curious about that and launched the game yesterday. There are races with full format, 3h, 6h, 24h, and their real rules, including the driving time. Maybe this 30min limit is for the career? But from what I saw in the menus it is fully possible to get the real experience. I don't have the time to try even the 3 hours format but I don't see why it would not work properly.

I took the time to launch a 2x10min race (and did only one session because disqualified as I arrived a few seconds too late for the mandatory pitstop :D ) and the AI was much better than described there. I run it at 95% (I lack experience with ACC and GT3s) on Zolder. Apart the positions I took before the first corner (something common in simracing), it was a satisfying experience.

I saw AIs battling each other. Just after I passed it, a car got back (too) agressively its position, making contact from behind (like a fully enraged human would have done). In those 10 minutes I battled door to door with the AI a few times in corners, the AI not afraid of risky moves. I may had some luck and Zolder is prone to this kind of agressive moves, and it was a short race, but I liked it (appart the stupid disqualification and my lack of aptitude with these GT3s).

I must state that I appreciate in ACC how the car feels different and how its performance increases as the fuel is burnt ; it seemed more pronounced than in other sims (I don't know whether it is realistic). It definitely is a title I should play more.
 
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As I haven't been using ACC, just a few fast hotlaps sessions or races from time to time, I got curious about that and launched the game yesterday. There are races with full format, 3h, 6h, 24h, and their real rules, including the driving time. Maybe this 30min limit is for the career? But from what I saw in the menus it is fully possible to get the real experience. I don't have the time to try even the 3 hours format but I don't see why it would not work properly.

I took the time to launch a 2x10min race (and did only one session because disqualified as I arrived a few seconds too late for the mandatory pitstop :D ) and the AI was much better than described there. I run it at 95% (I lack experience with ACC and GT3s) on Zolder. Apart the positions I took before the first corner (something common in simracing), it was a satisfying experience.

I saw AIs battling each other. Just after I passed it, a car got back (too) agressively its position, making contact from behind (like a fully enraged human would have done). In those 10 minutes I battled door to door with the AI a few times in corners, the AI not afraid of risky moves. I may had some luck and Zolder is prone to this kind of agressive moves, and it was a short race, but I liked it (appart the stupid disqualification and my lack of aptitude with these GT3s).

I must state that I appreciate in ACC how the car feels different and how its performance increases as the fuel is burnt ; it seemed more pronounced than in other sims (I don't know whether it is realistic). It definitely is a title I should play more.

My problem with full format single player races in ACC is that they have you, the player, drive every stint. I only really do half an hour or an hour at most because that's a more realistic stint for one driver. I would love to be able to turn the car over to a virtual Marciello (or Boguslavsky if I want a challenge) in between my stints. It's such a weird omission to me.

That said, 30 minutes is a long time to maintain full concentration and there are few other games where I feel like going for that long or even longer.
 
Premium
Many real races seem very robotic. This isn't just about comparable driving skills but also a lot about strategy. Additionally, consistency is one of the most important qualities for a race driver.
These are not the best conditions for racing action.

So, a robotic behavior doesn't necessarily mean bad AI. Instead, there are likely different expectations for AI. Most people probably want an AI that drives like in the last race of the season, where all drivers still have a chance to win the championship.

I could imagine AI presets like "first season race" (strategic, cautious), season finale, "nothing to loose," "Pros versus Gentlemen," etc.
 
Many real races seem very robotic. This isn't just about comparable driving skills but also a lot about strategy. Additionally, consistency is one of the most important qualities for a race driver.
These are not the best conditions for racing action.

So, a robotic behavior doesn't necessarily mean bad AI. Instead, there are likely different expectations for AI. Most people probably want an AI that drives like in the last race of the season, where all drivers still have a chance to win the championship.

I could imagine AI presets like "first season race" (strategic, cautious), season finale, "nothing to loose," "Pros versus Gentlemen," etc.
It is what should be processed through the agressivity level slider. But I like your idea of naming things instead of percentages. With numbers we tend to stick to one. I rarely change (I don't say never just because I am only sure at 99,99%) the agressivity level once I find one that suits me. But with your classification, I would probably change it because it relates to real conditions.
 
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Which physics the AI uses has little to do with their realism or performance. That's down to their programming. Some are good; most are not.

And any sim that can use the same physics as the player for many AI must have very unsophisticated physics for the player. No consumer-available computer today would be able to run multiple instances of good quality sim physics.
Actually ACC does use same physics for AI as player. Stefano was working on AI before 2020 GT world challenge DLC and he was streaming it on his twitch and he mentioned it many times.
 
Problem is that developers think the only thing that matters is online racing..never been so wrong offline needs sorting, and as already said ACC did have excellent AI then they broke them and they've done nothing with them since..
What exactly did they break?
 

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