[mod] 8-alpha AI difficulty testing

[mod] 8-alpha AI difficulty testing

Postby bonifarz » 03 Nov 2012, 13:16

Hello fellow racers.

viewtopic.php?f=17&t=3687
hiker {l Wrote}:[*] AI levels: The AI is significantly stronger now, so much that we actually had to make it easier, since we were struggling to beat the AI on hard. [...]

Happy testing :)


viewtopic.php?f=17&t=3687&sid=45129f63c82027ecf7152257c9589623#p36995
bonifarz {l Wrote}:Just completed story mode doing only gold challenges and had plenty of fun [...]. Most challenges were easily beaten in the first try. I see there is a wonderful new array of AI settings in the config file, so it should be easy and convenient to test the full potential of the AI... which I will try soon :D

AItest.png
Self explanatory - not my art, see license.txt

STKmod.8alpha.AI.test.zip
Some trivial modifications for a tougher game difficulty
(64.47 KiB) Downloaded 278 times

If there are no licensing issues with this, I would like to share the trivial modifications I made for testing the difficulty of the new AI. The"unleashed AI" feels just fine to me, even though it can get frustrating to catch up after a major driving mistake. Also, I love to play at twice the top speed, for which the AI indeed is much harder to defeat in most tracks. I hope this is straight forward to use and will keep those busy who are looking for a tough challenge. Usage instructions are in the zip. The contained AI settings are as simple as this:

{l Code}: {l Select All Code}
        <hard   time-full-steer="0.1"
                straight-length-for-zipper="35"
                use-slipstream="true"
                disable-slipstream-usage="false"
                false-start-probability="0.0"
                min-start-delay="0.15" max-start-delay="0.20"
                nitro-usage="all"
                non-random-item-usage="true"
                collect-avoid-items="true"
                handle-bomb="true"
                speed-cap="0:1.0"
                max-item-angle="0.7" max-item-angle-high-speed="0.3"
                bad-item-closeness="6"
                collect-item-probability="0:1.0"
                rb-skid-probability="0:1.0"
                skidding-threshold="2.0"
                />


Have fun everyone!
Last edited by bonifarz on 03 Nov 2012, 17:38, edited 1 time in total.
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Re: [mod] 8-alpha AI difficulty testing

Postby Ludsky » 03 Nov 2012, 14:27

The challenges are not difficult in hard mode for me

should be left as is or add an expert level or is even harder ^ ^ but would not count challenges.

Level :
1 - Easy
2 - Medium
3 - Hard
4 - Expert
Last edited by Ludsky on 04 Nov 2012, 13:01, edited 1 time in total.
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Re: [mod] 8-alpha AI difficulty testing

Postby Arthur » 03 Nov 2012, 17:33

bonifarz {l Wrote}:If there are no licensing issues with this, I would like to share the trivial modifications I made for testing the difficulty of the new AI.

Not at all. Just remember that all experiments are done at own risk, and later on we will need to find a way to lock settings down a bit for online highscores and multiplayer. What will be done precisely is still to be determined, but for single player you can do pretty much whatever you want with the game. :)
Hey pal, I took an oath for justice! "In happy days or tightest tights..." or something like that.
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