Assetto Corsa EVO To Feature Auto-Learning AI Opponents & Improve On ACC's Multiplayer Ranking

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Images: Kunos Simulazioni
It's in the name of Assetto Corsa EVO that Kunos Simulazioni's upcoming simulation looks to further advance things - and it looks like it will do that both offline and online.

Racing simulations offer tons of different ways to have fun, both offline and online. While singleplayer modes have fallen behind a bit in sim racing in recent years, online multiplayer thrived - for Assetto Corsa EVO, developer Kunos Simulazioni is looking to balance things a bit better again.

Of course, the open world map in AC EVO will be perfectly enjoyable for the driving enthusiast who just wants to. go for a leisurely cruise. No multiplayer needed for that. But if they want to take it to the circuits, and not on a track day, they can look forward to what should be a rather dynamic AI opposition.

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AI Opponents Learn - And Make Mistakes​

As Kunos Co-Founder and Managing Director Marco Massarutto told @Michel Wolk in our live stream, AI drivers have seen significant improvement. "It's one of the areas where we started with what we did, then redefined all the algorithms from scratch", said Massarutto. The opponents in the singleplayer modes of both Assetto Corsa and Assetto Corsa Competizione were not exactly class-leading, after all.

Will AC EVO's be, though? That remains to be seen, but the mechanics (as in code, not the folks wielding tools in the pits, of course) behind it do sound intriguing. Instead of a predefined AI, Kunos are looking for something more dynamic to test the players' abilities when not racing online.

For one, "the AI respects the same physics as the player", as Massarutto explained. What sounds like a standard component is actually not always the case, as some titles simplify the CPU-controlled cars' physics to achieve better performance.

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Recognizable Personalities​

Adding to that is an evolving AI. "We created an auto-learning system that we are using to improve how the AI drive on the track. They improve their lines and braking points lap after lap", explains Massarutto. That basis sounds similar to RaceRoom's adaptive AI, for instance, but that is not all there is to it: "They also have a personality."

Said personality is also going to be tied to an AI driver's name. Massarutto confirmed that players will be able to recognize drivers and their characteristics in later races. Battled an overly-aggressive driver a few races ago? Might be better to give them some extra space next time - or bait them into outbraking themselves. This could add nice depth to the experience.

The same is true for AI mistakes - which will be part of the game as well. "And they are not scripted", as Massarutto ensured Michel. So if you passed a driver after they messed up a certain corner, but later you crashed out yourself and restarted the race, do not bank on the same driver making the same mistake again.

Automobilista 2, for instance, also features AI mistakes that are scalable as of the latest update to v1.6, and random AI mistakes can add a lot of immersion to an offline race - so we are looking forward to Kunos hopefully achieving something similar for AC EVO. Massarutto promises: "The experience from AC1 has been improved a lot."

Meanwhile, filling the grid with AI drivers in sparsely-populated online lobbies is not possible - yet. "It is not planned for now", Massarutto admitted, "but it is something we are thinking about."

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Online Driver Rating Returns In Improved Form​

Speaking of online: There will be a ranking system again, and reaching a certain ranking can be a requirement to enter certain races. Assetto Corsa Competizione also employs something like this, and it is a bit deeper than most in Kunos' GT-focused sim already. Instead of a Safety Rating and a Pace Rating (think iRating, for instance), the ACC rating system features seven categories, all of which can rise and fall individually and show a driver's progress in a bit more detail.

For Assetto Corsa EVO, this returns in an expanded way. However, it will not be on board for the first Early Access release on January 16 - and neither will a multiplayer mode, for that matter. "That will come in the second or third Early Access release", according to Massarutto. Once online multiplayer does launch, however, it will also feature anti-cheat measures, as Kunos are actively working "to prevent cheating as much as we can."

While a price for the Early Access version that is set to launch in January is not known yet, Massarutto firmly ruled out a subscription model for AC EVO. Plus, January's price will likely be the cheapest regular price tag Assetto Corsa EVO will have, as the price is set to increase the more content is released.

However, Massarutto also made it a point to mention that "to reward the community that has been so good to us over the years, [the game] will be very aggressive in pricing - in a good way!" Those who buy AC EVO when it first hits Early Access also will not have to buy the additional content that will be released until the v1.0 launch.

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At Least 15 Tracks On 1.0 Launch In Fall​

Once that point is reached, likely in Fall of 2025, there will be a good amount of circuits to tackle. The first Early Access release is set to include five locations (and not including the Nordschleife open world yet), but until v1.0, that will be "no less than 15 officially licensed circuits", promised Massarutto. "That number will reach 20 in the four to six months after that. The tracks will cover five continents."

As for cars, Kunos does not want to leave players with a hodge-podge of classes that have only one or two cars in them in Assetto Corsa EVO. Instead, the approach this time around will be to aim for much more comprehensive packs. "In the first AC, we tried to collect as many licenses as possible", remembered Massarutto. "Today, the situation is different, because the Assetto Corsa franchise is a well-known brand. We want to work on dedicated packages rather than randomly licensed cars here and there."

"I don't see that we include a Le Mans car that just races alone. We are going to be much more specific in the way we create the packages, because we want to create the racing categories in a proper way."

Thus far, an interesting mix of modern and classic cars have been confirmed, most of them road cars. Find the list of everything we've spotted so far here!

Do you like the direction Assetto Corsa EVO is heading for its offline and online racing as well as its content? Let us know in the comments below and join the discussion in our AC EVO forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

I live in Moldova, I have a monthly Internet package for 500 megabits costs $7, and electricity per month costs $5, the server costs at home, and works in rF2 24/7. In LMU, a 8-hour server costs us $ 6.5!
 
Ok, this is fair enough. But your previous post wasn't really about that.

Doesn't matter if it's cheaper or not. The choice has been taken away from them (comparing to the standard we have in other sims).

Can you give me the source of that information?
Let me ask you a simple question: do you honestly think that there are more people trying to set up a dedicated server to organize league events than people who are simply trying to hop onto a server to do some pickup racing? What do you think, where is more money to make? You just need to take a look at any server list for any game and you will notice that the amount of servers running is lower than the player number. What else do you need as a prove that the people asking for dedicated servers to organize league events is alot smaller than people who are looking for a convenient way of setting up a quick online race or joining a scheduled pick up race? And even if you don't like it, it matters a lot simply due to financial reasons. Kunos is not in the same position as S397 so they also have more freedom to setup DLC structures, prices or online systems - aka to be the good guys as they can afford it.

I would dare to say that what you call a standard is a thing of the past. Gaming heavily moves into the service area. From the current actively developed sims only ACE will offer dedicated servers. All other online playerbases for racing sims rely on different solutions - this includes LMU, iRacing, Raceroom, AMS2 - and to some extend even ACC or rF2, that offer dedicated servers but the majority of racing moved to LFM or RC. I agree with you that dedicated servers are important to help with the longlivety of a product, but to call it a standard is a far stretch and nothing that I would call crucial at this point. There are far more important issues to fix than offering a tool that a single diggit percantage of users really uses. Nobody knows if dedicated servers will come or not for LMU at one point, so I wouldn't lose any sleep over it now. So much about it "has been taken away from us".

And to get the link back to ACE - if it really picks up in terms of online racing doesn't depend on if it offers dedicated servers or not. If performance, online stability, netcode or the colission physics are trash, no dedicated server tool in the world will save it in terms of online racing.
 
I live in Moldova, I have a monthly Internet package for 500 megabits costs $7, and electricity per month costs $5, the server costs at home, and works in rF2 24/7. In LMU, a 8-hour server costs us $ 6.5!
With all respect, but do you really expect developers to setup their pricing structure so that all people in one of the poorest countries in the Europe will be able to host their own races? This just a very hot guess but most developers of S397 aren't located in Moldova and still try to pay their bills, same as you. Developers can't account for everything, as sad as it is. They are running a business.
 
Let me ask you a simple question: do you honestly think that there are more people trying to set up a dedicated server to organize league events than people who are simply trying to hop onto a server to do some pickup racing?
It doesn't matter what I think here. A guy makes a claim cause he "thinks so", you ask him for a source cause you don't like the claim.
Then you make a claim cause "you think so", I ask you for a source, you don't give me one, except that "you think so". That's hypocrisy in my book.
What do you think, where is more money to make?
Do you work for S397? I don't. I don't really care for their financial situation. I'm a paying customer. I can say what I like and what I don't like and vote with my wallet (I bought the base game but no DLC, still waiting how few things are going to pan out, like this one). Not releasing a dedicated server is a detriment in my book.
I would dare to say that what you call a standard is a thing of the past. Gaming heavily moves into the service area.
And this is something what I don't like and don't agree with. Again, I can vote with my wallet and ask questions. Doesn't really matter if it's a thing of the past or not.
but to call it a standard is a far stretch and nothing that I would call crucial at this point.
And that's where we differ.
 
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It doesn't matter what I think here. A guy makes a claim cause he "thinks so", you ask him for a source cause you don't like the claim.
Then you make a claim cause "you think so", I ask you for a source, you don't give me one, except that "you think so". That's hypocrisy in my book.

Do you work for S397? I don't. I don't really care for their financial situation. I'm a paying customer. I can say what I like and what I don't like and vote with my wallet (I bought the base game but no DLC, still waiting how few things are going to pan out, like this one). Not releasing a dedicated server is a detriment in my book.

And this is something what I don't like and don't agree with. Again, I can vote with my wallet and ask questions. Doesn't really matter if it's a thing of the past or not.

And that's where we differ.
Ofcourse you can say what you like. There is nothing wrong with that. We all desire certain features or content that we deem most important for us that make or break a product. I also agree with you that dedicated servers are needed at one point or another. What I am trying to say is that things take time and that there are financial desicions involved with this - pretty much in every step they take. In a perfect world we would get everything but it simply doesn't work like that. If Kunos was in financial trouble they would think about similar meassures. And this has nothing to do with me being a hypocrite, caring for a studio or not, but the simple fact that in the grand scheme of things not releasing dedicated server tools is the most logical solution for them and that the vast majority of users simply won't make use of those tools with where the sim stands right now. You don't need to work for a company to see that. Next to that we are arguing something like 6,7 Euro per month with a sub and access to all the content and server hosting here. I will let this up to you to find hout how much server renting costs usualy ... If league admins aren't able to distribute those costs then I don't know what else should help.

Btw, regarding the discussion about standards - I think you are mixing up your attitude towards those standards with what is actually becoming a reality. I whole heartly agree with you that this development is not nice, but it won't change the fact that the majority of studios is moving away from dedicated servers to offering MP services. With all the pros and cons that come with it. And financial reasons are obviously the driving factor. In that sense I am also not sure if it's right to only adress the studios here but companies that ask for insane licensing fees.
;)
 
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