That was honestly the most human part about it lol, sometimes if I feel like i'm getting frustrated my rage brain just takes over and I want to sabotage myself
I learned that Sophy can become scared of you. I did a race and wrecked every single Sophy I was behind. By the time I got to the leader it knew what I had done. It began freaking out and was driving erratically and slowed down to let me by. It was avoiding me at all costs. But when you do a new race it forgets everything you've done.
- Regarding the way Sophy slides, it actually matches the theorical ideal / fastest driving style, always on the ideal slip angle and slight oversteer. When I saw it drive, I was immediately "this is how guys like Mikail Hizal or Arnaud Lacombe drive when they make their best laps". Sophy is just super consistent at it. - They can scale its difficulty. In fact, the public version is scaled down compared to what jas been used in World Tours. Unrestricted, it will use grass to turn in more and just extend track width and be even faster. Scaling Sophy down can be done by giving it more restrictive conditions and / or running an image of it at an earlier state of the learning process. The whole "difficulty by changing player car's performance" is just a (bad) design choice from PD. - There's definitely room for improvement on the racecraft side of thing, but I believe that's the main point of these temporary events. They announced they'd be picking out a number of replays randomly to analyze them. This kind of AI is also extremely CPU hungry, a normal PS5 may just not be capable of loading different types of Sophy profiles at once, or maybe they just wanted to focus on the high level one for now and see how it'd react to different types of players and behaviors it never had to face during tests against elite drivers. - Seeing how fast Violette is, I get why the 1v1 has no prizes attached to it: people will MALD if you put a high prize on something that's impossible to beat for them. I hate it, but I understand PD not wanting to deal with stupid. The whole economy is still broken anyway, fix that first.
I personally would've been fine if they had the same prize money for the 1v1 as the expert race. I just didn't find the expert race that engaging and the 1v1 was a lot more interesting to me so it just seemed a waste of time when I got literally nothing from it. Although the entire economy is completely busted as you say, so nothing out of the ordinary I suppose.
I doubt that Sophy would've been better at full capacity. Issues like not taking the outside or turning into the line on start are behavioral, not skill.
@@milkyy4168 It's pretty much always been, yeah, and it's always been a major weak point of the series. Thing is before, it was dictated by technical limitations that Sophy is supposed to fix. They could have adjusted sliders for Sophy difficulty levels, or have saved several images at different stages of the neural network learning process. So in that new context, it's not a technical issue anymore, but a design issue.
That issue with braking zones in the 1v1 reminds me of Forza 2 on Hard difficulty. Numerous moments where you essentially had to sacrifice a quarter second or more to know you would in fact stay on track because the AI would nail the exact millisecond for braking and beating them meant flying off track.
Offline grids of Sophy AI with the ability to set the difficulty/aggressiveness would be the dream here for me. Some sort of percentage slider for both
If you want a laugh whilst Sophy is still around, push her into the pit-lane in Trial Mountain. She has no idea what the pitlane is (obviously wasn't taught it was part of the circuit) so she just slams into the pit wall repeatedly trying to get to the actual road, as she's not aware there's a wall between her and her desired line. Past data mines also apparently suggested we were supposed to be able to choose our own cars, but they changed it at some point near release to give us pre-determined cars instead. Would've much preferred the former choice, for sure.
@@p71nero there's a stark difference between general AI vs narrow AI. A general AI would be able to recognize that the pit lane is different from the main track, as well as being able to recognize different skill levels of players and performance levels of vehicles (and so much more). But you would never be able to run a general AI on a Playstation. It's also arguable that there are no actual, general AI in existence currently, although development efforts are ongoing. Now, a narrow AI can master the task of racing specific cars around specific tracks. But as soon as you introduce factors outside of the training stimulus, you can expect errant results.
I feel like a good way for the AI to be a better opponent is to have it judge how a player performs, their lap times, the ways in which they race and then scale its own difficulty to fit what it deems is the player's skill level. Then, as the player gets better, it can also improve. Means it can be a great rival to players from inexperienced to world champ skill levels.
This is how all racing games ever should be. I‘m not interested in multiplayer anymore, since I can‘t grind as much and skill based matchmaking in a niche like (sim)racing is rough and I don‘t want to ruin anyone else’s race because I didn‘t practice clean driving enough. Something like Sophy is perfect! I might get a PlayStation again just because of ClubmanCup+ and Sophy alone.
@canertwo did you do it? Gt7 is much better now, but still not flash. My favourite thing added was the wwwkly challenges. It helps to keep the game fresh
After 17 years on youtube Ive seen my fair share of "how does this channel not have more subs?!" but never actually felt a legitimate reason to comment it myself. Well that has now changed. These videoes are just too well made, and there are so many of them. I cannot believe this channel only has around 16k subs!
If they found a way to tune out the more obviously "machine" elements of the AI: always braking as late as possible, using every pixel of viable track surface perfectly, every iteration having the exact same driving style/personality, and it always handling stressful situations (i.e being pressured by a faster car from behind) perfectly; you would have a very hard time telling you weren't racing against a human opponent. The only practical use for the current version I could think of is to use it to calculate performance points, which could theoretically result in the closest thing to single-make spec races without it actually being a single-make spec race.
I don't have a PS5 = no GT7, but I think it would be cool if we could someday get a B-Spec Sophy, where we get to influence our own AI and could pit it against other's... maybe I played too much Pokemon as a kid, tough.
I hope they never nerf it. Customisable options to give the AI extra weight and less grip would be a good stand in for AI difficulty, rather than just making them worse drivers
Agreed, what would be best is if it could analyze your driving style and then provide the options to either push it a little further to improve, or a tiny step back for more fun/casual play.
@@pinga858 the problem with machine learning is that you only really have control over basic incentives (think, -5 points for a collision, +5 points for an overtake, etc) and then leave the computer to become as good as possible at getting points. Once a model is trained, I doubt there's any options that could be tweaked. There's not just an aggression or difficulty slider for example, the whole model is just a mess of inputs and outputs that don't make any sense until you put it all together, so it's difficult to customise.
@@existentialselkath1264 That makes sense. I was just more wondering if we could see that model training running onboard using individual driver data to train against, or something of that nature lol
5:25 that's how a driver is supposed to manipulate slip angle to reach the fastest possible speed through an apex, though. It's one of the toughest techniques to learn IMO
tbh the quality of your video is really well and thought through, however its throwing me off a little that the bit rate is not as high and therefore the resolution of the video itself is not as high. maybe something to fix. Still through, subbed 👍
9:54 Only if cutting the corners more would be faster. Sophy follows the ideal line, not neccessarily the track limits. 13:03 Note how Sophy enables and disables TC and ASM on the fly. That's an unfair advantage over human players.
@@R.SHIELD It's not cheating, it's just being better than you. You also have the ability to toggle TCS and ASM on the fly, although you might not use that ability.
@@theKashConnoisseur the thing is they do it anytime they want without losing focus, for the asm part who actually wants to pause the game, toggle the asm and resume and then after the turn they have to pause it again and toggle it off and repeat on every turn. If they just change the TC during gameplay then yes, it is not cheating since you can do it too. But managing to alter all of the MDF assists (idk what was it called) on the fly while taking a corner and staying on your racing line...yeah no that's cheating. However I think the new Sophy doesn't do that a lot anymore even on highest difficulty.
@@R.SHIELD But don't you see? It's not that you lack the ability to toggle ASM, you just lack the desire. "who actually wants to pause the game, toggle the asm and resume and then after the turn they have to pause it again and toggle it off and repeat on every turn" People who want to win, right? The AI also uses automatic transmission, so there's time to gain on any given lap. Drive clean lines, don't make mistakes, and it's very beatable.
Thanks for the breakdown! I admit I've been intimidated to try the Sophy challenges since I am very much not good at this game, but I think I'll give it a go. Regarding the limited options and scenarios available to try, I wonder if this decision was made with testing in mind? Like maybe they're trying to collect data on specific things and are trying to eliminate variables in the data? I think it goes without saying that they're going to be using the data from this to refine the in-game implementation of Sophy further.
I can only imagine that a full grid of Sophys that only ever brake at the last possible moment would be absolute carnage at the first hard braking zone. It needs to learn when not to push.
I hope this replaces the standard ai for all the singleplayer events and isnt just locked to a separate mode (thats what i feared might happen when they announced it, every feature in gt7 seems to have a catch). These are all short simple events though so we're still yet to see how it handles things like weather, tyre wear, fuel management etc.
I definitely agree with you. This is something to look forward to. I no longer waste my time running against other people. Simply got tired of having to run 4 bad races for 1 good one. I don't grind in a traditional sense. I usually run the WTC Championships 600, 700, and 800 . That gives you 11 races at ten tracks. I start with Gr4 cars. Building setups for each class. De-tuning for 6oo and adding a turbo or supercharger for the 800 class. Don't win all the time which is what I want. It's also fun to de-tune Gr1, Gr2 and VGTs to run in the pp800 class. Now that we have engine swaps, I'll check that out. With the current AI if you run in the class that your car is intended for, it's a cake walk . Mixing it up makes it interesting. I also run some of the special events in the same fashion. It's always better to run your car in a higher PP number class. Maybe by then, PC GPUs will be priced better and my Playstation free from racing. I don't think we will see Sophy untill GT8. But after the GT7 trick it will not be a preorder for me.
It took me so long to beat Sophia at Tsukuba but there’s one golden rule - don’t give it the inside. Once it’s ahead of you in a corner it’ll pull away. This is also when sophy gets a bit dirty trying to get the inside…
When it was avaidable i tried a simple thing, in the 1v1, (especially suzuka) i divebombed in the first corner, building around a 30 second gap of advantage. The result? The perfect trajectories made the ai recover and some times overtaking me on second lap. Im the average gt player in terms of skill, neither slow or fast so yea truly astonishing.
I think it would be a good idea if for the next GT game there was an option to choose between "classic" AI or Sophy when doing an event. And if Sophy is chosen the payout should be higher.
And another thing, they have absolute control over the gas/brakes. I'm talking GT1 levels of being able to go from 0 - 100% input within a blink. A human simply cannot do that. I reckon if had this delay similar to controller users (or even wheel users), they'll perform even similar to real players.
Virei seu fã depois dessa sequência de vídeos incríveis analisando e provando seus pontos de vista no GT7... Só acho que em relação melhor IA em jogos de corrida, os Forzas Motorsport do 1 ao 4, me parecem muito mais difíceis, reativos e combativos, além de trazerem um conceito de personalidade explicado no jogo... Vale a pena olhar quando puder... Esperando seu próximo vídeo com ansiedade...
Hi @Roflwaffle - question, whilst you still have 22 hours of this event left to trial this, what level of difficulty do you play on, and can you change and go again to see if this changes things? I went straight to difficult, and I'm not even winning the intermediate level races.
My problem with Sophy is the input reading. It is definitely actively reading your inputs and reacting at machine time. That's unfair and not fun. They need to add some delay reproducing observability of real drivers.
Always want to take its ideal line regardless of situation? Will stick its nose up the inside at the slightest opportunity? Gets ambitious if forced round the outside? Punts you in the breaking zones? Yeah. Sound like it learned from open lobby players
Very interesting AI. Love B spec in GT4, for the X3 and otherwise it does a fair job not great but still it's UI is better at doing things with 1-5 speeds and constantly applying what is needed. GT5 was a step down in some areas and I forget what 6 was like. But as GT7 is online I wondered how they get its equivalent to work. Besides it's most likely internet based game BS than probably effecting the b spec mode in the game I'd assume or if it's better because of the power of the internet or cloud or whatever and if it adapts better than GT4-6. GT5' took a while to adapt to tactics (I swear overtakes and no defence option or even slipstreaming, many things should be an option but aren't so if GT7' has none well what progress of tactics drivers would use but they can't get an AI with commands or otherwise acting on its own to do). No idea how the Drivitars from Forza Motorsport entries that offer it compare. Or whatever that system is.
I wonder why they didn't give the option to just choose any car. Is it not only trained per track, but also per car? If so that's quite the problem they need to solve.
Probably for programming power I mean even the PS5 probably has a limit to the programing. PS4 Pro and Ps4 probably more so which is why they probably couldn't get it running the PS4 Pro let alone the PS4.
It's probably a time issue as much as anything else. To train an AI, you're doing _thousands_ upon _thousands_ of repetitions, incrementally building the AI's base of experience within a narrow range of conditions. The more variables you simulate, the longer each run takes to process. It could take weeks to months for Sophy to master a specific car and track combo. Multiply that by the nearly 500 cars in the roster, and you start to see the issue. It could very well be a case of "either we release it on limited tracks and a few cars, or not at all".
It looks like its a modified version of the original ai that had a learning algorithm cycling through it since GT7's launch. This would explain its near perfect lap times and the reckless behavior at suzuka as it probably didn't get too much experience with human drivers till now.
Sophy can’t save a skid very well. I noticed I’d opened a large gap at 130R and watched the replay in cockpit. Sophy turned away from the skid and started downshifting and came to a stop after sliding some. Some noobs praised Sophy for minimizing the accident and getting back on track somewhat fast after coming to a complete stop. It’s never ideal to stop.
@@CrazyEnzo03 yeah. Once the AI is trained to manage fuel and tire wear and develop pit strategies. It'll probably be a while before we see that, but it would be neat
The faces and sound effects drove me nuts and completely took me out of immersion. The faces don't seem to show up at all in VR at least, but the goofy sound effects are still there for some reason.
11:07 that's on you. If that happened in an F1 race you would be found at fault for not giving Sophy room to pass. You pit maneuver yourself rather than Sophi doing it.
The regular ai on GT7 is garbage im by no means good at GT7 im ok but i run it on hard and always outrun them by 15 seconds on easy it was 45 on normal it was 30 seconds amd on hard its around 15 seconds
I'm only a top 100-200 player (rarely top 50) and I found it very easy. Especially if you factor in that I had no practice at the cars and tracks provided in the challenge. I think this was a dumbed down verison of Sophy.
@@existentialselkath1264 Both. I just raced as normal. Was quite disappointed at first but thought about it for a while. Have a look at GOTMAXPOWER's video of him trolling it. I think it will be different in normal racing circumstances though like we have seen with the world tour players against Sophy. For example if there is a Sophy in a race with a lot on the line, you aren't going to take too many defensive lines as everyone behind will catch up. The events PD gave us wasn't a good example of how Sophy can be maximised.
@@InsomniRacer I get that. It seems pretty easy to cheese, but when it's left on its own it's pace is right up there with the best players. If a gap starts to form in the 1v1s it's very difficult to close
@@existentialselkath1264 I get that too but sometimes it's not about pure pace. There are other factors like not making a mistake which is sometimes just as important. This type of AI pace has already been in GT games for a long time as we all know. Add in that GT doesn't have anything close to damage physics and this showcase Sophy is extremely flattered.
@@InsomniRacer It is a dumbed down version if you are able to pull away, the world tour drivers lacked a lot of pace compared to Sophy in those events.
5:20 That's a sad excuse for you being slow. If Sophy wants to slide around, then let it be so. It's a short and small race anyways, so Sophy doesn't have to worry about tyre/fuel management that much. I'm thinking once Sophy is trained on longer races like 6/12/24 hrs. It will then be able to use tyre/fuel management strategies as needed.
Clearly it's learnt that's the fastest way around a corner, the point is that real people don't (read: can't) drive like that. It's not really a flaw since that's what it was designed to do; go as fast as physically possible within the parameters of GT7, so the fact that it's faster than me or literally anyone else (bar the few fastest in the world) isn't surprising. The point is that it's not a great look for the game when it's clearly abusing the physics in a way that humans can't. Kind of like a normal speedrunner going against a tool-assisted speedrunner, it's not an even playing field so comparing the two would be kind of redundant.
@@Roflwaffle16 Plenty of speedrunning techniques formerly regarded as "TAS-only" have turned out to be well within the ability of human players to replicate, given practice. I'm 100% sure this is a case of that.
It´s not really AI. it drives pre recorded lap, thats why it resets its driving line at start of the lap. Generally had this and its 2002 freeware game. RaceLeague is in early access on steam and its made by 1 person and it has this "AI" . In that game you make a track then validate it by driving through checkpoints. Fastest lap you drive is then given to AI as their lap. So if you drive withing track limits the AI will drive this too. game runs well with 5 bots but you can have 10 AI currenty i get about 20-30 fps with 10. You can adjust how well the AI drives the lap, at 100% AI is about 2 sec behind your track record at 110% Its pretty much Sophy. If you desing a track poorly then AI can flip and crash. What Polyphony have made is very big track limits very wide roads so the AI can´t really crash. So in GT7 they use someones best lap time and thats why the line isnt good on all tracks yet. as they have not tried enough. As how "Sophy" can drive that track better in the future simply means someone has to drive it better and then set Polyphony sets that as the 110% bot driving line.
GT7 1.31 you wanted harder AI well they fix it by drowning acceleration off every car can,t get speed,and coners it drops like a rock slow tuns like in lemans track cars can make it 200km or 180km but now it just drop and do not need use the brakes com in slow tuns at 200km and out you be at 110km or 98km
"beginner is pretty much a waste of time" at least give it a try pal, the clip where you show it has no completition. if you are willing that hard to diss on something popularely aclaimed for the sake of it, you can at least not be that evident.
I love how once it got off track it said "its over" and steered right into the wall like a true sim racer
That was honestly the most human part about it lol, sometimes if I feel like i'm getting frustrated my rage brain just takes over and I want to sabotage myself
Only a matter of time before it starts turning around and going for everyone else head on
@@muggins2279 Skynet moment? Can't lose the race if opponents are dead...
I learned that Sophy can become scared of you. I did a race and wrecked every single Sophy I was behind. By the time I got to the leader it knew what I had done. It began freaking out and was driving erratically and slowed down to let me by. It was avoiding me at all costs. But when you do a new race it forgets everything you've done.
Its new racers
That is actually cute
Short term memory loss
Beating the ai overlords by giving them ptsd
The ai is too smart for its own good lol
- Regarding the way Sophy slides, it actually matches the theorical ideal / fastest driving style, always on the ideal slip angle and slight oversteer. When I saw it drive, I was immediately "this is how guys like Mikail Hizal or Arnaud Lacombe drive when they make their best laps". Sophy is just super consistent at it.
- They can scale its difficulty. In fact, the public version is scaled down compared to what jas been used in World Tours. Unrestricted, it will use grass to turn in more and just extend track width and be even faster. Scaling Sophy down can be done by giving it more restrictive conditions and / or running an image of it at an earlier state of the learning process. The whole "difficulty by changing player car's performance" is just a (bad) design choice from PD.
- There's definitely room for improvement on the racecraft side of thing, but I believe that's the main point of these temporary events. They announced they'd be picking out a number of replays randomly to analyze them. This kind of AI is also extremely CPU hungry, a normal PS5 may just not be capable of loading different types of Sophy profiles at once, or maybe they just wanted to focus on the high level one for now and see how it'd react to different types of players and behaviors it never had to face during tests against elite drivers.
- Seeing how fast Violette is, I get why the 1v1 has no prizes attached to it: people will MALD if you put a high prize on something that's impossible to beat for them. I hate it, but I understand PD not wanting to deal with stupid. The whole economy is still broken anyway, fix that first.
The model was penalised for sliding in training, so it's probable the ideal amount of sliding in GT7 is more than this.
I personally would've been fine if they had the same prize money for the 1v1 as the expert race. I just didn't find the expert race that engaging and the 1v1 was a lot more interesting to me so it just seemed a waste of time when I got literally nothing from it. Although the entire economy is completely busted as you say, so nothing out of the ordinary I suppose.
I doubt that Sophy would've been better at full capacity. Issues like not taking the outside or turning into the line on start are behavioral, not skill.
Isn’t making difficulty based off of car performance always been the GT way? In single player events the only restriction was the PP of your car:
@@milkyy4168 It's pretty much always been, yeah, and it's always been a major weak point of the series. Thing is before, it was dictated by technical limitations that Sophy is supposed to fix. They could have adjusted sliders for Sophy difficulty levels, or have saved several images at different stages of the neural network learning process. So in that new context, it's not a technical issue anymore, but a design issue.
Even the way Sophy looks in replays makes the car seem truly alive in way that GT's dead AI just doesn't
I don't play GT. But was very interested hearing your research and analysis into the AI.
That issue with braking zones in the 1v1 reminds me of Forza 2 on Hard difficulty. Numerous moments where you essentially had to sacrifice a quarter second or more to know you would in fact stay on track because the AI would nail the exact millisecond for braking and beating them meant flying off track.
Offline grids of Sophy AI with the ability to set the difficulty/aggressiveness would be the dream here for me. Some sort of percentage slider for both
If you want a laugh whilst Sophy is still around, push her into the pit-lane in Trial Mountain.
She has no idea what the pitlane is (obviously wasn't taught it was part of the circuit) so she just slams into the pit wall repeatedly trying to get to the actual road, as she's not aware there's a wall between her and her desired line.
Past data mines also apparently suggested we were supposed to be able to choose our own cars, but they changed it at some point near release to give us pre-determined cars instead. Would've much preferred the former choice, for sure.
not really a true artificial intelligence then
@@p71nero there's a stark difference between general AI vs narrow AI. A general AI would be able to recognize that the pit lane is different from the main track, as well as being able to recognize different skill levels of players and performance levels of vehicles (and so much more). But you would never be able to run a general AI on a Playstation. It's also arguable that there are no actual, general AI in existence currently, although development efforts are ongoing. Now, a narrow AI can master the task of racing specific cars around specific tracks. But as soon as you introduce factors outside of the training stimulus, you can expect errant results.
I feel like a good way for the AI to be a better opponent is to have it judge how a player performs, their lap times, the ways in which they race and then scale its own difficulty to fit what it deems is the player's skill level. Then, as the player gets better, it can also improve. Means it can be a great rival to players from inexperienced to world champ skill levels.
This is how all racing games ever should be. I‘m not interested in multiplayer anymore, since I can‘t grind as much and skill based matchmaking in a niche like (sim)racing is rough and I don‘t want to ruin anyone else’s race because I didn‘t practice clean driving enough. Something like Sophy is perfect! I might get a PlayStation again just because of ClubmanCup+ and Sophy alone.
@canertwo did you do it? Gt7 is much better now, but still not flash. My favourite thing added was the wwwkly challenges. It helps to keep the game fresh
Its really a good start. Also, The AI in GT1 beta version is really good too.
But firstly PD absolutely need to create a whole GT Mode from scratch
After 17 years on youtube Ive seen my fair share of "how does this channel not have more subs?!" but never actually felt a legitimate reason to comment it myself. Well that has now changed. These videoes are just too well made, and there are so many of them. I cannot believe this channel only has around 16k subs!
If they found a way to tune out the more obviously "machine" elements of the AI: always braking as late as possible, using every pixel of viable track surface perfectly, every iteration having the exact same driving style/personality, and it always handling stressful situations (i.e being pressured by a faster car from behind) perfectly; you would have a very hard time telling you weren't racing against a human opponent. The only practical use for the current version I could think of is to use it to calculate performance points, which could theoretically result in the closest thing to single-make spec races without it actually being a single-make spec race.
I don't have a PS5 = no GT7, but I think it would be cool if we could someday get a B-Spec Sophy, where we get to influence our own AI and could pit it against other's... maybe I played too much Pokemon as a kid, tough.
Why not get the PS4 version?
@@Calvin_Coolage Because I don't have a PS4 either. xD
@@MadIIMike Ah that'll do it.
@@Calvin_Coolage Race Together is running on the PS5 version only.
@@Catcrumbs Oh I see.
I hope they never nerf it. Customisable options to give the AI extra weight and less grip would be a good stand in for AI difficulty, rather than just making them worse drivers
This right here
Agreed, what would be best is if it could analyze your driving style and then provide the options to either push it a little further to improve, or a tiny step back for more fun/casual play.
i think that have different AIs could be better like they showed on this demo
@@pinga858 the problem with machine learning is that you only really have control over basic incentives (think, -5 points for a collision, +5 points for an overtake, etc) and then leave the computer to become as good as possible at getting points.
Once a model is trained, I doubt there's any options that could be tweaked. There's not just an aggression or difficulty slider for example, the whole model is just a mess of inputs and outputs that don't make any sense until you put it all together, so it's difficult to customise.
@@existentialselkath1264 That makes sense. I was just more wondering if we could see that model training running onboard using individual driver data to train against, or something of that nature lol
The best part is the return of the Toyota pod noises. The music on the race select screen is killer too.
5:25 that's how a driver is supposed to manipulate slip angle to reach the fastest possible speed through an apex, though. It's one of the toughest techniques to learn IMO
True, even tough it is not slip angle but 4 wheel drift.
tbh the quality of your video is really well and thought through, however its throwing me off a little that the bit rate is not as high and therefore the resolution of the video itself is not as high. maybe something to fix. Still through, subbed 👍
It's -your- job, your art, and your driving!
great video man. I think good gamedesign > pure AI code, but this is still a good step forward
from the footage you recorded alone, you're racing way way harder then u did any other gt7 vid, props to polyphony
5:30 "Very unique" is impossible.
I'll see myself out ;) Great video (again) for sure! 💯
this is scary Sophy definitely is alive
12:38 Lmaooo the grin after it just passes you
The laughing at you when you crash is pretty amusing lol
9:54 Only if cutting the corners more would be faster. Sophy follows the ideal line, not neccessarily the track limits.
13:03 Note how Sophy enables and disables TC and ASM on the fly. That's an unfair advantage over human players.
Woah I didn’t notice that. So they are, cheating!
@@R.SHIELD It's not cheating, it's just being better than you. You also have the ability to toggle TCS and ASM on the fly, although you might not use that ability.
@@theKashConnoisseur the thing is they do it anytime they want without losing focus, for the asm part who actually wants to pause the game, toggle the asm and resume and then after the turn they have to pause it again and toggle it off and repeat on every turn. If they just change the TC during gameplay then yes, it is not cheating since you can do it too. But managing to alter all of the MDF assists (idk what was it called) on the fly while taking a corner and staying on your racing line...yeah no that's cheating. However I think the new Sophy doesn't do that a lot anymore even on highest difficulty.
@@R.SHIELD But don't you see? It's not that you lack the ability to toggle ASM, you just lack the desire.
"who actually wants to pause the game, toggle the asm and resume and then after the turn they have to pause it again and toggle it off and repeat on every turn"
People who want to win, right? The AI also uses automatic transmission, so there's time to gain on any given lap. Drive clean lines, don't make mistakes, and it's very beatable.
@@theKashConnoisseur well then if there are people who actually do that...then damn.... respect for their patience.
I'm addicted to your GT7 videos! Keep the great work up :D
Thanks for the breakdown! I admit I've been intimidated to try the Sophy challenges since I am very much not good at this game, but I think I'll give it a go.
Regarding the limited options and scenarios available to try, I wonder if this decision was made with testing in mind? Like maybe they're trying to collect data on specific things and are trying to eliminate variables in the data? I think it goes without saying that they're going to be using the data from this to refine the in-game implementation of Sophy further.
I'm with you regarding being intimidated. I watched some top YTubers race it.
what have you got to lose? just enjoy it
I've been getting more and more interested in Gran Turismo thanks to your videos, keep up the good work!
I can only imagine that a full grid of Sophys that only ever brake at the last possible moment would be absolute carnage at the first hard braking zone. It needs to learn when not to push.
Still enjoying your use of that GT menu sound as a censor for swear words :D
I hope this replaces the standard ai for all the singleplayer events and isnt just locked to a separate mode (thats what i feared might happen when they announced it, every feature in gt7 seems to have a catch).
These are all short simple events though so we're still yet to see how it handles things like weather, tyre wear, fuel management etc.
The Real Tailgating Simulator 💀
I definitely agree with you. This is something to look forward to. I no longer waste my time running against other people. Simply got tired of having to run 4 bad races for 1 good one. I don't grind in a traditional sense. I usually run the WTC Championships 600, 700, and 800 . That gives you 11 races at ten tracks. I start with Gr4 cars. Building setups for each class. De-tuning for 6oo and adding a turbo or supercharger for the 800 class. Don't win all the time which is what I want. It's also fun to de-tune Gr1, Gr2 and VGTs to run in the pp800 class. Now that we have engine swaps, I'll check that out. With the current AI if you run in the class that your car is intended for, it's a cake walk . Mixing it up makes it interesting. I also run some of the special events in the same fashion. It's always better to run your car in a higher PP number class.
Maybe by then, PC GPUs will be priced better and my Playstation free from racing.
I don't think we will see Sophy untill GT8. But after the GT7 trick it will not be a preorder for me.
It took me so long to beat Sophia at Tsukuba but there’s one golden rule - don’t give it the inside. Once it’s ahead of you in a corner it’ll pull away. This is also when sophy gets a bit dirty trying to get the inside…
Sophy proably Will be a gamechanger for series when its ready might even be the best ai ever
excellent videos, with good points👍
try think that kaz is using us all as beta testing minions and make a spec ll version at Xmas 24/25 😮
When it was avaidable i tried a simple thing, in the 1v1, (especially suzuka) i divebombed in the first corner, building around a 30 second gap of advantage. The result? The perfect trajectories made the ai recover and some times overtaking me on second lap. Im the average gt player in terms of skill, neither slow or fast so yea truly astonishing.
I have a feeling it'll be used for a B-spec update, something big like what Spec-2 was
I think it would be a good idea if for the next GT game there was an option to choose between "classic" AI or Sophy when doing an event. And if Sophy is chosen the payout should be higher.
If sophy never goes over the limit I wonder if this can be used to practice racing techniques.
Sophy when it can’t go on the racing line:
speedstar was so based expert choice 🔥🔥🔥
And another thing, they have absolute control over the gas/brakes. I'm talking GT1 levels of being able to go from 0 - 100% input within a blink. A human simply cannot do that. I reckon if had this delay similar to controller users (or even wheel users), they'll perform even similar to real players.
I love this guy's voice
Virei seu fã depois dessa sequência de vídeos incríveis analisando e provando seus pontos de vista no GT7... Só acho que em relação melhor IA em jogos de corrida, os Forzas Motorsport do 1 ao 4, me parecem muito mais difíceis, reativos e combativos, além de trazerem um conceito de personalidade explicado no jogo... Vale a pena olhar quando puder... Esperando seu próximo vídeo com ansiedade...
You mean AI is finally gonna get implemented in racing games where we can get actually challeneged in an organic manner? IM GONNA COOOOOOOM
Hi @Roflwaffle - question, whilst you still have 22 hours of this event left to trial this, what level of difficulty do you play on, and can you change and go again to see if this changes things?
I went straight to difficult, and I'm not even winning the intermediate level races.
I always play on the hardest (professional) but I'm not sure if the regular difficulty affects this Sophy event. I'll give it a go later and check.
My problem with Sophy is the input reading. It is definitely actively reading your inputs and reacting at machine time. That's unfair and not fun. They need to add some delay reproducing observability of real drivers.
Always want to take its ideal line regardless of situation?
Will stick its nose up the inside at the slightest opportunity?
Gets ambitious if forced round the outside?
Punts you in the breaking zones?
Yeah. Sound like it learned from open lobby players
To those who haven't watched the Nurburgring lap in the C9 that Sophy did on GT Sport.... just do it. It's hilarious!
Very interesting AI. Love B spec in GT4, for the X3 and otherwise it does a fair job not great but still it's UI is better at doing things with 1-5 speeds and constantly applying what is needed. GT5 was a step down in some areas and I forget what 6 was like.
But as GT7 is online I wondered how they get its equivalent to work.
Besides it's most likely internet based game BS than probably effecting the b spec mode in the game I'd assume or if it's better because of the power of the internet or cloud or whatever and if it adapts better than GT4-6.
GT5' took a while to adapt to tactics (I swear overtakes and no defence option or even slipstreaming, many things should be an option but aren't so if GT7' has none well what progress of tactics drivers would use but they can't get an AI with commands or otherwise acting on its own to do).
No idea how the Drivitars from Forza Motorsport entries that offer it compare. Or whatever that system is.
I wonder why they didn't give the option to just choose any car. Is it not only trained per track, but also per car? If so that's quite the problem they need to solve.
Probably for programming power I mean even the PS5 probably has a limit to the programing. PS4 Pro and Ps4 probably more so which is why they probably couldn't get it running the PS4 Pro let alone the PS4.
Seems it's only limited to a few cars and tracks for now and only 4 opponents.
It's probably a time issue as much as anything else. To train an AI, you're doing _thousands_ upon _thousands_ of repetitions, incrementally building the AI's base of experience within a narrow range of conditions. The more variables you simulate, the longer each run takes to process. It could take weeks to months for Sophy to master a specific car and track combo. Multiply that by the nearly 500 cars in the roster, and you start to see the issue. It could very well be a case of "either we release it on limited tracks and a few cars, or not at all".
It looks like its a modified version of the original ai that had a learning algorithm cycling through it since GT7's launch. This would explain its near perfect lap times and the reckless behavior at suzuka as it probably didn't get too much experience with human drivers till now.
Sophy can’t save a skid very well. I noticed I’d opened a large gap at 130R and watched the replay in cockpit. Sophy turned away from the skid and started downshifting and came to a stop after sliding some. Some noobs praised Sophy for minimizing the accident and getting back on track somewhat fast after coming to a complete stop. It’s never ideal to stop.
I want B spec with this, so fuuuuucking bad
Seemed a lot like a beta test gathering some info from users and taking stats. I expect net iteration will be better.
I would wonder how this AI is good in tyre saving, seeing those Lancer EVO IV's smoking through the corner.
They aren't. They haven't been trained with fuel consumption or tire wear. They don't even get to shift their own gears.
@@LordofDestruction123 who shifts gears for them then?
@@karelpipa they run automatic transmission. The only inputs Sophy has are forward, brake, reverse, left, and right
A long enough race to need to pit would be interesting with this AI.
@@CrazyEnzo03 yeah. Once the AI is trained to manage fuel and tire wear and develop pit strategies. It'll probably be a while before we see that, but it would be neat
Who will win
Sophy or nfs 2 underground rubberbanding
The faces and sound effects drove me nuts and completely took me out of immersion. The faces don't seem to show up at all in VR at least, but the goofy sound effects are still there for some reason.
Another great video
Sophy in average Forza lobby: 💀🪦
11:07 that's on you. If that happened in an F1 race you would be found at fault for not giving Sophy room to pass. You pit maneuver yourself rather than Sophi doing it.
Open wheeled races have very different rules than closed wheel stock car and touring car races. It's very apples to oranges.
But who created them in the first place? ? ?
Why nobody asked this question? 👀
Yes 🤖
The regular ai on GT7 is garbage im by no means good at GT7 im ok but i run it on hard and always outrun them by 15 seconds on easy it was 45 on normal it was 30 seconds amd on hard its around 15 seconds
For some reason this event doesn't appear in the main menu for me...
Reddit says it's PS5 only. I don't think the in-game info mentioned that...
I'm only a top 100-200 player (rarely top 50) and I found it very easy. Especially if you factor in that I had no practice at the cars and tracks provided in the challenge. I think this was a dumbed down verison of Sophy.
Are you getting in front quickly and keeping sophy behind you, or are you actually finding it easy to keep up with it and overtake?
@@existentialselkath1264 Both. I just raced as normal. Was quite disappointed at first but thought about it for a while. Have a look at GOTMAXPOWER's video of him trolling it. I think it will be different in normal racing circumstances though like we have seen with the world tour players against Sophy. For example if there is a Sophy in a race with a lot on the line, you aren't going to take too many defensive lines as everyone behind will catch up. The events PD gave us wasn't a good example of how Sophy can be maximised.
@@InsomniRacer I get that. It seems pretty easy to cheese, but when it's left on its own it's pace is right up there with the best players. If a gap starts to form in the 1v1s it's very difficult to close
@@existentialselkath1264 I get that too but sometimes it's not about pure pace. There are other factors like not making a mistake which is sometimes just as important. This type of AI pace has already been in GT games for a long time as we all know. Add in that GT doesn't have anything close to damage physics and this showcase Sophy is extremely flattered.
@@InsomniRacer It is a dumbed down version if you are able to pull away, the world tour drivers lacked a lot of pace compared to Sophy in those events.
Me who has a ps4😢
Let's face it sophy is a better racer than online racers
It's called slip angle
5:20
That's a sad excuse for you being slow.
If Sophy wants to slide around, then let it be so.
It's a short and small race anyways, so Sophy doesn't have to worry about tyre/fuel management that much.
I'm thinking once Sophy is trained on longer races like 6/12/24 hrs. It will then be able to use tyre/fuel management strategies as needed.
Clearly it's learnt that's the fastest way around a corner, the point is that real people don't (read: can't) drive like that. It's not really a flaw since that's what it was designed to do; go as fast as physically possible within the parameters of GT7, so the fact that it's faster than me or literally anyone else (bar the few fastest in the world) isn't surprising. The point is that it's not a great look for the game when it's clearly abusing the physics in a way that humans can't. Kind of like a normal speedrunner going against a tool-assisted speedrunner, it's not an even playing field so comparing the two would be kind of redundant.
@@Roflwaffle16 Plenty of speedrunning techniques formerly regarded as "TAS-only" have turned out to be well within the ability of human players to replicate, given practice. I'm 100% sure this is a case of that.
It´s not really AI. it drives pre recorded lap, thats why it resets its driving line at start of the lap. Generally had this and its 2002 freeware game. RaceLeague is in early access on steam and its made by 1 person and it has this "AI" . In that game you make a track then validate it by driving through checkpoints. Fastest lap you drive is then given to AI as their lap. So if you drive withing track limits the AI will drive this too. game runs well with 5 bots but you can have 10 AI currenty i get about 20-30 fps with 10. You can adjust how well the AI drives the lap, at 100% AI is about 2 sec behind your track record at 110% Its pretty much Sophy. If you desing a track poorly then AI can flip and crash. What Polyphony have made is very big track limits very wide roads so the AI can´t really crash. So in GT7 they use someones best lap time and thats why the line isnt good on all tracks yet. as they have not tried enough. As how "Sophy" can drive that track better in the future simply means someone has to drive it better and then set Polyphony sets that as the 110% bot driving line.
GT7 1.31
you wanted harder AI well they fix it by drowning acceleration off every car
can,t get speed,and coners it drops like a rock
slow tuns like in lemans track cars can make it 200km or 180km but now it just drop and do not need use the brakes
com in slow tuns at 200km and out you be at 110km or 98km
"beginner is pretty much a waste of time" at least give it a try pal, the clip where you show it has no completition.
if you are willing that hard to diss on something popularely aclaimed for the sake of it, you can at least not be that evident.
Bro get a capture card
Sofie gran turismo scam 😷😷😷😷😷🤥🤥🤥🤥🤥😂😂😂😂😂😂