In car racing, blocking refers to maneuvers that can prevent, disturb or completely block an overtaking action by an incoming car. In this paper, we present an advanced overtaking behavior that is able to deal with opponents implementing blocking strategies of various difficulty level. The behavior we developed has been integrated in an existing fuzzy-based architecture for driving simulated cars and tested using The Open Car Racing Simulator (TORCS). We compared a driver implementing our overtaking strategy against four of the bots available in the TORCS distribution and Simplix, a state-of-the-art driver which won several competitions. The comparison was carried out against opponents implementing three blocking strategies of increasing difficulty and two different scenarios: (i) a basic scenario with one opponent on a straight stretch to overtake as quickly as possible; (ii) an advanced scenario involving a race on a non-trivial track against several opponents. The results from the basic scenario show that our strategy can always overtake the opponent car; in particular, our strategy is slightly more risky than the other ones and may result in a little damage, however, all the other controllers show a more careful and safe policy that often prevents them to complete an overtaking maneuver. When racing against several opponents on complex tracks, our strategy results in the best trade-off between the time spent being blocked by an opponent ahead and the number of overtaking maneuvers completed.

Advanced overtaking behaviors for blocking opponents in racing games using a fuzzy architecture

CARDAMONE, LUIGI;LANZI, PIER LUCA;LOIACONO, DANIELE;
2013-01-01

Abstract

In car racing, blocking refers to maneuvers that can prevent, disturb or completely block an overtaking action by an incoming car. In this paper, we present an advanced overtaking behavior that is able to deal with opponents implementing blocking strategies of various difficulty level. The behavior we developed has been integrated in an existing fuzzy-based architecture for driving simulated cars and tested using The Open Car Racing Simulator (TORCS). We compared a driver implementing our overtaking strategy against four of the bots available in the TORCS distribution and Simplix, a state-of-the-art driver which won several competitions. The comparison was carried out against opponents implementing three blocking strategies of increasing difficulty and two different scenarios: (i) a basic scenario with one opponent on a straight stretch to overtake as quickly as possible; (ii) an advanced scenario involving a race on a non-trivial track against several opponents. The results from the basic scenario show that our strategy can always overtake the opponent car; in particular, our strategy is slightly more risky than the other ones and may result in a little damage, however, all the other controllers show a more careful and safe policy that often prevents them to complete an overtaking maneuver. When racing against several opponents on complex tracks, our strategy results in the best trade-off between the time spent being blocked by an opponent ahead and the number of overtaking maneuvers completed.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/818719
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