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Continuing the A01 saga, it turns out that it is not that easy to shave off another 0.01 of the .80 TAS run. Simply throwing more iterations at the problem is not enough, as the time barrier is pretty strong. We're entering an optimization stage where it's no more about "going closer to a wall", but more about relations between the speed and the line the car takes to reach the finish. Evaluating only the distance of the ghosts will not work as it assumes that being ahead at any point is actually faster, and as you can see in the video - it is clearly not.
There is also of course the elephant in the room - the blue bug before the downhill - and while I have set correct conditions in the bruteforce script for this to happen, no solutions have been found as of yet.