While this is an interesting project and work, I do want to call attention to the fact that this is a highly specialized AI that's trained and customized per-track that is being raced on. It's not a generic one that can beat humans (or even make it to the finish line) on a random track that you plop it down on.<p>Impressive work though, and amazing what the community as a whole has accomplished for even enabling this sort of thing to be done. Doubly so on a game that as far as I'm aware doesn't have anything to enable API access that would make training this model easy without all the tools that have been developed for it in the endless quest for more speed.
I wonder how much of the computer advantage is due to actual intelligence vs superhuman frequency of actions and sensitivity of perception.<p>A human cannot tell if the car is one-pixel screwed but AI can correct it. As the round track is unstable equilibrium on top, having sensitive perception gives great advantage. Same with high frequency of correction and control.
Am I wrong in thinking that falling off is not punished enough in this approach? Looking at the numbers provided, falling off seems to still add some distance and not get any punishment, just an end of episode. I'd be tempted to subtract 1 for each step after the car falls off, otherwise the RL will accept the distance gain as progress.<p>Can anyone spot better opportunities for improvement?
The current trend for yt videos really seems to be 30 minute videos instead of the old meta of 10 minutes. Frankly that makes it much less accessible for adults.