Race Sim Cars that learn to drive

Straight on

Car 1, coasting at 0 km/h

no modes on

Gate 1 of 0, lap 1

Generation 1, solo

20 of 20 driving, 1:00 left

How to read this screen

Twenty cars, each steered by its own small neural network. After every generation the five that got furthest are kept and the rest are replaced by slightly altered copies.

Yellow car
The one being watched. Click any car to watch that one.
Rays A to E
Distance to the nearest wall and, in a race, the nearest car.
Sign at the top
The brain's decision: the arrow is steering, the bar is the pedal. “Weaving” means it keeps swapping left and right.
Network
Blue is positive, orange negative. Lines are weights, fixed within a generation. Dots are activations, changing every moment.
Lighter bands
Straight-mode zones. Wing open: faster, barely steers, until the car brakes.
Boost
Battery for extra acceleration. Only braking refills it.
Dashed line
In a race, a car within a second of the one ahead here gets free boost on the straights for a lap.
Solo, then racing
Racing starts once five cars finish a lap: a qualifying run, then a race from a single-file grid. Both count.
Contact
The car behind is slowed and loses 200 m. Head-on or side by side, both are. Lapped cars let leaders through.
Zones
Bands and the dashed line come from each circuit's shape, not the real race maps.

Space pause F camera L leader

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