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V2 Vehicle Adaptive AI

Per-AI-driver personality profiles cover Aggressive, Defensive, Drafter, Reckless, Conservative, Slipstream-Master, and Drift-Specialist drivers.

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Section 110 defines race driver personalities, fighter-as-driver defaults, adaptive CPU pacing, authored race lines, traffic behavior, rival tells, police heat behavior, and crew-member AI roles.

Driver Personalities#

Per-AI-driver personality profiles cover Aggressive, Defensive, Drafter, Reckless, Conservative, Slipstream-Master, and Drift-Specialist drivers. Aggressive drivers overtake hard. Defensive drivers block racing lines. Drafters sit behind the player. Reckless drivers take high-risk, high-reward lines. Conservative drivers stay out of trouble. Slipstream-Master drivers optimize draft timing. Drift-Specialist drivers bias toward drift entries and angle control.

Per-fighter-as-driver personality bindings cross-reference Section 118. Lin Kuei fighters default to Conservative and Black Dragon fighters default to Aggressive, with additional faction defaults for Shirai Ryu, Special Forces, Outworld, White Lotus, Street Racer, and Cyber Ninja archetypes.

Adaptive Director#

The Adaptive AI Director cross-references Section 90. It observes the player's race-skill level, adjusts CPU race time for competitive pacing, and avoids obvious rubberbanding. Per-skill-bucket AI lap targets match the player's lap time plus or minus a tunable epsilon of 0.35 seconds.

The anti-rubberband toggle has two explicit states. When enabled, AI runs at fixed difficulty for a true sim feel. When disabled, AI rubber-bands to keep races competitive.

Race Lines#

Each track has an AI racing line authored offline. Runtime overrides adjust that line for vehicle class, weather, and damage state. Overtaking logic uses per-corner overtake-window detection and per-vehicle aggression rolls.

Traffic AI#

Open-world traffic AI is authored per district. Civilian vehicles obey traffic laws and react to police pursuit by moving aside. Traffic-density toggle modes cover casual density and hardcore density.

Rival, Police, And Crew AI#

Per-Blacklist-rival narrative AI cross-references Section 101.1 with signature behavior, voice taunts, and rivalry tells.

Cop AI cross-references Section 103.1 and is integrated with Adaptive AI for heat-level-appropriate cop behavior.

Crew AI cross-references Section 117. Player crew members have blocker, drafter, and fabricator behavior integrated with race-objective logic.

Verification#

VehicleAdaptiveAI_V2_Contract.json, vehicle-adaptive-ai.json, the RaceModes.Module automation spec, and check-v2-vehicle-adaptive-ai.py validate Section 110.