I disagree with the author. Compared to driving on a busy city street, flying a fighter jet is a much simpler task. If as much effort has been put in AI fighter pilots as Telsa has into autonomous driving, then they are no doubt already far superior.
AI can pull as many positive or negative G's as the aircraft can handle
AI can watch all directions at once - no need to focus on only one thing at a time
AI can integrate with AI wingmen for fully coordinated attack/defense
Humans have a minimum reaction time due to biological limitations of the nervous system. AI reaction time is only limited by computational power.
AIs can get infinite 24/7 training in combat sims limited only by the ground-based computation resources.
Even for an AI flying a military fighter is WAY more complicated that driving a car on a street. How often do you have to do trigonometry in your head to plot an intercept, in a car?
Even for an AI flying a military fighter is WAY more complicated that driving a car on a street.
I was a PC game developer. I've done both flight sims and car sims, and written AI code for both. Flight sims are way easier. Doing math is simple. The issue is other moving objects that you must track and predict their actions, and then change your own actions based on that. As the number of moving objects goes up, the computation required goes up exponentially.
In the air, the number of objects you have to track is very small compared to a busy city street with pedestrians, bicycles, other vehicles, traffic lights, road construction, debris in the road, etc. All of these objects can do random things at any time.
What I mean is, that if an airplane is going to quickly turn left, the plane is going to bank and it will be a smooth change in direction, speed, roll, etc. When watching a car parked along side the road it could suddenly dart out with no warning. A child can run out between two parked cars and you have no warning.
In the air, the only thing you'll see is fixed terrain, and other aircraft. In the air, your path is 100% predictable given your thrust and control surface position. Much fewer moving objects to keep track of. The ones you see are all aircraft and/or missiles which you can predict the path of based on their speed, attitude and so on. Much easier problem.
That's fair. You obviously have more experience than I in terms of development experience and making these things work logically.
May I ask what flight Sims/ car Sims you've worked on? Not trying to do or anything, I'm just a big fan of simulation and particularly high fidelity military Sims.
I suppose despite the extra complexity of fighter systems and subsystems and management of those systems in comparison to car systems, while more complex wouldn't be that hard to automate. Also despite aircraft having an 3xtra dimension to travel in as compared to cars, the navigation of a car could be more complex due to physical limitations such as physical size, turning circle, obstructions etc. But things like landing, air to air refueling, maneuvering in formation I would think are still complex?
I'm not really arguing with you, more like getting thoughts out...
May I ask what flight Sims/ car Sims you've worked on?
No, because that would identify me. But they were back before there was such a thing as a graphics card.
Late 80's early 90's.
car could be more complex due to physical limitations such as physical size
Cars have suspension systems. Each wheel is mounted on a spring. Then you have terrain constantly pushing up on letting go of the springs. At the time the driver can accelerate or brake, adding more forces. And turning means lateral forces on the wheels. It has got to be perfect, otherwise it looks like crap.
Cars are easily 10x harder to simulate that a plane, which only has the smooth forces of lift and drag on the wings and control surfaces. No complex dynamic system of springs.
I disagree with the author. Compared to driving on a busy city street, flying a fighter jet is a much simpler task. If as much effort has been put in AI fighter pilots as Telsa has into autonomous driving, then they are no doubt already far superior.
Yeah, but you don't get "Maverick" doing the intensely dramatic close ups....
Even for an AI flying a military fighter is WAY more complicated that driving a car on a street. How often do you have to do trigonometry in your head to plot an intercept, in a car?
I was a PC game developer. I've done both flight sims and car sims, and written AI code for both. Flight sims are way easier. Doing math is simple. The issue is other moving objects that you must track and predict their actions, and then change your own actions based on that. As the number of moving objects goes up, the computation required goes up exponentially.
In the air, the number of objects you have to track is very small compared to a busy city street with pedestrians, bicycles, other vehicles, traffic lights, road construction, debris in the road, etc. All of these objects can do random things at any time.
What I mean is, that if an airplane is going to quickly turn left, the plane is going to bank and it will be a smooth change in direction, speed, roll, etc. When watching a car parked along side the road it could suddenly dart out with no warning. A child can run out between two parked cars and you have no warning.
In the air, the only thing you'll see is fixed terrain, and other aircraft. In the air, your path is 100% predictable given your thrust and control surface position. Much fewer moving objects to keep track of. The ones you see are all aircraft and/or missiles which you can predict the path of based on their speed, attitude and so on. Much easier problem.
That's fair. You obviously have more experience than I in terms of development experience and making these things work logically.
May I ask what flight Sims/ car Sims you've worked on? Not trying to do or anything, I'm just a big fan of simulation and particularly high fidelity military Sims.
I suppose despite the extra complexity of fighter systems and subsystems and management of those systems in comparison to car systems, while more complex wouldn't be that hard to automate. Also despite aircraft having an 3xtra dimension to travel in as compared to cars, the navigation of a car could be more complex due to physical limitations such as physical size, turning circle, obstructions etc. But things like landing, air to air refueling, maneuvering in formation I would think are still complex?
I'm not really arguing with you, more like getting thoughts out...
No, because that would identify me. But they were back before there was such a thing as a graphics card.
Late 80's early 90's.
Cars have suspension systems. Each wheel is mounted on a spring. Then you have terrain constantly pushing up on letting go of the springs. At the time the driver can accelerate or brake, adding more forces. And turning means lateral forces on the wheels. It has got to be perfect, otherwise it looks like crap.
Cars are easily 10x harder to simulate that a plane, which only has the smooth forces of lift and drag on the wings and control surfaces. No complex dynamic system of springs.
Cool, well thanks for your responses. It's pretty neat to have a developer here on the board that made a game I have likely played!
Speaking of fighter pilots, there are more than the usual up tonight according to Monkey Werx Overwatch SITREP 6 15 21
https://www.youtube.com/watch?v=UP0Mye-D6cU