Towards Imitation of Human Driving Style in Car Racing Games

  • Jorge MuñozEmail author
  • German Gutierrez
  • Araceli Sanchis


In this chapter we focus on creating believable drivers for car racing games. We describe some racing controllers from the commercial games and the academic researchers, their particular features, what are the main problems they want to deal with and how they approach them. Besides, we identify which are the key properties and behaviours required to consider a racing non-player character (NPC) as believable or not, always from the point of view of an external human player that competes against the NPC. Then, we analyze why the current controllers lack what we understand as a believable behaviour and propose a new approach based on imitation learning to create the racing NPCs. We describe this new approach and analyze its advantages and disadvantages compared with other controllers in order to solve the key problems to achieve the desired believability.


Trajectory Point Target Speed Speed Model Human Driver Human Player 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.



We would like to thank the reviewers and the editor of the book for their constructive comments. We have done our best to include all the comments and to improve the quality of the chapter.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Jorge Muñoz
    • 1
    Email author
  • German Gutierrez
    • 1
  • Araceli Sanchis
    • 1
  1. 1.University Carlos III of Madrid Leganes, MadridSpain

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