Gran Turismo 7 Sophy AI Deepdive With Sony AI Researchers

Sophy AI.jpg
Images: Sony AI & Polyphony Digital
AI is often divisive, especially outside of sim racing. However, the use of AI has been normal within racing games for decades. So, what does Sophy bring to GT7, and how is it progressing the Sony AI project?

OverTake.gg sat down with two of the very talented minds behind the Sony AI program: Kaushik Subramanian, a Senior Staff Research Scientist, and Takuma Seno, a Senior Research Scientist. Here is what they had to say about Sophy and the future of the tech for sim racers.

Cover Image.jpg

Image: Sony AI

The GT7 Sophy Interview​

To start off and fill in those who may not know yet, could you explain how GT Sophy works and how it differs from other, more conventional models?

"Gran Turismo Sophy is a breakthrough AI racing agent developed through a collaboration between Sony AI, Polyphony Digital, and Sony Interactive Entertainment. The initial research goal of GT Sophy was to create the first superhuman AI agent to outrace the world's best players in Gran Turismo Sport.

GT Sophy was trained using novel deep reinforcement learning techniques, including state-of-the-art learning algorithms and training scenarios developed by Sony AI, GTSport, and leveraging SIE's cloud gaming infrastructure for massive-scale training. The agent differs from other, more conventional approaches in that it learns to race by trial and error through its own experience.

The agent is able to learn the target behaviour by training in different racing scenarios, while the conventional in-game AI agents primarily exhibit behaviour hand-coded by game designers. Because of this, GT Sophy is more reactive and robust over a diverse range of user interactions in the game." - Kaushik Subramanian

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Rival setup with Sophy AI.

After two years of being available, GT Sophy has evolved to be even more flexible for racers to use in more scenarios. How difficult was it to get to this point? Was a longer time frame like this necessary to generate enough of a sample size for GT Sophy to work well with even more variables?

We are constantly looking for ways to expand the agent's capabilities. Training GT Sophy to be accessible to a broader range of players while covering many of the options available in custom races was challenging. As we deployed GT Sophy 2.0 to more tracks and continued to increase the number of cars it could drive, we gathered valuable feedback from the player community about how they'd like to interact with it.

To cover custom races, it was important that we test and refine the AI agent on various race conditions to experiment with the different race setups that users could curate themselves. At the same time, we worked to improve GT Sophy's race craft with updated training scenarios (to cover the variety of cars under different custom race settings), and iterated on the reward functions and neural network architectures to improve the agent's robustness and satisfy the high racing standards - Takuma Seno

AI Rival.jpg

Sophy AI race setup screen

We'd imagine there would be different sample sizes for cars that are less popular to drive, so the oddballs in particular. How does the model account for this?

Our training approach focuses on being able to drive all the cars in the game equally well. GT7 has such a large variety of cars with a broad range of specifications, so there are some cars that pose a generalisation challenge to the agent. This is primarily because of how unique their setup is. Our updated training schemes allow us to identify the cars that the agent has difficulty with and adaptively vary how often these cars are selected to give the agent more targeted data to learn from. - Takuma Seno

What are the main differences between Sophy 2.1 and what had been available before GT7's 1.57 update?

With GT Sophy 2.1, players have greater control over their racing experience than they did in prior releases. When GT Sophy 2.0 debuted as a full in-game feature in November 2023, players were able to go head-to-head against the GT Sophy using more than 340 cars on nine different tracks, a significant step up from the four tracks and four player car choices in the limited-time release in February 2023.

This new update now enables players to race against GT Sophy using over 400 cars on 19 tracks. But the most significant change is that they can modify the conditions of the race, including choosing the number of laps and cars participating in the race, customising GT Sophy's cars, and setting tire and fuel consumption rates. The agent has been trained to drive in any condition the user specifies. - Takuma Seno

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Could an advanced technology like GT Sophy be used in real-life scenarios as well, such as cars driving or racing autonomously?

We are always exploring new possibilities for GT Sophy and cannot comment on anything further regarding the agent's functionality outside of the GT Sophy 2.1 update. However, as part of Sony AI's continued effort to explore interesting research challenges in Game AI, last summer, we released exploratory research that introduced a super-human racing agent whose sensor input is purely local to the car.

The goal of this exploratory research was to see if we could train an RL agent to drive as well as top human drivers using only game images as input. Being able to learn from image data from the game is one step in generalising the capabilities of the RL agent. - Kaushik Subramanian

Is there an end goal for GT Sophy, or is it set to be an ever-evolving model?

A high-fidelity simulator like Gran Turismo offers several interesting research opportunities, both from expanding what GT Sophy can do in the game and pushing the limits of what deep reinforcement learning agents are capable of. We are constantly exploring new possibilities for GT Sophy and enjoy receiving feedback from the GT players so we can continue testing and refining the AI agent's capabilities.

We believe there is always room for continued exploration regarding improving the agent's racecraft and robustness and providing racing enjoyment to the full spectrum of GT players. - Kaushik Subramanian

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Sophy AI tactic tree

Does GT Sophy have the capability to recognise if it has been overly aggressive? In turn, can it recognise if the player has been and look for "payback"?​

We work to ensure that the agent always performs at its best. In the training process, we can determine how aggressively the agent behaves and make changes to correct it if necessary. When deployed in the game, GT Sophy responds to instantaneous signals in racing situations; it does not incorporate memory or real-time adaptation. - Kaushik Subramanian

AI in Sim Racing​

With these answers, the future of the Sophy AI is certainly under wraps, and many implementation questions beyond the actual creation of the AI were shut down almost immediately. So, whilst some impressive progression is being shown, there is undoubtedly a lot that Sony AI is keeping a secret... for now!

The AI question in sim racing has been rather divisive for a number of years, whether it's a discussion about which sim has the best drivable AI or driver coaching tools like OverTake Turbo that we just launched. AI is immensely beneficial to sim racers and the gaming world more broadly, and is Sophy heading that up, in your opinion?

Do you use Gran Turismo 7's Sophy AI? Are there any other questions you want answered? Let us know in the comments down below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

Premium
This is fantastic, Gran Turismo Sophy will be the first AI racer to win an IRL championship! So mnay sim racers going from Gran Turismo sim racing to IRL championships, cuz realisim, fidelity, and excellent quality make it seemless, now their AI will be able to do the same in the future! Phenomenal!

Can we finally get spectating AI races on Gran Turismo TV tho?!

Nothing even remotely comes close to Sophy 2.1, though I am certain Sophy 2.2+ and onward will just further embarrass every other title that desperately wants to market it's way to deluding others for that subscription rent.

The realistic sim racing excellence that is Gran Turismo with absolutely no monthly fees and no constant DLC expenses is just warping away from the rest. Tho they need to implement proper motorsports rules and penalties, especially online, since well Sophy races hard with respect for the sport, while clowns online use the lack of proper banning and points removal from championship scoring and their ratings points as an exploit.

And eventually the GDPR laws will catch up and finally force them to stop denying access to your own created content and data in replays and photos so it can be backed up to USB.

It's a real shame so many ego stroking elitists are denying themselves this excellence. It's like willfully ignoring and refusing to know the horse and buggy has been surpassed greatly by the motorcar.
 
Premium
The realistic sim racing excellence that is Gran Turismo with absolutely no monthly fees and no constant DLC expenses is just warping away from the rest.
€151.99 per year, doesn't seem free to me
 
Premium
I honestly feel that the Sophy AI is taking sim AI in the wrong direction... if I understand correctly that Sophy will try to be the best it can be, that might be all very well for the top .1% of sim racers but it's the rest of the world that pay the bills for sim race studios.
If Sophy can race any car in any conditions on any track that puts it in the realms of the 'Godly' Professional, if it performs at a lower level for the great unwashed masses the it's not opperating at it's true level, and the player will know he/she is just being toyed with.

I would much rather have an AI that has limits and constraints to it's ability, where I could race it fairly and squarely on tracks and in cars as an equal, I'd like to see the development of a system that was shown decades ago (I think it was Crammonds Grand Prix) where each AI driver had a massive set of boundaries that could define his ability in the various conditions, if you were to add to this sets of mental and physical state peramiters it could feel more realistic for the player than to be toyed with by a far superior AI that isn't dependent on using eyes, ears, and a butt kicker.
 
If this Sophy AI stuff makes the AI more dynamic, more life-like, act less "pre-programmed", etc. then it will be awesome but if it just simply operates at perfection than that's the opposite of reality.

From corner to corner, lap to lap, race to race, track to track, car to car, conditions to conditions, car setup to car setup, heck, even within the different sections of a single corner, humans have all sorts of different levels of speed, consistency, and general variability relative to, both, themselves (compared to their other laps, cars, conditions, etc. etc.) and relative to other humans including humans who are at their same/similiar overall skill level.

If Sophy AI doesn't do that, but is just constantly perfecting itself more & more, like some "perfect computer", then that's the complete opposite of realism regardless of the skill level of any particular human.
 
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I honestly feel that the Sophy AI is taking sim AI in the wrong direction... if I understand correctly that Sophy will try to be the best it can be, that might be all very well for the top .1% of sim racers but it's the rest of the world that pay the bills for sim race studios.
If Sophy can race any car in any conditions on any track that puts it in the realms of the 'Godly' Professional, if it performs at a lower level for the great unwashed masses the it's not opperating at it's true level, and the player will know he/she is just being toyed with.
But hasn't difficulty selection been a thing in the racing game genre for almost all of it's existence? Of course you 'know' you're being coddled if you pick a difficulty level that isn't the highest... but that's okay, because if an AI to tuned to lose time in a realistic fashion (brakes a bit earlier, takes a less optimal line, struggles to get back on throttle), the player can immerse themselves in the moment and enjoy racing computer opponents that are roughly at their skill level. Perhaps they can even use the existence of a higher difficulty as motivation to improve, because it's proof that they can go faster.
 
Premium
But hasn't difficulty selection been a thing in the racing game genre for almost all of it's existence? Of course you 'know' you're being coddled if you pick a difficulty level that isn't the highest... but that's okay, because if an AI to tuned to lose time in a realistic fashion (brakes a bit earlier, takes a less optimal line, struggles to get back on throttle), the player can immerse themselves in the moment and enjoy racing computer opponents that are roughly at their skill level. Perhaps they can even use the existence of a higher difficulty as motivation to improve, because it's proof that they can go faster.
I think that you might be looking at it from the wrong angle, motovation can come from anywhere, it's a thing that humans do, the old way of AI say twenty years ago was simplified and had levels, perhaps three, but those levels would include as you say braking points earlier than need be and throttle aplication later, cornering speed slower than optimum, this was sometimes augmented by agression levels fro Deer to Psyco for the battle challenge,
If you take Stockfish as an example in chess, if you win then you know that the level is low it gave you the game, just as with Sophy AI you know that the 5.22 second Norschleife lap can be done every single lap (apart from in and out) with no fuel/tyre usage, and if you're looking for an advantage in the pits then the number crunching that Sophy will do is gonna extract the last thousandth out of every meter of the track on those in/out laps, if you win you're either god or something went very wrong for Sophy.
Look at the lap charts from the old top gear, the pro's are so far ahead of most of the guests, there are some that get near but those are very driven (pun not intended) with access to some spectacularly fast cars, the many are a world behind and this is how it is with sim racing, if you only allow Lewis Hamilton to drive at Nine tenths then you might beat him, but you know that he's driving at nine tenths and it's a gift.

If you develop a character for sim racing with some of the peramiters that we in the real world are constricted by... eyes, ears and butt (as well as physical and mental strength/weaknesses) then players might find an equal, many of us have our limits, Richard Hammond tried an F1 car and even when training in the F2 car he couldn't keep up with what was going on, it was too fast, limits are for the many not the few, sometimes we simply don't learn form our mistakes, at my last check in GTR2 I have more than 27000 laps (with this install), and 1200 of which are at Donington and I still get Coppice wrong and different almost every lap, so having a godlike AI or Hamilton feeling sorry for me and allowing me to win because it's dialed back would not be motovating, having fat Freddie* from down the social club to take down a peg would be great... that would be motovating!

*Just to be clear, fat Freddie is a fictional character and the social club is also fictional.
 
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Sophy is future for AI in simracing because you don't want a preprogrammed AI (like in all todays simracing titels), but an AI that has LEARNED to race a specific track-car combination with the same physics as the player. Benefits of Sophy-type AI are for example more humanlike behaviour and no unreal AI speeds/behaviour on the straights or in corners.

I read a lot of false assumptions on forums about Sophy, because people have not read about it; what it is and how it learned to race. Is that just ignorance or is the theory behind it too difficult for the average simracer? I don't know.
 
Premium
The bizarre thing is folks act like this isn't right here, right now to race. It's not theoretical or something to wildly guess and spread misinformation about.

And worse of all it's nonsense conjecture, like the sun is not some theoretical thing to talk about how it the sun might harbor souls of the cheese brain clown aliens.

Once you race it, nothing else compares. It's not speculation, it's the equivalent of going from antiquated every other racing game is like '66 ELIZA level tech and then seeing how modern neural net LLMs stochastic parroting is much more nuanced and expansive.

Like LLMs, if you are an expert, it's easy to see it still is not absolutely perfect (as if that even exists), but it is a HUGE monumental leap from ELIZA. Racing becomes much more involved, and dynamic, and for 95% of racing, basically comparable, just like LLMs as interacted with by non experts.

For those top 0.01%, it might not have the exact same level of strategic and tactical moves one would expect from championship caliber world experts, but just let The Maestro, Lewis Hamilton spend a little more time with the Gran Turismo/Polyphony Digital/Sony AI R&D, and those creme de la creme level (Through goes Hamilton!) moves that will just make you feel like you are a gimp toed sloth.
 
Premium
The bizarre thing is folks act like this isn't right here, right now to race. It's not theoretical or something to wildly guess and spread misinformation about.

And worse of all it's nonsense conjecture, like the sun is not some theoretical thing to talk about how it the sun might harbor souls of the cheese brain clown aliens.

Once you race it, nothing else compares. It's not speculation, it's the equivalent of going from antiquated every other racing game is like '66 ELIZA level tech and then seeing how modern neural net LLMs stochastic parroting is much more nuanced and expansive.

Like LLMs, if you are an expert, it's easy to see it still is not absolutely perfect (as if that even exists), but it is a HUGE monumental leap from ELIZA. Racing becomes much more involved, and dynamic, and for 95% of racing, basically comparable, just like LLMs as interacted with by non experts.

For those top 0.01%, it might not have the exact same level of strategic and tactical moves one would expect from championship caliber world experts, but just let The Maestro, Lewis Hamilton spend a little more time with the Gran Turismo/Polyphony Digital/Sony AI R&D, and those creme de la creme level (Through goes Hamilton!) moves that will just make you feel like you are a gimp toed sloth.
The weird thing is that whatever you're talking about, GT7 is the Holy Grail and anyone who doesn't agree with you, you laugh at them.
There are dozens of better, more realistic games.
 
They also need to fix the weak/off boost flip flop.

No idea what's going on in that video. Are they all AI? Are some human? I think at least 1 is human because I saw some netcode warping.

It's difficult to see details and intricacies of the driving because the video is done from TV/trackside camera mode.

A live gameplay video of the player battling the Sophy A.I. from an onboard view would be much better in showcasing the Sophy A.I..
 
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Premium
Oh snap, wrong URL.

Mea Culpa

This was the intended link, and at a time code that is more pertinent, though the key aspect I intended to convey is that the weak and off boost settings are backwards in the settings as to what one would expect they do. Also covered and referenced in this vid, but covers much much more as wel..

 
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Premium
AI more than artificial intelligence is artificial inability, as usual from last position to first in about 6 laps, what's new?
 
Premium
No idea what's going on in that video. Are they all AI? Are some human? I think at least 1 is human because I saw some netcode warping.

It's difficult to see details and intricacies of the driving because the video is done from TV/trackside camera mode.

A live gameplay video of the player battling the Sophy A.I. from an onboard view would be much better in showcasing the Sophy A.I..
I watched the first 7-8 mins and thought that some of the steering inputs were similar to those from a controller or a very very short steering rack, also the Ferrari (name: DRS CpMa) with one wheel on the grass/dirt (after making a mistake and running wide at the previous turn) got rocket like traction and didn't just keep ahead but went away, other things of note for me in that 8mins of watching was a fair bit of contact where the cars were gathered up from a 45deg angle and continued without even blinking.
To me, it seemed to be a high level of 'ai' yup I used lower case, or a bunch of drivers with all aids on possibly driving with controllers from wingman*

*I say wingman because the contacts I saw were generally from behind (I've been wrong in the past and I'll be wrong in the future)
 

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