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A human-like TORCS controller for the Simulated Car Racing Championship

This paper presents a controller for the 2010 Simulated Car Racing Championship. The idea is not to create the fastest controller but a human-like controller. In order to achieve this, first we have created a process to build a model of the tracks while the car is running and then we used several neural networks which predict the trajectory the car should follow and the target speed. A scripted policy is used for the gear change and to follow the predicted trajectory with the predicted speed. The neural networks are trained with data retrieved from a human player, and are evaluated in a new track. The results shows an acceptable performance of the controller in unknown tracks, more than 20% slower than the human in the same tracks because of the mistakes made when the controller tries to follow the trajectory.