KC Neural Racing EV

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Progress by track

Milestones

    0:00.0

    Space plays/pauses · ←/→ previous/next race · 1–9, 0 pick a car (Shift for 11–20) · click a car to inspect it · drag to pan, wheel to zoom, right-drag (or Q/E) to turn and tilt, double-click for the whole track

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      The 20 teams

      Every car has the same sensors and controls; the teams differ in how they learn (five kinds of evolution, gradient-based reinforcement learning, and combinations of them) and in their brain sizes and settings. Ranked by Grand Prix points over each team's last 20 Grand Prix races. Only finishers score: the winner gets a point for every car in the race, down to 1 for last place, and a car that doesn't finish gets 0. The bars show those races, oldest first; gray ticks are races it didn't finish. Hover a bar for that race. Click a team to see its fitness score over every generation. The greener a training stat's box, the better it is compared with the other teams.

      How it works

      Senses · 57 inputs

      12 distance rays (wall or car, closing speed), speed, sideways slide, spin, motor power, stored energy, accelerator, brake, steering, regen and deploy positions, wheelspin, contact flags, the direction of the road 20 m and 50 m ahead, and its 4 memory values from the step before. No map coordinates, no track ID.

      Controls · 9 outputs

      Accelerator, brake pedal, steering wheel, regen (brake with the motor and charge the energy store) and deploy (spend the store on extra power), plus 4 memory values it hands itself for the next step (so it can keep track of time). Braking hard uses up the tires' grip, so brake before the corner, not in it.

      The car

      Electric, rear-wheel drive, one gear: no clutch, no shifting, no stalling. Full pedal pulls about 0.45 g (as much as the rear tires grip) up to 72 mph, then the motor's 180 kW (about 240 hp) takes over: 0–60 mph in 6 s, 0–100 in about 11 s. No speed limiter: flat out it levels off around 160 mph, where air drag uses up all its power. Lifting off the accelerator regenerates a little (about 0.13 g). The regen control brakes harder with the motor (up to about 0.4 g in all) and charges a 1.5 MJ energy store; deploy spends it on 120 kW more power (about 12 s from full), which pays off above about 70 mph and can take it past its usual top speed while the energy lasts. Full throttle while cornering eats into the rear tires' grip, so the tail can step out.

      Crashes

      Hitting a wall or another car faster than about 16 mph wrecks the car, and it stays where it stopped as an obstacle.

      Training

      Each generation races on 2 of the 10 training tracks by default (Settings → Tracks per generation). Every team's drivers race in groups, one driver per team, and each driver's score is its average over the tracks. Then each team learns its own way: the genetic algorithm, NEAT and MAP-Elites breed new brains from the best ones; ES and CMA-ES move one center brain toward the copies that scored better; PPO adjusts its one shared brain by backpropagation. Half the teams combine methods: evolution plus a PPO brain that joins the population, several PPO brains whose learning rates evolve, MAP-Elites driven by a CMA-ES search, novelty search (rewarding drivers that drive differently), and islands of different methods that swap their best drivers. Each team's best driver races in the recorded showcase replay.

      Test track

      The KC Grand Prix: Union Station, Crown Center, Grand Blvd through the Crossroads, T-Mobile Center, Power & Light, Broadway past the Kauffman Center and the straight past Liberty Memorial. Never used for training. Every 10 generations the champions race it to see whether the skill carries over.

      On this phone

      Everything runs in the browser, offline: the races in background workers (one per core), the learning on the page, and the results saved in the browser's own storage. Replays are re-simulated from the drivers' saved brains when you watch them, so each takes about 85 kB.

      Power

      How hard the phone works while training.

      Drivers per team

      More drivers means more races per generation: slower generations, steadier learning.

      Tracks per generation

      Each driver races this many different tracks before it is judged, and is scored on its average (per km, so long and short tracks count the same). More tracks: less luck in who gets picked and drivers that handle any track, but slower generations.

      Fitness score

      How drivers are scored after each race. Every team learns to score higher (the evolving teams breed from their best scorers; the PPO team gets these points as its rewards), so this decides what they learn to do.

      Changes count from the next batch of races. Earlier scores aren't recalculated.

      Storage

      Checking…

      Start over

      Deletes all training progress, stats and replays. The networks start again from random brains.