Breeding Race Cars With Genetic Algorithms 187
smack-pot writes "Wired News has an article about how the Digital Biology Interest Group at University College, London is using genetic algorithms to breed superfast Formula-One race cars. 68 design parameters were configurable in the cars, and the generated designs were tested using the racing simulation software developed by the game developer Electronic Arts. According to the research it is possible to shave off 88/100th of a second per lap by using genetic algorithms to tune the cars. In an industry where a tiny fraction of a second matters, that's significant."
Wow! (Score:5, Funny)
Re:Wow! (Score:1, Funny)
Re:Wow! (Score:2)
They don't have the money to research and build their own engines. They can only buy the last years' engine that other teams are no longer using.
A lot of the back-of-the-grid teams are in the same position - limited budgets means limitations on the cars the the richer teams don't have.
I would like to see Ferarri operating on a Mindari budget to see just who comes up with the best car. My money
Re:Wow! (Score:2)
Give Minardi the same budget and facilities as Ferrari, and about 5 years, and they see where they will be.
Their engineers are very good out of getting the most of out what they have, so imagine them getting the most out of the cutting-edge tech that the richer teams use.
'twould be nice to see.
T.
Genetic algorithms explained (Score:5, Informative)
Re:Genetic algorithms explained (Score:5, Funny)
Here's a good link [formula1.com] for people who don't know what Formula One racing is.
Re:Genetic algorithms explained (Score:5, Funny)
Re:Genetic algorithms explained (Score:1, Funny)
Re:Genetic algorithms explained (Score:2, Funny)
Thanks ever so much
Re:Genetic algorithms explained (Score:5, Funny)
Re:Genetic algorithms explained (Score:4, Funny)
It should be noted that... (Score:5, Informative)
Re:It should be noted that... (Score:5, Informative)
This is not to say that this is not a very powerful tool for complex design spaces. If your design space is not particularly interesting (few localized optimums) gradient methods are more intuitive and efficient.
Re:It should be noted that... (Score:2)
We run into the same thing when we do a trade-off analysis - if the result is counterintuitive it can be because people were interpreting a given factor in different ways, or the model is badly constructed.
While this can be irritating, it is at least educational.
Re:It should be noted that... (Score:3, Informative)
Re:It should be noted that... (Score:2)
Re:It should be noted that... (Score:2)
Absolutely true. I work with evolutionary algorithms all day, and the fact of the matter is that simulations are notoriously inaccurate when it comes to predicting real-world behaviour. Fine-tuning 68 parameters with an evolutionary algorithm is not that difficult
So (Score:3, Funny)
Re:So (Score:2)
Pedigree (Score:5, Funny)
"And Schumacher rides to victory again in his car 'Victorious Monarch' which of course comes from the Ferrari stable and is the offspring of 'Burning Rubber' and 'Teutonic Speed Demon'"
Re:Pedigree (Score:2)
Mutant cars (Score:5, Funny)
Slow moving (Score:5, Interesting)
I did some research and programming in this field over a decade ago. The really frustrating thing about this field is how slow moving it is and how little it is taken seriously.
When you have constructed an environment and electronic "organisms" that can breed within that environment, and then watched the generations gradually improve and adapt to the environment, you get the feeling of a new kind of power that we haven't really tapped yet - evolution.
I think one of the problems is that people don't get what is happening in these types of projects. When I showed people the projects I was working on - even biologists and computer scientists - the first reaction was that what they were seeing was just a simulation - i.e. that I had programmed in the fact that the organisms adapted to the environment. It took a lot of explaining to convince some people that what they were seeing was actual evolution, albeit in digital form.
The fact that this research is just looking at breeding cars which are used in a computer game just demonstrates how slow moving developments in this area are. Evolution could be used to improve many aspects of cars -- their engineering, efficiency, production and even visual design. It will happen one day, but it's taking us a hell of a time to realise that we can exploit the force that produced all the wonderful things we see in nature.
Re:Slow moving (Score:4, Insightful)
It is difficult to take seriously a field that is advocated by people possessing more of an idealistic agenda than a pragmatic demonstration of benefits. AI in general suffers from this problem. In the case of GA, some people insist on using the technique as an argument advocating biological evolution, even though 1) it bears only a vague relationship to biological evolution and 2) is just another tool out of many tools, not the be-all-end-all that proponents want to present.
Re:Slow moving (Score:2)
How can you "advocate" biological evolution? That's like saying people researching meteorology are "advocating" fluid dynamics.
People in GA might be trying to *imitate* biological evolution, which sounds like a good idea, seeing how evolution has created some of the most amazing machines and materials on earth.
Re:Slow moving (Score:2, Insightful)
Re:Slow moving (Score:2)
I can't see how anyone with even a small insight into biochemistry can doubt the biodiversity on earth came about through evolution...
Re:Slow moving (Score:2)
- Claim that "evolution has created some of the most amazing machines and materials on earth."
- Claim that evolution is a fact.
- Pour millions of dollars in tax money into required classes that teach that evolution is a fact.
- Name a computerized method of selection and optimization with a name that implies or suggests that it is similar to biological evolution.
That's like saying people researching meteorology are "advocating" fluid dynamics.
A b
Re:Slow moving (Score:2)
> machines and materials on earth."
You find me an engineer that can build a robot the size and weight of a spider that can navigate a forest autonomously. Of course you might have different ideas of what is "amazing" but it's pretty clear that evolution has created somethings humans have not yet been able to copy.
> - Claim that evolution is a fact.
It's a process, not a fact. This process is responsible for the biodiversity on earth, t
Re:Slow moving (Score:2)
I'm not active in the field, but I've read some books and papers on the topic,
Re:Slow moving (Score:4, Insightful)
if I read your post correctly, you are basically saying that evolution is often not a good method to use because humans can do better without it.
I say, take a look at a whale, a swallow, a spider, a virus. Can human engineers do better than these self-replicating, self-healing machines that are perfectly optimised to their environments?
Re:Slow moving (Score:3, Insightful)
Er, I think the point was that evolution is quite a slow process, especially if evaluating the fitness of a candidate solution takes a long time. A whale may indeed be
Re:Slow moving (Score:2)
On a computer it can be done much quicker, and of course the speed at which it can be done depend on how you do it.
Re:Slow moving (Score:2)
In a word, yes. But probably not without using evolution as a tool (at least not efficently).
This is because 'better' means 'more suited to our purposes as humans'. While whales and spiders are cool, and we can learn much from their forms, they are 'designed' for surviving in particular environments, and thats it. They don't serve any purpose (nature has no intention, and
Re:Slow moving (Score:2)
Yes. We can do WAY better.
The problem with life, is that it is very dependant on its environment. Look at the massive damage we humans are causing to life on Earth through our (objectively small) changes to the environment. Change the average temperature by a few degrees, and poof, hundreds of species vanish.
Ye
Re:Slow moving (Score:2)
Have we ever made a self replicating machine? Have we even made a truely self repairing machine?
No and no.
In theory, we might be able to do better. But we haven't done yet, nor could we make such a machine today.
Don't get me wrong, I think humans are great. But nature is fricking fantastic, and it will be a long time before we can better it.
Re:Slow moving (Score:2)
Absolutely correct. But whether natural or man-made, a temperature change of even a few degrees will extinct hundreds of species.
I wasn't trying to make an environmental point, merely using it as an argument to demonstrate the chaotic behavior of complex systems like the Earth.
I can't wait for a few consecutive cool years so people like you [...]
People like me?
Re:Slow moving (Score:2)
Re:Slow moving (Score:4, Insightful)
More research won't alleviate the fact that the evaluation of the fitness function is the critical point of every genetic/evolutionary optimization strategy. The fitness function has to be calculated for every individual in the population once in every generation. If this function is rather complex, it soon becomes the single most important factor determining the calculation cost of the algorithm.
While in many cases genetic algorithms can be a very efficient method to sample a large phase space, there are other cases where the evaluation of the fitness function is simply to costly in terms of computation time. GAs can be very efficient, but they will never be a general solution for every optimization problem.
Re:Slow moving (Score:2)
Not to mention, the fitness function is the basis for correctness. If the function is misleading, or if its broken under certain circumstances, then there's a good chance your genetic solution will result in something tailor made for the fitness function, bugs intact. As an example, my professor mentioned a robotic soccer competition with a bug that resulted in a high velo
Speed of simulations (Score:2)
Alternatively, we have the option of running them on a Cray.
Alternatively #2 it would not be hard to reduce the run time for each model by cleaning it up manually, and running it in RAM. I'd guess it would be easy to achieve real time the
Re:The right sales pitch (Score:2)
In other words, it's a problem solving tool that makes our solutions better. That alone is its singular selling point. The only other detail is explaining which classes of problems it is useful for, and giving examples of where it has worked (to show that it's not just theory).
Breeding cars... (Score:5, Funny)
After careful research, I found a visual aid [amazon.com] that helps clear up the mystery.
**WARNING** Do not view at work (if you are a mechanic). It's a truckse.cx link.
Re:Breeding cars... (Score:3, Funny)
IANAM but I'm sure this is a better source [google.com] of truck pr0n.
Re:Breeding cars... (Score:1)
My post was purely in the interest of science, but what you...
What you posted is just...
From the mouth of one in Formula SAE (Score:5, Informative)
Difference between simulation and reality (Score:5, Insightful)
This means you have to be skeptical with experiments performed just in simulation without testing the same model in reality.
Re:Difference between simulation and reality (Score:3, Interesting)
Surely that just means your physical model of the real world is not correct?
Re:Difference between simulation and reality (Score:2, Funny)
I can't believe that such a comment would apply to an "Electronic Arts" video game...
Re:Difference between simulation and reality (Score:1)
Building robots or complex physical things whose attributes were evolved in a physics simulation such that their behaviour is more or less the same (the 'reality-transfer' problem) is difficult and an active area of research in evolutionary robotics.
Re:Difference between simulation and reality (Score:3, Insightful)
Whether it's correct or not is irrelevant, if the machine you are using to do the simulation cannot carry out the calculations with sufficient precision to avoid exponentially diverging from reality (otherwise known as "chaos").
Perfectly simulating reality is impossible. This statement has not been proven, but I firmly believe it, along with a multitude of other people who are quite adept at simulation methods.
Hence, the orig
Minimal Simulations (Score:2)
No, seriously... using a smaller "universe" so they can test "real-world" while still using only 68 parameters (sic)...
And have all the car computer controlled, for testing, you know... + some serious fun 8)
Differential evolution (Score:2, Interesting)
One of the classical algorithms to do genetic evolution using floating point values (not bits) as parameters, is Differential evolution. [berkeley.edu]
Re:Differential evolution (Score:2)
Re:Differential evolution (Score:1)
Yep!, you'r right, DE (differential evolution) is not that old (just 10 years or so) , DE is a 'classical' (used very often) genetic programming algorithm when gene values are floating point values.
GA example, (Score:3, Interesting)
which is some very simple code for the uninitated to genetic algorithms.
Re:GA example, (Score:2)
according to darwinism, as there is a greater chance of survival
of the fittest.
Human competitive problem solving (Score:5, Informative)
Interestingly enough, Peter Bentley's group results on car racing would not be considered human competitive, unless the results obtained in the simulation will be tried in the real world, or if the simulator is something experts actually use to shave of seconds. In any case, it seems the Evolutionary Computation world is starting to obtain very strong results, for a part due to Moore's law. It's possible that this is caused by the fact that the field simply tries to solve things, instead of first proving that it works (AI/ML), or proving that it doesn't work (Operations Research).
Genetic Algorithms, Rat Bags and Cheetahs. (Score:5, Informative)
A genetic algorithm is an algorithm that manipulates encoded problem solutions using a population of potential solutions. Each solution, or population member, in this case, is a set of racing car parameters. The genetic algorithm selects a couple of solutions and recombines parts of each to produce two new solutions using a recombination operator. Mutuation is normally added as well. The two new solutions are then "measured" for fitness; in the racing scenario a full scale simulation of the actual car is carried out. This produces a single value of fitness that is associated with the newly generated member.
The algorithm proceeds by selecting a couple of candidate parents; normally with random bias weighted toward fitter parents. The parents mate, new chidren produced, the children are measured, then integrated back into the population and they cycle continues.
The end result of all of this is that small "above average" solution components "accumulate" in the population at an exponential rate as time goes on. Of course, this only happens early in the first few generations before high "saturation" / convergence levels are reached. This is kind of cool because something good is happening at an exponential rate as time goes on; this is very useful when trying to solve problems with vast state spaces; eg the problem of finding a good racing car model where you need strong brew to find a resonable solution. Later on, most of the population members can often encode very fit solutions. This mathematical property (exponential accumulation) explains why the genetic algorithm is the algorithm of choice in nature, and also why an alarming proportion of PhD students are now studying genetic algorithms. This technique isn't new either, as Ratbag games have been using these techniques and other cool machine learning techniques for years to evolve the AI on their car titles such as "Dirt Track Racing" and "Powerslide".
Of course, we already know that this stuff works; as a quick trip to the zoo will show you what evolution has done to optimize the cheetah.
This is a very simplified view; there are a bunch of design issues such as encoding, premature convergence, crossover (recomination), reproduction methods, method of generation, population sizing, operator adaptation that make this whole field very interesting and addictive. Having written a dozen genetic algorithms and solved many many problem types using GAs they never cease to suprise me how powerful these methods are.
Re:Genetic Algorithms, Rat Bags and Cheetahs. (Score:2, Interesting)
Having written a dozen genetic algorithms and solved many many problem types using GAs they never cease to suprise me how powerful these methods are.
I work in this field too: :)
I remember some years ago, talking with a coleage, about neural networks, I told him that i was using genetic algorithms for a) select suitable initial conexion values, and b) help to scape local minima.
He as surprised that both methods could succesfully cooperate.
Re:Genetic Algorithms, Rat Bags and Cheetahs. (Score:2)
What a misguided statement. Nature is not self-aware and it does not make "choices." There was not some moment in the past where the universe decided, "Hey, I'm going to implement evolution, because that's the best algorithm for creating life."
Evolution is a tautology. It essentially states, "Those individuals who survive, are the ones who survive." Really, that's all it boils do
Re:Genetic Algorithms, Rat Bags and Cheetahs. (Score:3, Interesting)
Re:Genetic Algorithms, Rat Bags and Cheetahs. (Score:2)
After several million years, the best that nature has come up with can do about 70 mph for short periods. Human rally cars can sustain higher speeds for longer over the same terrain.
There are many cases were evolution has led to sub-optimal "designs" (the connection of the retina to the optic nerve in the human eye being one that springs to mind).
Re:Genetic Algorithms, Rat Bags and Cheetahs. (Score:2)
Human rally cars can sustain higher speeds for longer over the same terrain.
But the Cheetah contains its own power source. Do rally cars hunt oil and refine it themselves?
Re:Genetic Algorithms, Rat Bags and Cheetahs. (Score:2)
Goddess... Remind me not to get onto a elevator with you.
what it shows ... (Score:5, Insightful)
Is that genetic algorithms are nice for parametric optimisation, but not for breakthrough innovation.
Shallow Article (Score:1)
"Using this sort of programmed procreation, the Digital Biology Interest Group has made self-healing battlefield surveillance robots -- gadgets that look like robotic snakes that can figure out how to wiggle home even when severely damaged, unlike less-evolved robots that typically just give up when one of their critical compone
Re:Shallow Article (Score:2)
All right, then tell me why the article specifically distinguished between the robotic snakes that could return home after heavy damage, verses those that could not, entirely on the basis that the more robust snakes were designed through GA? The article does not see any other method that has produced such robust robotics.
Re:Shallow Article (Score:2)
At least I have the guts to sign my name to my comments, unlike you, Coward. You not only don't supply your name, you fail to supply a reason. Instead, you simply mock what you are too stupid to understand.
Human Error (Score:2, Interesting)
Isn't that well within the margin of error that the human drivers would introduce? If the driver takes a turn slightly off of the most optimized route, wouldn't that negate the fraction of a second these algorithms are providing?
Re:Human Error (Score:5, Interesting)
- If you would put all 20 current f1 drivers in exactly the same car, 15 of them would qualify within 0.5 of a second.
- 0.88 seconds advantage every 73 laps (Indianapolis) would accumulate to 64,24 seconds (almost a lap).
Re:Human Error (Score:4, Insightful)
88/100th of a second per lap? Isn't that well within the margin of error that the human drivers would introduce?
Yes, but that doesn't negate its value (assuming the measurement is viable on the physical racetrack and not just in simulations). If you have a normal die A with sides labeled from 1 to 6 and another die B with sides labeled from 2 to 7, then there will certainly be rolls where A is higher than B, but on average, B will roll higher than A. In racing, this would translate to a slightly greater chance of winning--and while that may not be a breakthrough improvement, it's certainly better than none at all.
Genetic Racing (Score:5, Funny)
750/1000 GUARANTEED (Score:3, Funny)
In my many years of study (I go almost all the way back to Prolifferro Nuvolari), the theme of the driver as a closed loop has been my frame of reference. At speed the human body supplies an enormous amount of sensory data from vibration, centrifugal force acting upon the entire body, visual, auditory, data from the parts of the body in direct contact with the car, etc. etc.
That data combines within the nervous system and results in a tremendously complex firing of nerves that initiate hundreds of thousands of muscle twitches and jerks that, when applied to the controls of the car, make it go around. I know this sounds complex but when you realize we are dealing with thousandths of a second per lap, you'll see what I mean.
"There must be a better way", I always said to my self. Then one hot summer day, while eating a Creamcicle, it came to me. "The parts of the body in direct contact with the car" !! Carumba!!! Why didn't I think of it before ?? And, which part of the body has the greatest surface area that contacts the car ?? It was as plain as the nose on your face.
You will appreciate the need for working in secrecy these last few years. But, since you brought it up, now it can be told. If I could come to you as a race car driver and say, "How would you like to have 750 ONE THOUSANDTHS of a second per lap, guaranteed, money back, for only $89.95." What do you think you'd say ? Think of it. That's 562,000 one thousandths in the Sunbank 24 hours or almost 10 minutes !!
It took several years to develop and test my theory. My methods shall go with me to the grave. I was able to ascertain that there is a direct correlation between the sensitivity of a race car drivers Glutinous Maximus and his standings in his respective series. Then the question became, "How to neutralize this God given "Unfair Advantage" ?? How to give those less well endowed by their makers a boost up, so to speak, in this department ?? It was an ergonometrict engineering tour de force.
Sometimes the old ideas are best. Do you remember the old "Union Suit" ? With the trap door ? My Company has developed (with clever use of Velcro and tiny Japanese electric motors) the "Tenth of a Second" driver's suit. We advertise 750/1000 but
actually deliver a full tenth.
The device is simplicity itself. When the driver squirms down into the car, our unit pulls away all 3 layers of cloth rolling them neatly into an out of the way pouch. This puts the actual skin of the driver's Ass in direct contact with the Kevlar of the car seat. When the driver pulls himself up out of the car, the device modestly reverses, the result being seamless and unobtrusive. A special crash sensor activates the device in that eventuality, preventing possible burns. There is a separate manual control which has been redesigned after the embarrassing incident in Victory Circle at one of our test locations.
When we first approached drivers to test our prototypes, the reaction was cautiously positive and even a bit skeptical. After using the product all but one drive was enthusiastic. The usual response was, "Where can I get me one of these ?"
In this our first season, a certain few select drivers will be using our device in select races. For those of you interested from a scientific viewpoint I will be able to Email, at your request, car #s and races 5 days before each event. For those drivers who are constantly mobbed by hordes of beautiful women, the location of the manual button is being kept secret.
Not very practical... (Score:5, Insightful)
Genetic algorithms are terribly clever, and are useful for many purposes, but to make them work you need a "fitness function" - the ability to check how good a solution is. And, seeing you're going to need to apply it to every member of the population in each generation, it better be pretty bloody low-overhead, and be a pretty close approximation of the real-world fitness of a solution. In fact, in my admittedly limited experience with them I found that 99.9% of the difficulty in applying genetic algorithms to a problem is finding an appropriate fitness function.
The fitness function these guys have used is to use a racing simulation game and run the race electronically. That's good if you're trying to set up a car to win that game, but if you're actually trying to win a real car race with a real car, if the only fitness function you have is sending your driver out for a few million trial laps it's just not going to cut it.
If, on the other hand, they had built software that allowed them to specify the car settings and tell them what lap time the car would achieve, that would be really impressive, and then you could bolt on the GA optmizer to find the killer setup. But using GA's like they have done is just a party trick - cute, but not that impressive.
Re:Not very practical... (Score:2)
I agree they aren't going to get very close to a perfect fitness function.
But what this kind of technique could be really great for is in-race optimisation. Can't decide whether the come in for a pit stop this lap or the next? Let the GA run a few hundred thousand simulations of the possible ways the race will progress and get a probablity weighted average of the payoffs from each strategy, taking into account current race position, likely pit-stop times, track condition etc.
Re:Not very practical... (Score:4, Informative)
That's why for problems with very expensive fitness functions, it's often better to use a simulated annealing technique. In SA, there is only one individual, not a whole population, so you only have to evaluate fitness once per iteration instead of potentially hundreds or thousands of times.
Simulated annealing works like this: make a random (or in some implementations, a heuristically guided) change to the current individual. Evaluate the new fitness. If the change has improved the fitness, accept the change. Otherwise, choose at random whether to accept the change, with the chance of acceptance slowly decreasing over time. Hence the term "simulated annealing," named after the process of annealing steel by cooling it slowly, which allows the crystal domains to enlarge.
This means that sometimes changes are accepted which actually decrease the fitness, with the hope that you might perhaps be able to escape a local maximum on the fitness landscape.
In my experience, simulated annealing often works well in the same situations that a GA works well. And it's much easier to implement, too.
Re:Not very practical... (Score:2)
And different drivers will handle different car configurations differently. Give a driver inexperienced with a rear-weight-biased car a rear-weight-biased car, and after the first hairpin, he's going to be flying off the course backwards, and wondering why.
Give a driver inexperienced with a front-weight-biased car, a front-weight-biased car, and he'll wonder why you put a front-weight-biased car on a racetrack.
It's a neat idea, but I can see a few problems. (Score:5, Interesting)
For an F1 team, cost's not so much a consideration, though, the trouble is time. To be able to change that many parameters means having someone get under the car, swap a pile of parts, and send the test driver back out on track to collect the info for the next evolution. Computer simulations are neat, but they're not perfect, and when you're talking about shaving fractions of a second, that small imperfection can throw it completely away.
I also wonder if this would actually be useful in the real world with real conditions. The sun going behind a cloud for a while has a measurable effect on lap times. The amount of gas in the tank, the temperature of the track, all those things change the way a car handles on the edge. Often, race setup is to dial in a car to be a little tighter or looser than what you really wanted because you expect the track to come to you.
And then there's a possibly even bigger problem: If you go out and look at two cars that are running identical lap times, chances are they're nothing even close to identically set up, because drivers aren't machines. One driver will like a certain setup, and another won't be able to do anything with it.
Re:It's a neat idea, but I can see a few problems. (Score:4, Informative)
Well, no, not exactly. Do you use adjustable dampers on your car? Simple bump/rebound adjustment is 8 parameters (each wheel is a seperate system) right there alone. Roll bar lever arm length adustment, another two. Tire pressure, another four. Camber, another four. Toe, another four.
We're up to 22 so far and haven't spent a penny or changed a part, nor have we yet exhausted simple suspension settings. Toe, 26. Castor, 28. Anti dive/squat, 30. Half way there already.
Front and rear wing angles, brake bias, weight distribution. More stuff that simple adjustable.
Ok, let's look at some of the parts that are commonly changed. Tires. Did you think of tires as a part? They are. They're a parameter. How many compounds have you got, hard/soft/wet? Maybe you're poor and only have three sets of springs, hard/medium/soft
We're over our 60 parameters now and are still well within the range of changes that an amatuer racer would consider common and haven't touched the gearbox yet.
Which is why we are also still within the range of simple car adjustments allowed in a video game which doesn't allow for fabrication of unique parts.
Assuming you race in a catagory that allows these changes. Many amatuer, and even "entry level" pro catagories deal with the issue by simply disallowing changes. If you race Formula Vee/Star Mazda/Spec Miata/Barber Dodge you aren't going to be doing anything like changing suspension arms.
60 parameters is nothin'.
KFG
Already done in practice... (Score:4, Insightful)
The insight of the design at large still has to come from an engineer. Genetic algorithms are then used to fine-tune that design. Applying the algorithm is still hard because it requires a lot of knowledge of the physics involved. Once you have this, you can be quite successful because everyone is craving to optimize a few percent.
And how does this compare with other methods? (Score:3, Informative)
how to do it. (Score:3, Insightful)
1. computer-modeling an actual car;
2. Spawn a neat million cars, differing only in their electronics (fuel injection parameters, ABS, traction control,etc.)
3. select for desired caracteristic;
4."mix genetics"
5. respawn.
I guess that if you can access your car's electronics, you can do that yourself, but I think it will void any warranty. BTW, i know that here in Italy some outfits offer on the sly to change the electronic parameters of a car, especially turbo diesel, to increase max power
Re:how to do it. (Score:5, Informative)
AKA "chipping". At the expense of engine life, this can get huge power gains out of turbocharged cars by increasing the maximum boost. Normally aspirated cars can be pushed up a few bhp by messing with the fuelling, but generally the gains are less obvious so they're sold as "driveability improvements" for non-turbos. To get a decent power increase from a non-turbo engine you need to make it breathe better. Porting and gasflowing the head is most effective (and expensive). Fitting bigger valves, hotter camshafts etc will all still do a lot more than a chip!
Re:how to do it part 2 (Score:1, Informative)
Re:how to do it. (Score:2, Informative)
Re:how to do it. (Score:3, Informative)
Your comments about needing an aftermarket ECU are also misled. Most stock ECUs are programmable to some degree, and some are highly adaptable. I know a guy running a 30 PSI turbo in his 780+ HP Supra and he's on the stock ECU. Granted, if he went aftermarket he could pick up
Re:how to do it. (Score:2)
I'd stay away from nitrous unless your doing a dedicated race machine
I'd stay away from nitrous period - the last thing you need is to get a 50hp boost as you enter a corner (or exit one). If your engine can handle 50 more hp, upgrade the turbo/IC. Nitrous is for the FF crowd.
Re:What about the driver? Is he tunable too? (Score:5, Informative)
So it's about one second.
500 lap race = 440s. Not insignificant.
mod parent up (Score:2)
Re:What about the driver? Is he tunable too? (Score:2)
73 laps: if you can save 0.88 s each lap that means 64.24 s for the whole race.
There was a difference of 2.9 s between the first two racers (M. Schumacher and Barrichello) and 37.5 s between the first and the fifth (Panis), so that 0.88 s is a pretty significant amount. (Of course, in a race situation it would be less, since the presence of the other racers)
Re:What about the driver? Is he tunable too? (Score:3, Funny)
Re:What about the driver? Is he tunable too? (Score:4, Informative)
Remember Italian Grand Prix 1971 (Score:3, Informative)
1: Pether Gethin 1:18:12.60
2: Ronnie Petterson +0.01s
3: Francois Cevert +0.09s
4: Mike Hailwood +0.18s
5: Howden Ganley, +0.61s
See http://www.formula1.com/archive/grandprix/1971/52
for complete results.
Re:What about the driver? Is he tunable too? (Score:5, Informative)
All that aside, do you watch NASCAR much? I'm not what you'd call a NASCAR junkie, but I do watch at least every other race. Tenths of a second in lap times are frequently the determining factor between pole and, say, 10th qualifier. Races are often decided on margins approaching less than one second.
All that said, yes, one bad pit stop can and does ruin a race. So does one unseen oil slick. Kasey Kahne should have won Dover, period. The officials were loathe to call a caution so late in the race, after so many cautions had already been called, and cost Kasey his first win.
Sucks.
And tenths of a second did it.
Formula one less close than NASCAR (Score:2)
In race mode, there is of course another factor: where the aerodynamics of NASCAR give the advantage to a closely followi
Re:Formula one less close than NASCAR (Score:2, Interesting)
But it's so boring... (Score:2)
Then there's the circuits. I'm based in Melbourne, so we get the joy of a street circuit; you can't see *anything* unless you shell out hundreds of dollars for a grandstand pass (in
Re:What about the driver? Is he tunable too? (Score:2, Informative)
Already done (Score:2)
The shift schedule for automatic transmissions can be optimised for the urban cycle fuel economy measurement.
I have a genetic simulator for precisely that function.
Oh, you won't be getting 55 mpg from your PoS car any time soon, mass is the problem.