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Hey thanks for leaving such a thorough comment, I really appreciate it!

It's a bit of a mess right now, but it was uploaded to serve as the technical result of a college assignment, that's probably why there's little to no time spent on design and user-friendliness... Sorry about that.

Each car has a neural network with a couple of sensors (6 wall sensors and 1 flow sensor, I will update the page with additional information about this asap). They have a fitness value based on how far they got and how fast. This is a bit different from the usual car racing along a track network as it has to abide by the same rules as the player and finish laps etc. Once all agents turned inactive (10/20 sec of no real progress) they reset and gain neural weights from the best agents of the previous generation and weight values from the overall best agents ever. A really small percentage stays randomized to possibly reset the agents when they have a major screw up near the start or to find a breakthrough with luck.

I'm planning on drawing the sensors of the networks to show a bit better what's going on, but life is quite busy at the moment, so this might take a while to be updated haha

The 'player' aspect of the game was just something that was left over from my first research question, which I changed later on. I just left it in, together with the generic AI. 

Thanks against for checking it out and pointing out some of the many flaws!