Fuzzy steering
I’ve managed to implement the fuzzy logic behavior decision making system (wow…that’s long), that I tested out in Excel earlier, into the actual game and it works pretty much as expected.
The AI decides how to steer during the race based on four different fuzzy logic parametres combined in to one big one.
For example if the AI is leading the race it’s likely that it decides to take it a little slower to avoid making mistakes but if it’s in last place desperation will set in and it will do anything it can to catch up.
Another example is that the AI can interact with each other in different ways, such as:

Everything doesn’t work perfectly just yet but as always when it comes to fuzzy logic, tweaking makes perfect.