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EN
This article, which is a continuation of the article under the same main title and subtitle: part 1 Design and its implementation, includes the obtained results of research experiments with the use of a designed and implemented racing game. It uses a neural model of the vehicle motion control system on the racetrack in the form of a Perceptron Artificial Neural Network (ANN). In designing the movement of vehicles on the racetrack, the following were used, inter alia, Godot Engine and MATLAB and Simulink programming environment. The numerical data (14 input quantities and two output quantities) for ANN training were prepared with the use of semi-automatic measurement of the race track control points. This article shows, among others, the results of 10 selected research experiments, testing and simulation, confirming the correct functioning of both the computer game and the model of the neural control system. As a result of simulation tests, it turned out that the longest lap of the track in the conducted experiments lasted 4 minutes and 55 seconds, and the shortest - 10.47 seconds. In five minutes, the highest number of laps was 34, while the lowest numbers of laps were 1 and 5. In the course of the experiments it was noticed that under the same conditions the ANN learning outcomes are sometimes different.
EN
The publication consist of two parts. Part 1 contains the results of research on the design, learning and implementation of the Perceptron Artificial Neural Network as a model of neural control of car movement on the racetrack. This part 1 presents the results of studies, including review of the methods used in video racing games from the point of view of the selection of a method that can be used in the own research experiment, selection of the Artificial Neural Network architecture, its teaching method and parameters for the intended research experiment, selection of the data measurement method to be used in ANN training, as well as development design of a car game, its implementation and conducting simulation tests. In designing the game of vehicle traffic on the racetrack, among others, Godot Engine game engine and MATLAB and Simulink programming environment. The numerical data (14 input quantities and two output quantities) for ANN training were prepared with the use of semi-automatic measurement of the race track control points. Part 2 shows i.a. the results of the testing and simulation experiments that confirm the correct functioning of both the game and the model of the neural control system. There were also shown, among others, the possibility of continuing research in the field of increasing the flexibility of the racing game, in particular the flexibility of the vehicle traffic control system through the use of other artificial intelligence methods, such as ant algorithms or evolutionary algorithms.
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