# V2 Vehicle Adaptive AI

Section 110 defines race driver personalities, fighter-as-driver defaults,
adaptive CPU pacing, authored race lines, traffic behavior, rival tells, police
heat behavior, and crew-member AI roles.

## Driver Personalities

Per-AI-driver personality profiles cover Aggressive, Defensive, Drafter,
Reckless, Conservative, Slipstream-Master, and Drift-Specialist drivers.
Aggressive drivers overtake hard. Defensive drivers block racing lines. Drafters
sit behind the player. Reckless drivers take high-risk, high-reward lines.
Conservative drivers stay out of trouble. Slipstream-Master drivers optimize
draft timing. Drift-Specialist drivers bias toward drift entries and angle
control.

Per-fighter-as-driver personality bindings cross-reference Section 118. Lin Kuei
fighters default to Conservative and Black Dragon fighters default to
Aggressive, with additional faction defaults for Shirai Ryu, Special Forces,
Outworld, White Lotus, Street Racer, and Cyber Ninja archetypes.

## Adaptive Director

The Adaptive AI Director cross-references Section 90. It observes the player's
race-skill level, adjusts CPU race time for competitive pacing, and avoids
obvious rubberbanding. Per-skill-bucket AI lap targets match the player's lap
time plus or minus a tunable epsilon of 0.35 seconds.

The anti-rubberband toggle has two explicit states. When enabled, AI runs at
fixed difficulty for a true sim feel. When disabled, AI rubber-bands to keep
races competitive.

## Race Lines

Each track has an AI racing line authored offline. Runtime overrides adjust that
line for vehicle class, weather, and damage state. Overtaking logic uses
per-corner overtake-window detection and per-vehicle aggression rolls.

## Traffic AI

Open-world traffic AI is authored per district. Civilian vehicles obey traffic
laws and react to police pursuit by moving aside. Traffic-density toggle modes
cover casual density and hardcore density.

## Rival, Police, And Crew AI

Per-Blacklist-rival narrative AI cross-references Section 101.1 with signature
behavior, voice taunts, and rivalry tells.

Cop AI cross-references Section 103.1 and is integrated with Adaptive AI for
heat-level-appropriate cop behavior.

Crew AI cross-references Section 117. Player crew members have blocker, drafter,
and fabricator behavior integrated with race-objective logic.

## Verification

`VehicleAdaptiveAI_V2_Contract.json`, `vehicle-adaptive-ai.json`, the
`RaceModes.Module` automation spec, and `check-v2-vehicle-adaptive-ai.py`
validate Section 110.
