Managing race difficulty using a rubber-band system

We usually want to create experiences that adapt to the player, and racing games are a good field for this, given that there is the capacity for the cheater agent.

In this case, we will explore the middle ground for this by using a framework that allows you to come up with your own heuristic for managing the speed of the vehicle given its status. It doesn't matter whether it is an arcade racing game or a simulation; the framework aims to work in a similar fashion for both cases.

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