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Dont think this is possible anymore, so they improved them^^
You've got seven objects with fluid and constantly changing positions and velocities, a tactical position that doesn't depend on precise positions and velocities, and you can't simply program the AI car to go where the ball ACTUALLY IS. The AI needs to know where the ball is going and what the opposing players are doing in relation to it. Is the other team holding back? Is somebody setting up a shot? Is our goal open? How do I judge if a teammate is close enough to the goal to be considered "defending" it? Is the enemy goal covered? Would a straight shot work or should I attempt a bank?
Those are all things you need for the AI to play decent Rocket League, and none of that is anywhere in the neighborhood of "easy" to code. Lotsa luck. :)
I know AI programming is tough, but that's no excuse here, because we are not talking about strategic team AI, and the AI is already functional, so the "it's hard" argument is completely irrelevant. The AI can play better than it often does in the same situation, which is also important. Clearly there is some kind of fake-flawed "oops" mode the AI code goes into, since there's literally no reason for it to directly hit the ball into its goal or sit in the goal ready to defend, but then just watch the ball roll by it doing nothing. They should lessen those mistakes at better AI grades, but either way NONE of that excuses willfully CARRYING the ball all the way into their own goal, yet that happens way too often.