AV@B

We race to find what breaks.

A race gives a lap time and a finishing position, so everyone can see whether the software got better.

Competitions we're targeting

We plan to climb in scale, from 1:10 cars to full-size race cars, entering the series where university teams race autonomy against each other.

Step 011:10-scale cars

RoboRacer

Formerly F1TENTH. Teams build a small autonomous race car to a reference spec and write software to avoid crashes, cut lap times and overtake. Used at dozens of universities, with an annual Grand Prix.

  • Mapping
  • Time trials
  • Head-to-head
roboracer.ai ›
Step 02Electric go-karts

Autonomous Karting Series

A collegiate series where university teams design, build and race fully autonomous electric go-karts, including the AKS Purdue Grand Prix.

  • Vehicle build
  • Perception at speed
  • Racing
autonomouskartingseries.com ›
Step 03Formula-style cars

Formula Student Driverless

The driverless class of Formula Student, where student-built race cars run dynamic events on their own around a coned track.

  • Cone detection
  • SLAM
  • Dynamic events
formulastudent.de ›
Step 04Full-size race cars

Indy Autonomous Challenge

University teams program fully autonomous race cars and compete at major tracks. In September 2026 it ran a head-to-head passing competition at Laguna Seca.

  • High-speed control
  • Passing
  • Road courses
indyautonomouschallenge.com ›
Step 04Full-size race cars

A2RL

The Abu Dhabi Autonomous Racing League, run by ASPIRE. It races fully autonomous cars at Yas Marina Circuit and has expanded to Europe.

  • Multi-car racing
  • Strategy
  • Endurance
a2rl.io ›

One lap, six tests.

Racing pushes every part of the autonomy stack at once. Each sector of a lap leans on a different one.

S1S2S3S4S5S6
  1. S1

    Perception at speed

    Seeing the track and other cars clearly while moving fast.

  2. S2

    Localization under pressure

    Knowing exactly where the car is at racing pace.

  3. S3

    Opponent prediction

    Guessing what the other cars will do next.

  4. S4

    Real-time planning

    Choosing a racing line many times a second.

  5. S5

    Aggressive control

    Driving at the edge of grip without losing it.

  6. S6

    Low-latency inference

    Running models on the car with almost no delay.

How a race is scored

Most series run some version of these three formats. Each one stresses a different part of the stack.

01

Time trial

One car, an empty track, the fastest clean lap. Tests localization and how hard the controller can push.

02

Head-to-head

Two or more cars on track at once. Tests opponent detection, prediction and safe racing lines.

03

Passing

Overtake at speed without contact. Tests planning and control at the edge of grip.

What you'd work on

Racing has room for software and hardware people. Most members own one of these.

Perception

Software

Detecting the track, cones and other cars from lidar and cameras at speed.

Localization and mapping

Software

Building a map of the track and knowing where the car is on it, many times a second.

Planning

Software

Racing lines, overtakes and strategy against opponents.

Controls

Software

Steering and throttle that hold the line at the limit of grip.

Vehicle and electronics

Hardware

Building and maintaining the cars, sensors, compute and wiring.

Simulation

Software

Virtual tracks for testing every change before it touches a car.

The objective isn't participation.

We race to win.

Faster lap times are the clearest proof that a perception or planning change worked.