I don't know if I made it clear enough in the first post, but creating a super fast and difficult AI is not the goal, although I would like to see how good I can do it. The main point of the exercise is only using data that the player can use. For instance a player does NOT know the heat of the tire, size of the tire or any of this information - but just as well we do know how to sense the limits of the tire by listening to the sound, and by seat of your pants feeling which is lacking in a simulation environment.
Weight distribution doesn't really matter either - if the physics side of things simulates it then great, but all a human is concerned with is the tires being at the limit without going over. Your correct that the AI will need to sense the data somehow; through the reference points which will be placed in some sort of editor or something.
It is likely I work on this in a 2D environment, although I have not made my finalized plan. I've been thinking about this quite a bit, and yes it is a big project. No it will not be easy. And most importantly it will likely be far from perfect. I have reasons to think that some of my techniques will help the AI a bit, but there are still a few lacking ideas. I don't have a 'best' line on the track, and am going to try using only the track side reference points.
I don't think the AI needs to know all the physics of the simulator to be fast. Actually, I think traditionally developers go this route just because it is proven.
For instance: Put yourself in an unknown setup, even in a car you haven't driven in some time. But you are on a course that you know reference points of. (You generally brake *near* the 50m mark in most cars, this car you might brake slightly after, or before - but you know the 50m reference point - and that is all that is needed.) You also know that turning the steering wheel left will turn the car left, but by how much you don't know exactly. Setup could be strange there. I think the point is clear with the example that you don't need to know the dynamics of the setup or car. The only thing the driver is aware of, as far as physics is concerned, is the traction levels of all the tires.
Front tires lost grip, try braking more, (or less if hard on brakes), and try less steering input. Now, as far as getting the AI to find, and drive the perfect line - avoid the other cars when they only know estimation points, and things like that - it will be interesting. This may work great, or it may be terrible.
"All our dreams can come true, if we have the courage to pursue them." -Walt Disney