> GT Sophy doesn’t get the same view of the game that human players do. Instead of reading pixels off a screen, the program takes in updates about the position of its car on the track and the positions of the cars around it. It also gets sent information about the virtual physical forces affecting its vehicle. In response, GT Sophy tells the car to turn or brake. This back-and-forth between GT Sophy and the game happens 10 times a second, which Wurman and his colleagues claim matches the reaction time of human players.
The AI is getting precise 3D position data and physics data not only about its car but competitors cars - from a 3D physics simulation. The human competitors only get a 2D visual view based on what a race car driver can see from the cockpit. Maybe I'm misunderstanding but it seems like the AI is simply deriving the optimal parameters encoded in the 3D physics simulation through iterative testing based on precise 3D physics data supplied directly from the simulation. The humans aren't getting the same data. The human drivers must visually estimate the physics vectors and precise 3D positions from a limited yet rapidly changing 2D rendering. This is quite different from what I initially assumed based on the headline and opening paragraphs of the article.
Given the same precise 3D and vector data in searchable form along with sufficient compute power, it seems plausible a team of human statisticians could work out more optimal driving parameters than top human drivers limited to 2D visuals in nine 24 hour work periods (which is what the AI required to train).