The rules are straightforward and very simple, and success in this game is dependent upon figuring out how your opponents are playing without being able to see which teams your opponents "have". An unskilled AI can tip its hand early in the game in much the same way an unskilled rummy player will reveal their goals to a skilled opponent: they can deduce which teams you've got if you are not careful about how you play your cards.
An additional advantage is that teams can be evenly divided among 6, 8, or 12 AI, depending on how you want to distribute the teams ... you could modify the bonuses given to each team to make teams more or less even so that random draw of teams has less or more impact, or even group teams into specific packs and have each AI play from different positions, similar to a duplicate bridge tournament (maybe even down to distributing cards identically for each run).
The rules are relatively straightforward, and while the distance you move is largely controlled by dice, there's a good bit of strategy involved with respect to the best path to take, how to approach turns and such. An AI that does not judge turns and relative positions of cars will be significantly handicapped. With the advanced rules, if you allow "players" to determine the number of Wear Points assigned to each component, there should be additional variance between AIs.