I'm starting this thread without much information just so there is a place where we can drop whatever we have about this topic. The idea is getting to fully understand how Stunts resolves what is going to be the opponent's path on a track. There has been some discussion about this in the past in different threads, but I think there isn't a thread specially for this, so it'd be better to put everything together.
We know, of course, that Stunts will try to find the shortest path for the opponent and it seems it first adds the number of tiles for each path and apparently ignores the numbers and types of obstacles there may be. However, I've made experiments in which I tried to force two equally long paths in different orientations and I haven't been able to find a theory that can predict Stunts' choice in those cases.
To show how counting tiles is non-trivial, when counting, single-tiled objects count as one tile and two-tiled objects count as two tiles, of course. Then, four-tiled objects are less clear because you can either turn or go straight and, in the case of the cork u/d, you go straight, but you follow a whole circle in the middle. My guess is Stunts ignores this and takes it as two tiles. But what if you turn? Is it two tiles or three tiles?
My original guess was that, when path lengths were equal, Stunts would pick either the first path it resolved from the group of candidates or would display a preference either towards going straight or towards turning. I also suspected that orientation could break this, that is, rotate the track 90 degrees and the path may change. I don't remember the results of this test, but it's worth trying again.
Anyway... shoot everything you can think of!
EDIT: Maybe this should be moved to reverse-engineering...