I have an idea about multithreading AI
you are a unit in the real world and you have a behavioural program full of if clauses...
When a ranking unit dies,another one is picked up and promoted by the main AI
so every unit has a simple behavioural mechanism:if I'm healthy ,I obey commands,if I'm not healthy I retreat an'd give commands to my units to regroup
That is basically the definition of a behavior tree, and already done.
Doesn't solve the issue of a single main AI though. Something has to track all the individual units running around and their current status. Something has to track each and every bullet fired to determine where it goes and what it hits. Something has to then check each item in the behavior tree to see if it's doable, IE tell individual AI units that it's been hit. These somethings have to be in constant communication. Remember, in real world physics and cause and effect determine what happens as a result of an action. In a game world all of it must be calculated.
To put the complexity into perspective, in a single
millisecond, a human folds more proteins than the entire folding at home project have folded, ever. In fact, it would take all the computers in the entire world a couple thousand years to fold as many proteins as a human does in a millisecond. That's the sort of complexity your comparatively puny little CPU is trying to approximate.
Further AI is more than just bots. It's animation decisions, sound playing, physics tracking, pathfinding, etc.
AI isn't programmed to treat each bot separately, it's inefficient. It's much more efficient to have 1 animation protocol for ex, and have each bot "ask" that protocol for what it needs to do at a given time, given current conditions. Since each AI bot doesn't need to consult this protocol nonstop (a 5 second animation is a very long time in processor terms), it's stupid and wasteful to run a copy of this protocol for each AI bot running around. In fact, this "bot" doesn't even exist as a separate entity with it's own isolated thinking. It's merely an object whose current status is determined by a lot of central protocols.
I could keep going, but suffice to say that AI is a LOT more complicated than you imagine, and indeed, the basis behind which we program AI is nothing like how individual humans think. If you are interested, take some courses in computer science. Trust me, most of the idea's you guys think up have been considered and tried at some point.
Video games are just a tiny application and not even a big player in AI research. Many of the top minds in the nation are recruited to just do AI research. Why? Wall street. Firms will pay millions to get the top physicists, mathematicians and computer scientists, to make their trading programs AI better.