Should not AI Behavior have its own execution thread?

Hi! I am noob in the multithreading stuff, though I was thinking… Everything I have in my AI - player detection, decision making and stuff, can always wait few milliseconds if needed, and does not need to be instant. Same goes for EQS - this whole stuff sounds like a perfect idea to move to its own CPU thread, and save lots of main thread processing power.

But from the higher point of view, is it even worth looking into? I guess, operation like EQS still needs to access UObjects, and probably lock them, so there is no way to make it all fail-safe?

So, basically, should I research on this more and try to do something, or the whole idea is doomed from the beginning?