DraQ
Arcane
You don't really need to split it up, just splitting it, or portion of it off the main logic would be beneficial.AI is really hard to spread to multiple cores actually. AI is very "branchy" code, which is the opposite of what's easy to split up.
Hi-level decision making doesn't need to be as fast as "hard" logic of the game, it may actually benefit from being a little slower by adding some hysteresis and avoiding exploitable decision switching - for example you have two routes from enemy to to the player, by moving slightly player can force naively implemented AI to alternate and fail to reach player, but if AI is slower it may already be too far down one route for it to be effective when player's movement retriggers the decision making.
And stuff like basic pathfinding should be pretty parallelizable too.