I don't see why agents need access to complete information about the world, or even perfect information.
It seems that an agent needs access to the following information:
1) detail and update to date information about their immediate vicinity
2) rough/semiaccurate but possibly stale information about areas not in view or in the vicinity (e.g. not necessarily updated every tick/frame and not necessarily detailed down to the mesh level, or even a fine grained waypoint graph)
The AI will have to burn more cycles on planning than traditional "omniscient" AIs, and it can be wrong and surprised from time to time, but on the other hand, it will behave more realistically.
Then the question becomes, how easy is it to gather #1 and how expensive is it to run the AI planning.
I think we can safety eliminate the scripting issue by designing a "AI shader" language coupled with a SPU compiler rather than relying on p-code interpretation. Either that, or just create a bunch of high level C++ classes/templates which can be "scripted" by composition.
Sure, it is tougher than PC coding, but I am not convinced that the problem is intractable from a parallelization point of view. It seems hard from a data-management point of view to optimize data structures and get the right data into the SPUs at the right time. But this doesn't mean the core problem isn't embarassingly parallel, just that CELL makes it a little difficult to code.
Even if we consider hundreds or thousands of agents, the AI doesn't need to know about the state of each and every one of them. Just think of a human being at a football stadium. There are tens of thousands of people. The only detailed information real people utilize is the state of the people immediately around them (such as the guy who is blocking your view, or talking on his cell phone). The rest of the audience is perceived as a big blob with only its macroscopic properties noted. Your attention is only called to someone far away when something surprising happens to make them stand out from the macroscopic mass.
In game AI, with a huge army for example, it seems to me that the AI only needs to care about the enemies immediately around them, as well as note the large scale macroscopic properties of the actors far away, except for those that call you attention, such as if someone far away hits you with a distance weapon, or you have a target that you need to get to.