Well, here's what I plan to do(which, I think, solves my quandary):
I have multiple process calculate for the AI, physics, player, scripting, and such(no graphics whatsoever, they're background only) and update memory addresses each cycle. The main process, on the other hand, controls the graphics, player interaction, and etc. and reads from those same addresses, then updates the screen.
I would think that splitting concurrent calculations up, would, in the long run, speed up and increase efficiency. As long as the processes aren't dependent on each other. The main process will only update a character if the position, animation, or status has changed. That way, the program doesn't snag or freeze. Basically, they would be 'conversing,' one asking another where an AI is standing, yet another asking where the player is standing, and then the culmination of these would output into a graphical world.
If the universe isn't a program, then why do planets orbit in loops, death sparks life, and human interaction is buggy and glitched?