I'm one of the moderators of the official forum, and also the individual who was asking questions of Josh each week and relaying the answers to the group before communication broke down completely.
The version of the AI issues that was presented here was an oversimplification of the already oversimplified version that I presented to the official forum. You have to remember that I was faced with the problem of how to make advanced programming issues intelligible to an audience who mostly have never touched a line of code in their lives, and also that I'm not a Unity programmer. So I'm trying to take a couple paragraphs of highly technical information about a programming environment with which I am not familiar, and explain it to complete novices. Necessarily, I simplified a bit, and went for more of a general analogy rather than trying to present a code-accurate version of the problem.
A backer took that explanation and posted a condensed version on the public section of the official forum, which in turn was abbreviated further when it got quoted here. By that point, it was in the form of a simple recursion problem any freshman computer science student should handle with ease. The original was (and maybe still is, for I'm not sure it's been 100% fixed) far more difficult, involving multiple simultaneously-called objects not handling their data properly when called through particular interfaces - in other words, some sort of thread safety issue. Multithreading with shared resources can be a pain in the arse even for experienced developers.
TL/DR: While there may be any number of valid reasons to question Josh's competence, determination, or whatever at this point, the AI issue - as presented here - is not one of them.