Alex Champandard starts this session with a brief overview of the difficulties in scaling first generation behavior trees to modern AAA titles and how a second generation of behavior trees has evolved to better fit these requirements. After the introduction by Alex, Gabriel Robert from Ubisoft Paris describes how behavior trees are being used in GHOST RECON: Future Soldier. Gabriel describes why Ubisoft Paris decided to use behavior trees and the type of tree that they used. He finishes off his presentation by looking at some of the in-game and remote debug tools that the team created to debug their behavior trees.
The files used during the presentation are available here: