As behavior trees become the implementation of choice for individual game characters, game developers are increasingly turning towards them to coordinate multiple agents. Ricardo Pillosu's talk at the Paris Game AI Conference 2009 focused on his recent experience applying the behavior tree paradigm on top of the CryEngine 2's existing AI system, and in particular to coordinating multiple AI agents simulate group tactics.
The files used during the presentation are available here:Coordinating Agents Using Behaviour Trees Format: Mp4 Coordinating Agents Using Behaviour Trees Format: MOV (QuickTime) Coordinating Agents Using Behaviour Trees Format: MP3
Ricardo Pillosu is a Lead Programmer at Crytek GmbH currently working on an undisclosed project. He previously was an AI Programmer and built a behavior tree on top of CryEngine2's AI, in particular to support multiple AI coordination and simulation of group tactics. He also implemented low-level AI actions integrated with Lua, and worked on the simulation of AI characters with emotions.